Outpost Koladistam, "Ghoullights"
On an unrelated note, some mussel shells and pearls left along the shore from the fisherdwarves last renegade fishing trip reanimated. We have 18 undead shells and pearls wandering about, along with some undead badgers.
[--]
The lone elephant corpse enters the depot, and single-handedly wipes out the caravan. We now have our own undead militia, the undead caravan, the undead elephants, and the undead mussel parts all chilling on our doorstep.
The upper and lower areas are a mess of tunnels and passages which I can barely get my head around, the plump tour guide assured me that I would get used to it eventually. I wasn’t at all impressed with the state of the facility at first, it having insufficient housing, military, supplies and medical equipment. This changed somewhat when I saw It however. It is an awe-inspiring sight, a reminder of why I am here. It is an enormous cave filled with fields of fungus ‘grass’ and trees hewn from the earth. It was then that I caught a glimpse of something, a Phantom Spider. Its transparent body hung from the short trees as it spun a fine and silvery web. This is a truly magical place.
"If anyone remembers, and I'm starting to doubt it," I said, "I lead us to live here in Armok's godsforsaken ass-crack among the soulless walking elephant husks and thieving raccoon skeletons and crocodiles and glum purple trees and patches of mud for a reason, and it wasn't to admire the damn scenery or see the exotic zombie leopard."
"It was to an extent to mine some gold and make great halls where they said we couldn't, but mostly to grow sliver barbs, farm spiders and make silk. To catch the cobs, we'll need animal traps on the surface, baited with meat. The only good source of meat here is the zombies, after you re-kill them. Do you see the problem?"
"We need silk. Silk," I told them. "You can use it to web cage traps and make mittens and -- What do you mean that's insane and not worth the loss of life?"
23rd of Malachite - 1003 Mid-Summer
The trapping of the food stockpiles are not going well, Urvad Zanegthosbut's left hand is wandering around strangling dwarves, i hope and pray that this problem is fixed soon and we can trap this hand ...
In The Mechanical Land there is a legendary silk, more supple and fine than any known by dwarfkind, elf or man. It is woven by the phantom spiders of the Forest of Smearing, a warm jungle of forlorn haunt. The dead walk there. Zombie elephants rampage through the purple glumprongs without stopping to feed. Those who die there soon join them in undeath. Hordes of war and legendary beasts are frustrated, succumbing to illness and the evil of the land.The year is 1000. I am Onul "Halfling" Aludoddom, clothier and hammerdwarf, captain of this troupe of the Wild Labor of the Lanterns of Land, and I am not afraid.
People call me the Halfling for my height and high voice, but I will show them. I will tame this land with pure dwarven spirit and create the finest black silk ever made.I want to share something wonderful with you. Some time ago I had a strange mood requiring phantom spider silk dyed black, and produced this. Here I have an embark with sliver barbs, phantom spiders, lots and lots of coal, hematite, flux, gold, various other minerals, fire clay, sand, and best of all, zombies and elephants -- leading to zombie elephants. And of course upturned numbers of megabeasts, titans and so on.
I played this map alone for a long, long time, and I had an amazing time. Various highlights include the humans bringing dozens of war tigers on a siege after the zombies ate enough of their caravans and a fine bone coffin made from the bones of those tigers, a zombie dragon with a taste for goblin blood deployed as a surprise weapon, a random farmer dying of old age then promptly coming back to life and murdering several children before the military could make it there, and many, many sieges fighting what was at first a few zombie porcupines, then a few zombie goblins/humans, then many zombie goblins/humans, then more - and later those zombies as decorations in my dining room. Zombie carp crawling out of the river into the fort's cage traps, too. Weremammoths. Hybrid barracks/reanimating refuse pile. I could go on and on.
There was one thing I couldn't do, however. I could not make black phantom spider silk cloth. Last try, in 10 years I managed to produce 5 units of it. This was accomplished by building a wall of tears claiming many dwarves around approximately one embark square and waiting patiently. Phantom spiders are something very difficult to control. This has got to be the most difficult thing to produce in existence - at least if you insist on producing it in an embark in a jungle full of the living dead.
This is a succession fort. Everyone who requests one gets a turn. Every turn is one year, spring to spring. The unofficial goal - for me - is to produce black dyed phantom spider silk cloth goods, but I don't really want to tell you what to do. It's a wonderful embark. Please take a turn, try to build something and enjoy the madness. Alternatively, claim a dwarf to be your avatar in this land of wonder. I'll keep a list of dwarves and turns. Here:
Turns1001 -
Halfling (first few pages) done - founding of Ghoullights in a clay layer, underground forest planted, phantom silk left mitten made, sliver barb farm started
1002 -
Chaosgear 1 2 done - proper fortress dug in stone, adamantine discovered and mined, artificial underground lake dug, the zombie miner fiasco, invasion of undead pearls and shells, first contact with zombie elephants and death
1003a -
Sabretache background 1 2 3 4 5 6 7 end pictures rolled back - the flood of 1003, monuments and temple built, failed migrant rescue leading to death, the ruler gets his brain smashed by his former avatar, everyone goes insane, overseer is eaten by a crocodile, all ends in blood and death and zombies
1003b -
Remuthra 1 2 3 4 5 6 7 8 time limit exceeded - the Crazed Genius designs and starts building his amazing underground death-machine, causes another flood trapping dwarves in the depths and is dethroned
1003-1004 -
Destra - the brave twelve year old overseer tries to bring order to a flooding, tantruming fort amidst an epidemic of zombies
1 2 3 41005 -
Zombi (delayed) - The second expedition to Ghoullights
1006 -
CognitiveDissonance - The third expedition to Ghoullights and the Second Founding: mistakes, mayhem and salvation, zombie carp and the laughing god of death -
end of Chapter I •
1 2 31007 - Person (current)
1008 - Chimpanzee
1009 - Impedocles
1010 - joeclark77
1011 - Deus Asmoth
1012 - MoridinUK
1013 - Remuthra
DwarvesCognitiveDissonance as the manager/carpenter Arcada
Chaosgear as the miner Vendix
InsanityIncarnate as... himself...
Halfling as the skald Mimosa
joeclark77 as the architect/mechanic Joe-Clark
Yuli Vlasi as the blacksmith Chelic
Sabretache as the apothecary and warrior Bruva Thaddeus
Hotaru as a warrior
Deus Asmoth as a male swordsdwarf, weaponsmith or mason
MoridinUK as an interesting labor or militia
Dwarfing- Dwarf all who request it and whose request is possible to complete without risking the fortress in order.
- Dwarfed players are invited to roleplay in the thread if they so wish.
- Don't kill named dwarves on purpose. If possible, avoid getting them killed, so we can have a community. The exception is people who were dwarfed as military dwarves - deploy them as you think is best.
- You can be redwarfed as many times as you like, but only one dwarf may have the one name. Your next incarnation should have a new one.
Turns- No danger rooms.
- No releasing the HFS without community approval.
- Roleplaying and long writeups are welcome and preferred to speed.
- Please acknowledge the start of your turn as soon as possible, even if you can only start playing later.
- The overall time limit for a turn is 2 weeks from the start of your turn. This is definitely negotiable and I'd go as far as to say that as long as you are an active player and update often and at length, you don't need to worry about the time limit. However, while speed is not the goal, we do need to keep this moving to keep it interesting.
- If the time limit is exceeded, please provide a save with your progress. I will finish your year or give it to the next player. If you do not provide a save, your turn will be rolled back. The next player may take the turn if he's ready. If the player is not ready, or there isn't one, I may take the turn instead, and he can go next.
- A lot of people will have put a lot of effort into this fort, so please respect that. If you break the rules, if you bring the fort to an unsatisfactory end, seriously damage roleplaying potential (say, draft all named dwarves and send them to wrestle a zombie elephant), or the community of people watching the fort just agrees your turn was irredeemably bad (cf. paintbrushturkey's turn in Murderfarmed), your turn will be rolled back. Sorry in advance.
- Savescumming:
Considering that we may have lots of players new to zombifying embarks without any safe area, limited savescumming is allowed and encouraged. This fort, once it gets going, will likely be completely unreclaimable, and there is an unusually massive list of things that can go wrong - from one migrant pet that you forgot to execute dying and coming back as a walking horror slaughtering half the fort, to accidentally looting a water buffalo cage off dead elf merchants and it starving to death and breaking out in the dining hall, to simply catastrophic surface/cavern wall failure and death flooding in.
If a stupid mistake or freak accident causes severe harm to the fort and you WANT to try to prevent it by savescumming, go for it. Play it off as a dream, vision, divine intervention, magic, advanced time travel technology screwing with reality, whatever your heart desires. It takes time to learn how to live here - took me several forts - and I would rather give it to you than have every turn be about someone forgetting to atomsmash someone's corpse and it producing more corpses. There's already one Horrorfailed after all. However, this is an option you have, not a must.
Journals/other materials100? - Alternate reality Ghoullights: butchering the deadPantheon of the Lanterns of LandPre-embark saveJournal of "Halfling" Aludoddom
1 2 3Oh, and, it has the modest mod enabled, but the only real difference is bows being less powerful and invaders bringing less crap on themselves due to not wearing clothes.