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Author Topic: Justicegorge - a dwarven outpost [Story fortress]  (Read 3530 times)

Kipi

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Justicegorge - a dwarven outpost [Story fortress]
« on: February 13, 2012, 08:32:10 am »

ATTENTION!
[/u][/i][/b]

Since the new version of DF (0.34.01) has just been released this fortress has gone to hiatus for undetermined time!

Feel free to join the community fortress I'm going to start as soon as I can get the new version up and running!


While waiting for next release of DF I decided to start a new fortress to pass some time. Feel free to jump in and claim a dwarf!

Embark settings
  • Flat 2*2 embark area with volcano in the NE corner.
  • Number of caverns set to 2
  • Population limited to 60 (not counting children) in the init
  • shallow and deep metals, clay available in map
  • The embark date was 1st of Granite, year 101
I have played the fortress a bit already and because of that the story starts from the 22nd of Malachite, year 101


How to dwarf?

If you want a dwarf just give a name, gender and profession you wish to be. Can't promise immediate claiming due limited population. Special wishes (behavior of requested dwarf, equipment if in military, specific quarters etc.) are possible but not promised.

One note: If dwarf becomes a soldier then he/she will leave any previous profession. This means no miner/soldier combination or such. This is because soldiering is full-time job in Justicegorge. Also note that even though you request specific profession I may and most probably will slab you with other professions as well. For example all carpenters are woodcutters as well and masons have mechanic and building design as additional jobs. And most notably, miners are engravers and vice versa.


List of Dwarves

Starting Seven:
  • "Booze" Guisemirrors - Female Miner (addictgamer)
  • Nomal Hairworks - Female Miner
  • Kosoth Tailinks - Male Carpenter
  • Thob Worldspear - Female Mason
  • Kib Beachboot - Female Crafter
  • "Libido" Lashdrums - Male Farmer (LibidoMax)
  • Eshtân Stillgem - Female Noble (Expedition leader, manager, broker) [RESERVED]
First Migrant Wave:
  • "Peregarrett" Oilyhand - Male Glassmaker (peregarrett)
  • "Cyrus" Glazeshafts - Male Woodcrafter (Sirus)
Second Migrant Wave:
  • Geshud Wipetrumpets - Male Carpenter
  • Doren Vesselzenith - Male Weaponsmith
  • Fikod Oilschorches - Male Clothier
  • Ònul Trenchstaves - Female Cook
  • Meng Pillarlens - Male Mason
Third Migrant Wave:
  • Etur Bridgecircled - Female Soap Maker
  • Asmel Workdye - Male Farmer
  • Kivish Orbdagger - Female Butcher
  • Mörul Relicplaits - Male Weaponsmith
  • Rovod Tourbrightness - Male Animal Dissector
  • Dîshmab Homagemanors - Male Diangoser
  • Catten Borewhipped - Female Woodcutter
  • Kib Letterdyes - Female Animal Trainer DECEASED
  • Olon Chamberstrikes - Female Miller
  • Udib Hatchedcolored - Female Metalsmith
  • Thob Bronzesunk - Male Weaponsmith
  • Mebzuth Gloveclimates - Female Milita Commander
  • Sodel Bronzescarred - Female Child
  • Lokum Laborcontrol - Male Child
  • Shorast Blazeslanterns - Female Fisherdwarf
  • Udil Goldenmetals - Female Mason
  • Bëmbul Murkseal - Female Animal Dissector
  • Kivish Oilglaze - Female Weaponsmith
  • Monom Mineportents - Male Fish Cleaner
  • Stâkud Coloredtraded - Male Potash Maker
« Last Edit: February 14, 2012, 05:47:16 am by Kipi »
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

peregarrett

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Re: Justicegorge - a dwarven outpost [Story fortress]
« Reply #1 on: February 13, 2012, 09:53:14 am »

Kivish is mine! Give me sand and I make discs from it!
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Kipi

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Re: Justicegorge - a dwarven outpost [Story fortress]
« Reply #2 on: February 13, 2012, 10:42:24 am »

From the diary of Eshtân Stillgem

22nd of Malachite, year 101

So, I finally decided to start writing a diary. Never done it before but one of my fellow dwarves suggested it would be a good thing to start one now that we are living here in Justicegorge.

What should I write about? Well, I think I could start with a small tour here in the fortress. Or what's going to be a fortress, currently it's just a few short tunnels excavated by our miners and few rooms. Not something I would call proper fortress yet.

So, the land above us, a thing some of us call as above ground, a place we had to travel through to reach this location, is mostly plain. There is this big mountain north and east from us that also houses a volcano. Volcano means magma, and magma means power for furnaces. That's a good thing. What's not good is the fact that it's damned hot out there. I literally saw the small ponds evaporate in no more than four days. Definitely not an environment for dwarves, that's why we are working hard to get inside. We have trading depot out there and a garbage dump, later we should be able to build some kind of shelter above those.



Now that the surface is dealt with it's time to move proper environment: the underground! The first floor, which also the only floor with soil, contains our food storage, farm and still. Those were the top priority when we arrived here and have been running nearly three months already.



Next we have almost empty floor. This is where the dining hall will be as well as all the offices. Currently only the hallway is really finished, the dining hall has been mined out but doesn't have any furniture yet. That should be fixed as soon as we get all our industries running.



Third floor, where all the work currently concentrates on, is the first industrial floor. There we shall have the masonry, carpentry and crafting industries. And proper storage rooms as well, of course. Not much to see there right now, the work is far from being completed.



So, what else should I mention? Oh yes, when we started we had only seven dwarves. But now we number in total of nine dwarves! Oh the joy! And yes, that was sarcasm. The two lazy beings that arrived earlier this season have no skills we would need right now. And on top of that one of the two has been trained in one of the most unnecessary jobs I can think of; woodcraft! Seriously, even soap makers are more important than woodcrafters! Oh well, I think we have to reeducate him to proper job later. Right now he can serve as hauler.

I think I have to return my work again, these lazy creatures are trying to slow down each and every time my attention gets somewhere else. Oh why did I came here in the first place?


6th of Limestone, year 101

The first industrial floor is shaping up slowly. Right the only dwarf working down there besides the miners is Beachboot, the crafter who was hired to take part in the expedition. So far she has been producing crafts for trading and pots to store food. Hopefully rest of the floor gets finished soon, we really need furniture to make this place more comfortable.


15th of Limestone, year 101

The third floor is finally ready, or at least the parts we need right now. What it means is that our mason and carpenter can begun their work immediately. We need lots of furniture. And bins, we can't forget bins which can be used to store more items in same space.



What should we concentrate to next? Perhaps we should make temporal storage for all those stuff still in wagon. Yes, that's what we should do next. And after that we need some offices. And a place to sleep.

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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Justicegorge - a dwarven outpost [Story fortress]
« Reply #3 on: February 13, 2012, 10:57:54 am »

Kivish is mine! Give me sand and I make discs from it!

Done! Though we don't have any sand available except through trading. So glassmakers won't have much to do.
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You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

NRDL

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Re: Justicegorge - a dwarven outpost [Story fortress]
« Reply #4 on: February 13, 2012, 11:02:38 am »

Just give me any male mook, name him Nix, and please, give him a sword and shield, and lots of TRAINING.  You should read Deathgate to see how much I emphasize the point, there is nothing more important than training.  And very high, Pseudo-Ironblood level stats. 

Please? 
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LibidoMax

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Re: Justicegorge - a dwarven outpost [Story fortress]
« Reply #5 on: February 13, 2012, 11:08:28 am »

Give me Astesh   ;D Name him Libido and have him farm until the fortress falls  8)
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Kipi

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Re: Justicegorge - a dwarven outpost [Story fortress]
« Reply #6 on: February 13, 2012, 11:14:31 am »

Just give me any male mook, name him Nix, and please, give him a sword and shield, and lots of TRAINING.  You should read Deathgate to see how much I emphasize the point, there is nothing more important than training.  And very high, Pseudo-Ironblood level stats. 

Please?

Sure, as soon as I get a spare dwarf to put on military. And don't worry, I will utilize danger room at least in some extent, so your dwarf won't lack training.

Give me Astesh   ;D Name him Libido and have him farm until the fortress falls  8)

Okay!
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

peregarrett

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Re: Justicegorge - a dwarven outpost [Story fortress]
« Reply #7 on: February 13, 2012, 12:44:02 pm »

Kivish is mine! Give me sand and I make discs from it!

Done! Though we don't have any sand available except through trading. So glassmakers won't have much to do.
Ok, buy any sand and I'll transform it into serrated discs. You all be glad you have some in hallways...
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Sirus

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Re: Justicegorge - a dwarven outpost [Story fortress]
« Reply #8 on: February 13, 2012, 01:05:27 pm »

Name the woodcrafter "Cyrus" and train him in the art of brewery! He will make many fine drinks for the dwarves to enjoy!
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addictgamer

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Re: Justicegorge - a dwarven outpost [Story fortress]
« Reply #9 on: February 13, 2012, 01:52:45 pm »

Justicegorge...Needs a gorge inhabited by a sheriff and prisoners being beaten to death.

I'd like a miner. Name him/her Booze.
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Kipi

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Re: Justicegorge - a dwarven outpost [Story fortress]
« Reply #10 on: February 13, 2012, 03:57:44 pm »

Kivish is mine! Give me sand and I make discs from it!

Done! Though we don't have any sand available except through trading. So glassmakers won't have much to do.
Ok, buy any sand and I'll transform it into serrated discs. You all be glad you have some in hallways...

Not sure if I'm going with weapon traps here... I usually prefer to have a squad of axedwarves and a line cage traps to capture any wandering snatchers.

Name the woodcrafter "Cyrus" and train him in the art of brewery! He will make many fine drinks for the dwarves to enjoy!

Right, can do that, though you will also end up having other food industry related labors as well, like at least farming.

Justicegorge...Needs a gorge inhabited by a sheriff and prisoners being beaten to death.

I'd like a miner. Name him/her Booze.

Done!


Oh, and sorry if there are huge caps between the diary entries (like almost complete season without updates). I never realized that 2*2 flat area would end up having FPS over 1000...
I... can... almost... see... them... but not quite. When the game is unpaused, that is...
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Sirus

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Re: Justicegorge - a dwarven outpost [Story fortress]
« Reply #11 on: February 13, 2012, 04:15:47 pm »

That's fine, as long as I can contribute to the prosperity of the fortress.

Just one request: When (if) he hits legendary at either brewing or cooking, give him a profession like Brewmaster or Iron Chef.
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Kipi

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Re: Justicegorge - a dwarven outpost [Story fortress]
« Reply #12 on: February 14, 2012, 02:04:02 am »

5th of Sandstone, year 101

It has been some time since I updated this diary last time. Truth to be told, there hasn't been much happening worth of mention. Yes, the basic industries are running, but the actual production has slowed down, almost halted, since we lack workers. The biggest problem is with masonry as our only mason is also our mechanic and Worldspear just can't work fast enough to satisfy our needs. This is why I decided to make the woodcrafter Glazeshafts as apprentice of Worldspear. While he doesn't know anything about working with stone I'm certain he learns fast enough while working.


13th of Sandstone, year 101

The woodcrafter who I assigned to work as mason came to me yesterday. He said he would rather work in farm instead of trying to learn the art of masonry. He also said something about preferring to work with "living things". Do we have an elf among us? But yeah, we would need another farmer at some point anyway, so I decided to go with his request. So now this woodworker, who also calls himself Cyrus, is learning the art of food production.

Of course this took us back to square one; only one mason to work with all the construction orders I gave earlier. Hopefully there will be another group of migrants soon enough.


24th of Sandstone, year 101

Another group of migrants arrived today, just like I hoped. This time five dwarves reached our puny outpost. And again there actually was bigger group heading this way but over half of the group turned back to mountain home after hearing that we don't actually have a frotress here, just few small rooms and hallways carved in stone.



Among the new arrivals there was one smith who has specialized himself to weapons. This is good, now we actually have a reason concentrate on getting the forges operational. Besides him there was woodcutter, who I also assigned to work as carpenter, clothier, cook and soap maker. Soap maker shall become our second mason, never mind what he wants.

So, after all, this day turned out to be one of the best here in Justicegorge. Hopefully our luck stays the same.


14th of Timber, year 101

The caravan and liaison arrived today. It's autumn already? Damn it, the time really flies down here. It's already late so I think I'm dealing with the visitors tomorrow... or the day after, it really depends if something more important comes up.




16th of Timber, year 101

So, today I met the merchants. Unfortunately we didn't have much to offer so I was able to get only some alcohol, few bars of metal and one anvil. Steel anvil, mind you. Hopefully next year we have more crafts to trade, otherwise the caravan may just pass this place completely. Or so the head merchant said. I don't think that would be possible, the king wouldn't allow it. But yeah, we must get more trading goods before next autumn.

Haven't met the liaison yet, the lazy bugger just disappeared somewhere inside right after he arrived...


7th of Moonstone, year 101

I was just informed that the room which will serve both as hospital and as dormitory is ready.



Finally we have a place where we can sleep properly. And the dining hall should be ready soon enough, along my personal office. Having a second mason really made the process faster.

Oh, still haven't met the liaison. That damned imbecile, few times I saw him walking around the fortress but he always managed to disappear before I caught him. I'm already wondering what he is doing here anyway?


9th of Moonstone, year 101

Finally I caught the liaison. When he realized I was in fact trying to talk to him he jumped straight to the point, which was trading negotiations. He never explained what he was looking around and why he tried to avoid me all this time.



So, the official business he had with us was to negotiate about trading. Basically this meant he asked what we would want from the next caravan, after which he handed me a list made by king himself. All items in that list are, of course, optional, so we shouldn't worry too much if we can't satisfy the requests.

So, I ordered some alcohol and the king requested some crappy crafts and other things. Most of the items in the list we won't be producing for a while, so I decided to throw the list to fire immediately.

After we agreed the terms the liaison left. Good, finally we can get back to normal schedule!


15th of Moonstone, year 101

The temporal storage in fourth floor is ready. What this means is that we can finally get everything inside and stored.



Next, while waiting for the furniture for dining hall, our miners shall start working with area for forges. The forges will be placed on fourth floor near the volcano.

Now, even though we have anvils, smith and magma we have one slight problem; we don't have any metals which would make good weapons. Sure, we have gold around here, but no copper nor iron. Perhaps we should use the gold to make some cages to capture any wandering threat? That would be the best option right now.
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Justicegorge - a dwarven outpost [Story fortress]
« Reply #13 on: February 14, 2012, 05:02:08 am »

14th of Obsidian, year 101

The dining hall and my personal office are finally ready!



Seriously, it took far longer than I originally thought. One reason for this is the lack of workers, after all Worldspear was working alone quite long. Also there were lots of hauling tasks to be done, mostly getting everything inside to safety.

The work with forges continues. So far only small section of the area is cleared, still no sign of weapon metals. Additional vein of gold was discovered, however that doesn't help us much. It really seems that we must follow the backup plan of using cages and traps.


1st of Granite, year 102

One year has passed since we arrived here. It's still hard to believe that it has been so long.

Our masons have been out of work lately so I ordered them to make lots of blocks from the rocks littering the hallways. When Worldspear asked what I wanted those for I just replied that we need to construct a shelter over the entrance to protect all the animals, garbage dumb and trading depot we have up there and as we are dwarves we must make that shelter as good as possible. And that means using only blocks for the construction. And besides I just can't allow to have people idling here right now, that would be a bad thing for general morale.

After accepting my orders she went and took her apprentice Pillarlens with her. As I'm writing this they are already producing the blocks and it shouldn't take too long before we have enough to start the actual construction.


20th of Granite, year 102

Another group of migrants arrived today. And this there were more than just few migrants arriving; eighteen able workers and two children. And from the tales they told me it was clear that this time the whole group actually completed the journey and nobody turned back.

Now, twenty new citizens bring a lot of new problems with them. First of all we need to be sure we are producing enough food and alcohol to actually support the population. Luckily there were few dwarves with knowledge of food production. Secondly we need to try to figure out jobs for each and every one of them. Again we were lucky as most of them had a profession which would support our current situation; few smiths, two doctors and few other miscellaneous professions.

So, after interviewing the new dwarves I decided the following reassignments; Goldenmetals, the engineer, joined the group of masons. Orbdagger the spinner became butcher of Justicegorge as we are lacking one and she is the only one with the skills. The wax worker Bronzesunk became weaponsmith and, finally, Workdye was also assigned to be a farmer along his profession of brewer.

Besides all the above I decided to remove certain professions, like fishing, animal handling and so on. We have to figure out proper job for these dwarves as well as the ones with professions which aren't immediately useful for us. Oh, and finally, all the smiths are now furnace operators as well.


2nd of Slate, year 102

Our miners discovered a vein of hematite!



Unfortunately the vein is inside the magma channel so we need to clear it up before connecting the channel to volcano. Not a big deal though, it just postpones things a bit.

Now that we have butcher we can start culling the spare animals we have. And we have lots of those, which means a lot of meat for our diet. I find this a positive change, though few of our dwarves would prefer to keep the animals alive. Meh, I take meat over living animal.


27th of Slate, year 102

On of our workers, Letterdyes, claimed a crafter workshop today. And she is demanding shells for a project of hers. The thing is, we don't have shells and no way of producing those. Yes, we have fisher and fish cleaner among our ranks but no source of water since all the pools have dried up.



I know this won't end well...


14th of Felsite, year 102

Elven caravan arrived today. We have one rule: no trading with elves! Of course we can always just seize the stuff we want, nothing forbids that.



So, I went to see the merchants, ordered all the wood, cages and alcohol to be hauled to our storage and then ordered the buggers to leave. As you can say, they weren't happy about it. Too bad, I'm not going to break that one rule we have!


12th of Hematite, year 102

Oh crap!

Remember that dwarf who claimed the crafter workshop? She went insane today. And to make things worse, she went berzerk!



I quickly assembled a small mob to deal with this problem, hopefully they can take her down before anyone gets hurt.


13th of Hematite, year 102

Okay, the berzerk dwarf has been dealt with. The leader of the mob, our suturer Gloveclimates, was the one who dealt the killing blow



Nobody was hurt in the process, except the insane dwarf. All this brought an idea to my mind; perhaps I should make the suturer to our own guard? After all she knows a bit about fighting and she has already tasted the thrill of combat so why not? We already have a doctor, Homagemanors, who I have made our chief doctor. So I think we should give the lass a title of militia commander.

Now that we have our first dead we are facing another problem; we need a place to bury our dead. That means a room and coffins. More work to our miners and masons.
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

NRDL

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Re: Justicegorge - a dwarven outpost [Story fortress]
« Reply #14 on: February 14, 2012, 05:08:26 am »

Have I been dorfed?  Has anyone else? 
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