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Author Topic: Gloriescastle - A Test of Time (Community Fortress)  (Read 5752 times)

ReaverAxis

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Gloriescastle - A Test of Time (Community Fortress)
« on: November 10, 2012, 09:35:31 pm »

Prologue
In the recent years the Dwarven kingdom of the Northern Guilds has fallen into disrepair. Lands have been lost to the Goblins, Bugbears, and Violet Xelics in several losing wars. Fortresses have banded together in order to secede and form their own kingdoms. There have even been rumors that demons of old have awoken and massacred fortresses. Due to these events the kingdom had become desperate. In an effort to expand the Queen had sent out several expeditions to found new settlements. The majority of which have failed. Some have fallen to enemies, some fell to chaos and discontent within the citizens, and some simply disappeared without any notice. With resources continuing dwindle the Queen has ordered more expeditions to be mounted. If the kingdom cannot establish new settlements then it will surely cease to exist.

From the journals of Exarch Glazechanced
The queen has given me the right to mount an expedition in order to found a new settlement for the North Guilds. The letter stated I would be heading to a region known as the Forest of Fishes. My objectives are to establish a fortress and to harvest the resources of the land for exporting back to the mountainhome. They believe the land to be rich in wildlife and minerals and suggested that these resources would prove very useful for the kingdom. To succeed in founding this settlement they have given me a rather nice purse with which to prepare. I am to use it to purchase supplies for the trip and I’ve also been instructed to convince a few other citizens to join me. I’ve only been given enough to procure one wagon for the trip and it will only fit seven of us at the most. I must go to the market in the morning and prepare. In one week we depart for Gloriescastle.

After my last efforts I've decided to start up another community fortress. For this fortress I will be using the following embark.

I'll be playing with the Civilization Forge 2.70 mod for this fort and I have modded most of the wildlife to be tameable/trainable. As for goals I plan on exploiting the native wildlife in any way possible and I will actively piss off other civilizations to start wars. I don't have any megaprojects in mind but that's not to say there wont ever be one. We might end up visiting the circus as well. I plan on starting tomorrow or possibly sooner if the remaining dwarves are claimed before then.
 
If you would like to claim a dwarf I just need a name, profession, and a story you would like. I will do my best to work them in. Journal entries for named dwarves are in no way required but they are encouraged to help build the story. I've listed all dwarves below with their top three skills.

Dwarves

Up for grabs:
Cilob Fortressbite (Male) - Clothsmaking 7|Weaving 3|Fishing 1
Dishmab Raspvessel (Male) - Woodcutting 2
Inod Lastpost (Male) - Milking 2
Kivish Rythmguild (Male) - No Skills
Minkot Racktree (Female) - Milking 11|Mechanics 5|Shearing 2
Stukos Landplank (Female) - Plant Gathering 13|Pottery 1
Ushrir Decantfurnace (Female) - Masonry 11|Animal Training 2
Ustuth Factionlens (Female) - Pressing 1

Alive:
Exarch - Lye Maker|Soap Maker|Animal Trainer
Aden - Weaponsmith|Armorsmith|Leather Worker
Aquadwarfman - Hunter|Recruit
Thob - Hunter|Militia Commander
Eliye - Miner|Mechanic
Fishybang - Carpenter|Woodcrafter
Gondular - Mason|Stonecrafter
Neo - Recruit
Ramsey - Cook
Sunhammer - Smith

Deceased:
None. (Yet)
« Last Edit: November 13, 2012, 03:09:39 pm by ReaverAxis »
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Thecard

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Re: Gloriescastle - A Test of Time (Community Fortress)
« Reply #1 on: November 10, 2012, 09:41:52 pm »

Umm... I think I'll take Thob.
Just keep his name as is, I think.  Thob is nice enough.
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I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v

ReaverAxis

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Re: Gloriescastle - A Test of Time (Community Fortress)
« Reply #2 on: November 10, 2012, 09:49:42 pm »

Umm... I think I'll take Thob.
Just keep his name as is, I think.  Thob is nice enough.
Any profession? Or should I just make him a mute again? Maybe he can be a mime this time.
« Last Edit: November 10, 2012, 09:52:14 pm by ReaverAxis »
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Thecard

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Re: Gloriescastle - A Test of Time (Community Fortress)
« Reply #3 on: November 10, 2012, 09:54:45 pm »

Umm... I think I'll take Thob.
Just keep his name as is, I think.  Thob is nice enough.
Any profession? Or should I just make him a mute again? Maybe he can be a mime this time.
Yes to mime, maybe make him militia commander?
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I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v

Kalemyr Skyfire

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Re: Gloriescastle - A Test of Time (Community Fortress)
« Reply #4 on: November 10, 2012, 10:01:11 pm »

I'll take Doren, make him a miner/mechanic.
Can you change his name to Eliye?
« Last Edit: November 10, 2012, 10:04:12 pm by Kalemyr Skyfire »
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Fishybang

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Re: Gloriescastle - A Test of Time (Community Fortress)
« Reply #5 on: November 11, 2012, 01:19:18 am »

I'll take kubuk please. same name as last time.
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Saegge

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Re: Gloriescastle - A Test of Time (Community Fortress)
« Reply #6 on: November 11, 2012, 05:23:52 am »

Give me the last one, I like her character. Name her Gondular. Beccause she´s impatient and quick to anger it´s no joy to work with her. If something goes wrong she is likely to start a row. But when she cools down again she is happy about the thrill she had. This is why her family threw her out. She lived on the streets i. e. on the corridors between food stockpile and public dormitory, till a stranger showed up and forced her to follow the expedition.
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Beenoc

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Re: Gloriescastle - A Test of Time (Community Fortress)
« Reply #7 on: November 11, 2012, 07:56:20 am »

Is there really only one dorf available? Including you, only 5 people have claimed. There should be 2?
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This is a dwarf. It is decorated with dwarfiness and menaces with spikes of Brit. Engraved on the dwarf is an image of a dwarf digging a hole. This relates to the digging of a hole by Honeydew the dwarf in 2011.

I was the deceased vessel through which dark magick was done and Necrothreat III was created from the ruins of my old forum posts: http://www.bay12forums.com/smf/index.php?topic=118805.0

neo1096

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Re: Gloriescastle - A Test of Time (Community Fortress)
« Reply #8 on: November 11, 2012, 04:16:50 pm »

Dwarf me as the first new militia member you get. This one should be eerily similar to the last Neo, complete with the triple wielding.
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ReaverAxis

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Re: Gloriescastle - A Test of Time (Community Fortress)
« Reply #9 on: November 11, 2012, 04:21:03 pm »

Dwarf me as the first new militia member you get. This one should be eerily similar to the last Neo, complete with the triple wielding.
One crossbow wielding Neo doppelgänger coming right up.
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ReaverAxis

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Re: Gloriescastle - A Test of Time (Community Fortress)
« Reply #10 on: November 11, 2012, 05:06:25 pm »

Granite 1, 130
Spoiler (click to show/hide)
We have finally arrived at the site. I managed to convince six fellow dwarves to journey with me to the new settlement. Of those who came with me there is Aden a skilled smith with dedication to his work and a fiery personality, Aquadwarfman a hunter who likes to keep to himself, Thob the crossbowdwarf who due to an inability to speak uses hand and body gestures for communication, Eliye a miner who also has skill in mechanics and was quite friendly and talkative, Fishybang a carpenter who was quite happy to be with us, and Gondular a mason who would not stop complaining about the length of the trip. I’ve surveyed the land and have sketched it as such. My first goals are to have Eliye dig us a shelter while Aqua, Thob and I go hunting. Once we return with some animals they can butchered for food. Aden can then tan the hides and craft them into something useful. I’ll have to speak with Eliye about setting up a system of traps to try and catch some wildlife. If we manage to catch some I can try to tame the creatures and use them for more food and leather production.

Granite 8, 130
All has gone well in the first week of the settlement. The hunters have returned with a few owls though I do hope they find larger game soon. The owls have barely enough meat to feed one dwarf. After speaking with Eliye we have come up with a plan for the entrance. We will use drawbridges to create alternate paths to enter. One will only be accessible when the drawbridges are lowered presenting a straight path into the fortress and the other will function when the bridges are closed to create a long winding path filled with traps. Eventually we hope to build a palisade to protect the surface areas. With all the trees around we shouldn’t have a problem getting the wood for it.

Granite 22, 130
The entrance has been finished and Eliye has begun to dig lower into the earth. I’ve drawn up plans for a crafting area, a smithing area, a dining area, and a living area. I’ve sent him to dig the dining area first. Once it is finished we can move our food stockpiles inside where they can’t be raided by local animals. Afterwards he will dig a living area that we can furnish with the beds Fishy has been making.

Slate 4, 130
Hunting continues to go poorly. Very little wildlife seems to roam the map and what do roam are small owls, snakes and mammals. While they can’t really be used for meat the snakes have given me an idea. If we could trap and train some they could be unleashed if we are ever attacked by enemies. They might not be very large or powerful but they pack deadly venom that can easily kill a dwarf. This could be used to our advantage so long as one doesn’t bite me while I try to tame them. Due to the slow hunting I’ve also asked Eliye to dig us a farming area. We didn’t bring much food with us as we were expecting more wildlife than this.

Slate 23, 130
The hunting has gotten better in the past few weeks. While we are not bringing in any larger animals our hunters have been improving resulting in more animals to butcher. Eliye’s digging has also been going according to plan. He’s dug the farm areas and continues to dig out the dining areas. I’ve had Gondular using the spare mudstone for crafting furniture. As soon as we get the living areas dug out we will have some rather nice quarters for ourselves. Fishy continues to cut down more with the help of Aden. I must also make sure to prepare for others once we are comfortable. The Queen’s official informed me that as we grow we should expect other dwarves to migrate to Gloriescastle. I need to make sure these emigrants can be supported once they arrive.

Felsite 20, 130
Finally some proper game has been spotted in the forest. The hunters report that they have found siamang taking residence near us. They are a decent size ape and should provide a decent amount of meat when butchered. They are not much smaller than a dwarf so they could pose a threat if one of the hunters is careless. To try and prevent them from harming the hunters I’ve begun to train the dog that we brought on the trip. I plan on training a hunting dog each for Thob and Aqua.  The rest will be trained for war and will be used to guard the fortress. Perhaps if we catch some of the siamang they could be used for a similar purpose. That will have to wait until Eliye’s digging is finished.

Hematite 7, 130
Thob returned from hunting quite pleased with himself today. He managed to shoot and kill a peacock. However, instead of bringing the animal back to be butchered he fashioned it into a hat! While I wasn’t too thrilled at his wasting of food I must applaud his creativity though I don’t think that it will help him very much while he is hunting. The animals will surely see him long before he sees them. Perhaps it might work as a disguise. The animals could just think it’s a retarded peacock wandering in the forest instead of a hunter.

Hematite 19, 130
I’ve finished training the animals and I’ve begun to help Gondular in making some rock crafts. Dwarves will migrate based on the caravan’s reports when it returns to the mountainhome. I want to make sure the merchants believe that it is prosperous here and that any dwarf should want to move here. If we want Gloriescastle to last we must make sure it grows well. We’re going to need more dwarves so we can create and export more goods from the various industries. We also need recruits to defend the fortress should our enemies besiege us. The Bugbears have renewed hostilities with the kingdom roaming the land and raiding its fortresses. Should they find out about our new settlement surely they would try to take it thinking it is weak.

Galena 4, 130
The first migrants have arrived at Gloriescastle. We now have another eight residents. Some of them arrived in a rather peculiar state. A butcher who brought his four children showed up with a broken finger and several cuts. Another animal trainer has also migrated with her daughter to the fortress. The last of the migrants is a dwarf who introduced himself as Neo. He claimed that he was a former fortress guard at the fortress of Boltaura. Once he mentioned the settlement name all of the migrants said they’re from Boltaura. I don’t understand how this is possible. The news in the kingdom was that Boltaura was found abandoned with the bodies of dwarves and bugbears everywhere. We were all told it was lost in a siege, looted, and then left to sit there forever. Somehow these dwarves must have made it out before the disaster. Regardless they are here now and should become valuable citizens.

OOC: I've added the new dwarves to the claimable in the first post
« Last Edit: November 11, 2012, 08:39:14 pm by ReaverAxis »
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Beenoc

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Re: Gloriescastle - A Test of Time (Community Fortress)
« Reply #11 on: November 11, 2012, 05:25:00 pm »

Shorast is Ramsey. Same Ramsey. Just now he also wants to cross-train in hammerdwarfing when he's not cooking.
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This is a dwarf. It is decorated with dwarfiness and menaces with spikes of Brit. Engraved on the dwarf is an image of a dwarf digging a hole. This relates to the digging of a hole by Honeydew the dwarf in 2011.

I was the deceased vessel through which dark magick was done and Necrothreat III was created from the ruins of my old forum posts: http://www.bay12forums.com/smf/index.php?topic=118805.0

Fishybang

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Re: Gloriescastle - A Test of Time (Community Fortress)
« Reply #12 on: November 11, 2012, 08:08:58 pm »

Make one of the other dwarves Fishybang also! Then we will have two fishybang's! they would be cousins/
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ReaverAxis

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Re: Gloriescastle - A Test of Time (Community Fortress)
« Reply #13 on: November 11, 2012, 08:17:03 pm »

Galena 12, 130
A Silver Xelic caravan has arrived today. Their violet brothers have warred with us in the past and mercilessly slaughtered any dwarf they found. Yet these ones claim to be different from their brothers. They claim to revere nature and peace above all else. I do not believe it. I’m sure they work together with their violet brethren. They act docile and peaceful while the others attack while you’re distracted. This caravan might even be a trap. I’ve ordered Thob, Aqua and Neo to lie in wait for them. When the opportunity arises they will ambush the caravan. I cannot risk it getting inside our halls to provide a distraction for more to attack.

Galena 16, 130
Spoiler (click to show/hide)
The Xelics have been struck down. Thob and Aqua fired at them with their crossbows while Neo charged them with his fists. I don’t know why he didn’t have his uniform equipped. He was hunting before with his crossbow but when it’s time to protect the fort its nowhere to be found. Almost immediately after the merchants were slain a Kobold thief was spotted near our surface camp. One of the hunting dogs managed to find the creature. The bastard outran the war dogs and escaped. Luckily he did not have enough time to take anything of value and made off empty handed.

Limestone 17, 130
Spoiler (click to show/hide)
The initial fortress digging is now complete. We’ve begun to move everything underground for safety. After the butcher’s hand was mended he came to me requesting to change his job. He introduced himself Ramsey and requested to become the fortresses’ cook. I’ve let him build a kitchen so long as he continues to act as the butcher. With the hunters bringing in animals constantly we they need to be processed for food first. Not to mention that if there is no one to butcher there won’t be anything to cook. The female dogs have all had puppies in the past few days. We went from an initial nine dogs to twenty five. As the dogs grow older I can begin to train them into more war dogs to help defend the fortress.

Sandstone 14, 130
Spoiler (click to show/hide)
Another seven emigrants have made their way to Gloriescastle. Once again all seven of them have come here from Boltaura. Among them was a soldier who informed me that the settlement did not actually fall to the Bugbears. It was just abandoned shortly after the siege was broken. I still find it odd that everyone that has journeyed here all started in the same place. Regardless I’ll have to assign duties for our new citizens. Of the dwarves that have arrived there is a smith, a smelter, a mechanic, a clothier, and three soldiers. Surely we can find a place for our new friends.

OOC: I've added the new dwarves to the claimable in the first post
Make one of the other dwarves Fishybang also! Then we will have two fishybang's! they would be cousins/
The original Fishybang survived Boltaura. She could emigrate and then there will be the original and two imposters. The same goes for Ramsey.
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Thecard

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Re: Gloriescastle - A Test of Time (Community Fortress)
« Reply #14 on: November 11, 2012, 08:22:49 pm »

Yeup.  That's me, the retarded peacock.
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I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v
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