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Author Topic: The Banners of Heart: ☼Masterwork the Fortress☼  (Read 34121 times)

Meph

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #60 on: May 06, 2013, 11:01:49 pm »

Chaosgear, why not? You have a 40-tile long bridge and a magma-moat. An airtight fortress. I know that there are dozens of invisible bastards running around, and that anubites are fast, I played a bit with the save as well... what I did is close the bridge and burn the hill, then dig a tunnel to the valley where I build a new, double-airlocked trade-area.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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smakemupagus

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #61 on: May 07, 2013, 02:48:48 pm »

Looking forward to the update, Chaosgear!  Even (especially?) if it's an epic disaster :D

Talanic

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #62 on: May 08, 2013, 12:53:38 am »

Wondering what I'm getting myself into...

I'm also thinking back to my old siege alley scheme.  Considering that there should be significant opposition here, it might be a good time to trot it out again.
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I'm an aspiring Science Fiction and Fantasy writer.  I'm telling the tale of a hapless cyborg everyman lost in a savage fantasy world.

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chaosgear

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #63 on: May 08, 2013, 05:55:09 pm »

Gird your loins, kids! The most disappointing update of all time, incoming!
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I always seem to end up with a magnificent burial complex and nowhere near enough bodies to fill it, or far too many bodies and nowhere to put any of them.

chaosgear

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #64 on: May 08, 2013, 06:19:11 pm »

Haha! I have victory over the tileset!
Spoiler (click to show/hide)
And now that I get a look around the fort, I realize I haven’t played Masterwork in a while. 0.o

1st Granite
I’ve finally arrived! I’ve been sent from the mountainhome to aid in the management of The Fortress! There it sits, atop the mouth of a massive volcano! The entire peak is walled off, the only way in is a large bridge over the lava, watched over by marksdwarf towers. Truly an intimidating sight to strike fear in the hearts of anyone, be they invader, trader, or immigrant!
Why, on my approach up the mountain, I saw a most exciting event unfold!
Spoiler (click to show/hide)
Two marksdwarves chasing off a drow assassin! How exciting!
One of the marksdwarves, named Attic, welcomes me and introduces himself as The Fortress’ sergeant. I get a military escort inside the main gate! The walkway is littered with blood and remains from previous battles, and the watchtowers loom overhead. Is…is that a turtle leering at me from one of the towers?
Once inside, I get a different picture. There’s multiple stockpiles just sitting around with no real organization. Drow merchants are waiting at the Trade Depot for the broker, who seems to be of harvesting honey. Some unlabeled lever, no idea what it’s for. A cat limps by with a hole in her chest, and she breathes with great difficulty. Why are there so many workshops up here? Most disappointing is the watchtowers; rather than the large, imposing structures they appear to be from the outside, they are small platforms around the corners of the fort, and the only sentry guarding the entrance is a lone turtle! A marksdwarf could easily fall off those puny platforms and injure themselves or someone else. And, honestly, a turtle??? The merchants must be laughing at us! This entrance really needs some work.

Go down one floor, and we have the metalworks. Ample space, lava supply, multiple furnaces and workshops, it’s about what one would expect. Could also use improvement.
Next floor, the lavaworks. Not touching that.
Then we have some mining operation.
Spoiler (click to show/hide)
What a waste of space. I’m sure we could use that for something. Also, what’s with the random hole that drops straight down to our residential layer???
Two floors down, we have…whatever this is. Some kind of farming operation?
Spoiler (click to show/hide)
Next, we have the dining room and hospital. Very nice. Wait, another lever. What does this one do? Why do we have two unlabeled levers?
Go down another floor, and we have some kind of furniture production area and the tomb. I don’t nunderstand the thought process behind this floor, its layout just doesn’t make sense.
One floor lower, the bedrooms. Also nice, but not nearly enough for our large population. I’m may have to make a temporary large dormitory for migrants while we set up more rooms.
Next, temples. Lots and lots of temples. Kinda silly, if you ask me. We seem to be depending a little too much on free handouts from Armok.
Next floor down, the barracks. Still under construction, best I can tell, although that seems to be true for all of The Fortress.
Final floor down, a series of empty rooms. They must be for future stockpiles.
Then the main staircase continues down really deep. I’m surprised no cave has been discovered. I’ve decided to order some exploratory mining for the caves in the shape of a spiraling passageway around the lava tube. That way, we can line the passage into our fort with traps.

3rd Granite
No wonder our Broker is doing everything but broking. He has every single farming labor enabled. I took the liberty of fixing that.
Half our labor force is busy beekeeping, actually. We really need to do something about that.

11th Granite
The traders are leaving soon. I don’t have time to wait for the broker. Anyone can trade!

15th Granite
Spoiler (click to show/hide)
I already hate every dwarf in this mountain.
All militiadwarves are dismissed from their stations. They’ve been standing guard for a while, so I’m giving them a break. They’ve started complaining of their long work hours.

23rd Granite
I was getting a lot of job cancelations about lack of quarry bush spawn, so I didn’t notice until too late:
Spoiler (click to show/hide)
Oh, boy.
About eight dwarves were out crowding around a single beehive for collection when they were attacked by an anubite. By the time I realized he was even on the map, he killed three dwarves and earned himself the name “Drumsingle Dale Sea”. The militia arrived just in time to see him flee the area, stealing a steel great axe.
As the militia return to the fortress and civilians start bringing in body parts and gather more hives, a second anubite attacks and kills a dwarf, earning the name Girderrisk. An axedwarf is close enough to Girdderrisk to engage before more civilians get hurt, but another anubite comes to his aid. They start to strangle the axedwarf until backup arrives. A second axedwarf cuts Girdderisk in two from behind, then kills the other before it can react. The axedwarf is alive, but barely.
Spoiler (click to show/hide)
One last anubite remains on in the area, so the militia deals with it before it can cause any more damage.
It reaches the wounded axedwarf.
Spoiler (click to show/hide)
She kills it just before bleeding out.
Cleanup has begun, and more corpses are being found. During the commotion, multiple dwarf thieves appeared. One got away with a baby. Seven deaths total, one kidnapping. This hasn’t been a good day. Welcome to The Fortress, Chaosgear.
(Meph, you dastard, those blasted anubites have been the downfall of many a fortress in my time!)

13th Slate
Migrants have arrived.
One surgeon, a butcher, his ironclad mastiff, a gem cutter, a bone doctor, an engineer, two peasants with minor social and military experience, one pet boozebelly goat kid, a ranger,  a lumberjack, his puppy, an engraver, a shearer, his puppy, a leatherworker, a bowyer, his lamb and keetchick, three more  peasants, a waxworker, a herbalist, a stray cave turtle, and two children. Our population just skyrocketed.

21st Slate
Spoiler (click to show/hide)
That’s normal, right?
A gemcutter has also been spying out production facilities.
I’m not sure what to do. I guess I’ll try praying for protection.

22nd Slate
Spoiler (click to show/hide)
Holy crap, it worked!?
Holy crap, she turned her baby into a ward, too???

23rd Slate
Aaaand they turned back. Fantastic. Now what?

25th Slate
Alright, new idea. I’ve set up a burrow on the Temple. Suspicious dwarves will be assigned to it, a ward will be made, and the militia will be stationed in the Temple just to be safe. This way, the ward will affect any dwarf in the temple, regardless of how long the ward lasts. I’ll call it The Cleansing.

28th Slate
An Axedwarf, in position at the Cleansing, has given birth to a boy. Odd timing.

29th Slate
Well, I’m not entirely sure of what I’m doing with burrows. The entire fortress crowds into the Temple, bringing production to a screeching halt. I’ll have to figure that out. For now, the Cleansing will continue.
1st Felsite
It worked! The spying gemsetter was cured of warlock possession, and the bloody pentagram peasant was cured of demonic possession!

30th Slate
While working on the watchtowers…
Spoiler (click to show/hide)
…I found a dwarf stuck on the top wall. I’ll have to build a floor next to the watchtower for him to get back down.

6th Felsite
A trio of grimelings tried to attack today. Our militia killed them. Some woodworker got her hand broken, but that’s it.
Also, that dwarf that got stuck on the wall got down. Now work on the watchtowers can continue as planned.

10th Felsite
Spoiler (click to show/hide)
She claims a masons workshop, grabs some stone, grabs some gems, and gets to work.

18th Felsite
Lawneutralize Burstappear, Lawneutralize the Burst Appearance, a wolframite coffin, worth 876000 dwarf bucks.
Spoiler (click to show/hide)

19th Felsite
We’re hearing the taunts of thieves, ashlanders, and assasins. Only one goblin thief has dared show his face, though.
The watchtowers have been improved. They’re larger and have fortifications all around. Now I’m thinking of other ways to improve the entrance, and honestly, I don’t like the walkway. A dropbridge is cowardly and dangerous. I’d prefer having a trap bridge where our soldiers could fight and we can get various things off our foes corpses. The drop bridge is a double-edged sword.
I want to build a second bridge, a trap bridge, that leads right in front of the watchtower. Lesser threats can be dealt with personally, larger stuff can be dropped into the volcano.

20th Felsite
Elven caravan! Bring out the trinkets!

23rd Felsite
Oh, right, the Hoardmaster from the Drow is still here. He’s been bugging me about trading things.
Construction on the trap bridge is starting. (Don’t worry, I’m building it out of slag. Nothing of value going to waste, and with this tileset, it looks the same as the rest of the entrance)
In preparation of the trap bridge, I’m digging a passage to a sandy part of the mountain for sand gathering. Serrated glass discs!
Also, the vast majority of our trinkets are in wooden bins. Frustrating. We should’ve been using the rockcutters workshop to make stone bins.

1st Hematite
It’s summer!
Ashlander, thief, and assassin attacks are near constant now. The militia is posted at the construction site and the main gate, but various wandering dwarves are still getting attacked. We’re going to have to step it up.

12th Hematite
The stupidity of brokers shall go down in history! I have canceled every single labor, yet he still wouldn’t trade! Someone, anyone, go talk to the traders!
I scraped every unboxed trinket and only got four hundred dwarf bucks worth. So I bought a raptor. I’m naming him Chompy and putting him in front of the main gate.
 
14th Malachite
Holy crap!
Spoiler (click to show/hide)
Most ashlanders/thieves/assassins just appear, then run off once discovered. This one ambushed CaptainKobold on the bridge and just cut him down, then ran off. I need to build a drawbridge at the end to serve as a gate. And label the lever. Because I’m nice like that.

15th Malachite
Migrants.
Two peasants, a bone doctor, two children, an ambassador, a beekeeper, a engineer, an armorer, and a engraver. Pretty light for a migrant wave.
Still need to make that dorm.

15th Galena
“Snatcher, protect the children!”
Oh, great, another freaking-
Spoiler (click to show/hide)
…that’s new. And potentially problematic. Send out the military!
…and he fled the map immediately. Oh well.
I’ve dug a lever room on the kitchen floor.

16th Galena
Gnomes! Gnome traders! Tiny gnome traders!
…I’ve never dealt with gnomes. This’ll be fun.
New invaders are attacking, too. We’re hearing the cries of tortured being sabotures, orc ishscout sneaks, necromancer saboteurs, and orc berserker sneaks. Boy, oh, boy.

18th Galena
A human caravan has arrived as well? Well…this is awkward.

19th Galena
The berserker has shown itself. He attacked two dwarves out gathering bees (the very same beehive that got attacked by the anubite in the spring!) and immediately kills Thief Ashsling (the gemsetter that was possessed by demons). Send out the militia!
And the necromancer saboteur attacked a lumberjack at the opposite end of the map. As he was running away, he bumps into a goblin thief.
And while all this is going down, a mastiff bumps into a orcish scout.
This is getting ridiculous. You can’t swing a dead cat without hitting an invisible invader!
On an unrelated note, I keep seeing this dog named “Incest Lancepalace” in the battle reports. Always throws me off.

20th Galena
Spoiler (click to show/hide)
Goblin Ambush! That’s it! Everyone inside! Let’s drop them!
…crap, which lever is it?
Two dwarves and Incest the Dog have been found dead, and two missing. And we still have a necromancer (and his undead severed hand, apparently) wandering out there. One of our militiadwarves is throwing a tantrum from losing her child and father in one go.

25th Galena
The invaders just up and left, and both trade caravans have reached the depot with no incident. Naturally, I had to tell someone besides the broker to trade for us. The gnomes mostly have gun and machine parts, but we don’t have the blueprints for any necessary workshops to use them. As for the humans, I traded several iron warhammers and some crafts for a bunch of booze and sand bags for the glass industry.

1st Limestone
Autumn has come. My year as overseer is halfway done, and I can’t say it’s been boring. It’s nothing short of miraculous that I’ve only seen a single tantrum.
Thief Ashsling, former demon possessee, has been laid to rest in our artifact coffin.

18th Limestone
Spoiler (click to show/hide)
Such a shame. Losing a son and father in one fell swoop was just too much.
The miners have been digging for months, but we still haven’t found any cavern.

25th Limestone
Migrants. Let’s get them lined up so I can tally-
Spoiler (click to show/hide)
Where’d the freaking bridge go!? That blasted tantruming melancholy militiamember! I hope she burned in the pit! Someone build a new one! Where’s the freaking lever!?
Oh, right. Backup bridge.
Right, migrants. A weaver, his piglet, an animal dissector, two musicians, two peasants with marksdwarf experience, a fisherdwarf, a child, and a third peasant with pike experience.

4th Sandstone
Spoiler (click to show/hide)
I would say so. Can't have a macedwarf that prefers the crossbow.
We have three dwarves working that same blasted wild bee colony that has been the sight of two different attacks. Why does this keep happening!? I have hives in the fort!  Use them!

9th Sandstone
Spoiler (click to show/hide)
Did I say two attacks at that hive? I meant three.
Crap, not the blasted anubites again! Send out the militia!
One axdwarf happens to be on the scene and gets into a fight with one anubite. Backup arrives to finish it off, but the axedwarf sustains major damage.
Spoiler (click to show/hide)
Two anubites remain, both dangerously close to the most popular beehive ever. The marksdwarves hold off one while an axedwarf (baby in tow) closes in on another. The anubite chops off an arm, snaps a leg in half, and tears a hole in her chest with ease, then rips the baby’s head off while the mother looks on, bleeding out. It earns the name Seedpristine, and flees the area while under fire from the marksdwarves. The final anubite, still under fire, dodges around the open field trying to find a way out until one marksdwarf gets too close. It grabs him by the leg and pins him to the ground, repeatedly clawing him while shrugging off dozens of bolts. He eventually dies, giving the anubite the name Waxkindle, but it is left seriously wounded. Two marksdwarves move in and jam a dagger in its brain. And, of course, four different invisible attackers were encountered during this skirmish. It’s utterly ridiculous! And now we have tantrums!
(Meph. Dangit, Meph. The anubites, Meph! The anubites! Why, Meph? Why would you do this, Meph? Whyyyyy???)

16th Sandstone
We continue to encounter random invaders. One made it all the way to the main gate, past the drop bridge full of busy dwarves. He had the bad luck of being found by my pet raptor, Chompy. Shook him around by the head until it tore loose. She really enjoyed that.

24th Sandstone
It has started raining. This is the first rain I have seen since I got here.
Crappy dorm is finished. It’s pretty crappy, but it can house quite a few dwarves.

26th Sandstone
Spoiler (click to show/hide)
Dude, shut up.

27th Sandstone
Our cats are dissolving. Only logical explanation for two cats suddenly dying of blood loss without having any wounds or leaving a corpse. Okay, one had wounds, but she’s had them since before I first became overseer. She had two kittens, one of which bled out at the exact same time. One is still alive, but it feels faint and is covered in blood without having any wounds, injuries, or combat experience at all. It’s faint and bloody for no reason. It’s clearly dissolving. Only logical explanation.

11th Timber
Spoiler (click to show/hide)
Dangit, why do these things always happen so quickly? The Xen Infector is now known as Dwelllessen. Send out the freaking militia.

15th Timber
Dwarven caravan! Bring out the trinkets!
…crap, I haven’t been making trinkets.

16th Timber
A weaver is taken by a fey mood. He claims a clothier shop, gathers some cloth, and…stops. He needs more silk. Good thing the caravan just showed up.
And the gnome liaison (Why are you still here!?) just started working the trade agreements. I told him to bring us blueprints.
The battle against the Xen rage on. Not very well, I’m afraid. One snapped a dwarf’s neck. Not dead, yet, just a snapped neck. However, as a doctor was on the way to bring him to the hospital, that doctor was attacked and killed by a Grimeling, now named Handletaker.

23rd Timber
HANDLETAKER JUST WON’T DIE.
Oh, and trade with the caravan has begun.
Heck yes, they have blueprints! They’re pretty pricey, so we’ll have to bring more stuff to the depot. They also have a Book of Summoning. I don’t know what it is, but it’s worth one hundred thousand dwarf bucks. It’s valuable, and I want it.
Also, we have two fossils, but no archeologist’s study. I’m fixing that.

24th Timber
Finally!
Spoiler (click to show/hide)
The first cavern! It’s really deep down. I’m gonna wall it off for now, though. I’ll build a drawbridge gate later.
 
25th Timber
Miracles abide, the broker is finally trading!
Magma Rune Armory, Magma Rune Weaponry, Magma Armory, Magma Weaponry, Machine Factory, Magma Gunsmith, and Great Magma Forge plans have all been bought! I couldn’t afford the Book of Summoning, but I think it’s only used for the collosseum. Oh, well.
Also, silk for the fey weaver.

1st Moonstone
Winter is here.
Fungus and moss is already spreading throughout the fortress from the cavern.

3rd Moonstone
Spoiler (click to show/hide)
Worth 112000 dwarf bucks.

7th Moonstone
I was admiring our various artifacts when I noticed something.
Spoiler (click to show/hide)
A slag pick? Interesting. Since slag is ridiculously heavy, I would imagine a slag artifact weapon would have the stopping power of a nuclear warhead. 
But then I looked at its description.
Spoiler (click to show/hide)
This pick was made two years ago, yet it is engraved with the image of a coffin made several months ago. How did nobody notice this?
(Yes, I know what is going on here. Artifact descriptions are generated when they’re looked at, not when they’re created. But it’s still funny.)

27th Opal
Things have really died down. Of course, I’ve also eased off the micromanaging. Running The Fortress has been…exhausting. Things are just kind of running on auto right now.
A leatherworker gave birth to a girl.

16th Obsidian
Drow Caravan. Whoopee.

19th Obsidian
A bunch of Drow Assassins have been attacking the front gate lately. Chompy had fun with them, but now I’m suspicious. What if the caravan and the assassins are working together!?

28th Obsidian
Finally got around to building a drawbridge at the cavern to serve as a gate. Now we can start gathering plants and logs without worrying about cave critters getting into the fort. Also started adding on to the spiraling passage to try and hit the second cavern layer.
I just realized I don’t have a dwarf. I have decided to claim a dwarf that is very similar to myself: Mine Rimbeast, the laziest broker ever. He is now Chaosgear Rimbeast, Laziest Broker Ever!
Plant gathering has begun in the metalworks. No, you read that right. Moss and fungus is growing in the metalworks at an alarming rate. Could moss catch fire from the furnaces?
I also just realized the tomb is at maximum capacity. Whoops. Ordering more coffins now.


Well, that’s it for me.
Here’s the fort
Spoiler (click to show/hide)
The larger watchtowers. Look! No turtle!
Spoiler (click to show/hide)
The entrance proper. At the bottom, you can see several dwarves still working on that blasted beehive. The trap bridge is finished, but lacking in traps. It also serves as a backup bridge, should a tantruming dwarf destroy part of the drawbridge like they did during the summer.
Spoiler (click to show/hide)
The metalworks. Notice all the green.
Spoiler (click to show/hide)
The lavaworks. Nothing new here.
Spoiler (click to show/hide)
Next floor down. Some kind of mining operation.
Spoiler (click to show/hide)
My crappy dorm for new dwarves. Really crappy.
Spoiler (click to show/hide)
The kitchen and lever room.
Spoiler (click to show/hide)
The dining room, wells, and hospital.
The only things I did here was add traction benches and smooth/engrave the walls. Didn’t do much here. Also, the well draw from a reservoir full of stagnant water. Not good.
Spoiler (click to show/hide)
Furniture workshops, tomb, and stagnant water reservoir.
The tomb is at maximum capacity. Needs more coffins.
Spoiler (click to show/hide)
The bedrooms. I haven’t been adding bedrooms like I should have. Also, the mayors bedroom needs two more chests.
Spoiler (click to show/hide)
The temples. Nothing new.
Spoiler (click to show/hide)
The barracks. Also unchanged.
Spoiler (click to show/hide)
Some empty rooms.
Spoiler (click to show/hide)
More empty rooms.

We’re running low on booze, and we have no clean water supply. All named dwarves live on, except for CaptainKobold, killed by an elf ashlander.

And that’s about it. I’ve been really busy this past week and lost interest about halfway through, so I've been lazy with fortress management and done a pretty crappy job at my turn. Sorry.

Well, it took an hour, but DFFD finally decided to work. Here's the save.
« Last Edit: May 08, 2013, 06:49:00 pm by chaosgear »
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I always seem to end up with a magnificent burial complex and nowhere near enough bodies to fill it, or far too many bodies and nowhere to put any of them.

smakemupagus

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #65 on: May 08, 2013, 08:33:03 pm »

Nice turn!
but I wonder, what's wrong with wood bins?  Stone bins are pretty heavy.

chaosgear

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #66 on: May 08, 2013, 08:53:38 pm »

For trading with elves or for when wood is in short supply.
I know what you're thinking. "why trade with elves?" Because elves have freaking awesome pets. Like Chompy the Raptor.
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I always seem to end up with a magnificent burial complex and nowhere near enough bodies to fill it, or far too many bodies and nowhere to put any of them.

smakemupagus

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #67 on: May 08, 2013, 09:26:57 pm »

Oh, makes sense.  I just don't trade the actual bins. (I select the goods by executing a macro that presses down & enter 10 times so the bin gets deselected automatically)

jimboo

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #68 on: May 08, 2013, 09:49:32 pm »

Thatch bins are light, or so says the manual (max speed dorfs).  I realize there hasn't been much time for farming but maybe in another year or so.  Rope reeds for thatch, papyrus, libraries and such.  I can't say the libraries have worked all that well for me yet, but the theory sounds good.  As C mentioned, I'm also a fan of serrated discs for the Elves.  Serrated discs for everybody, if you're starting off on a volcano ...   

Well played and nice use of the graphic inserts, btw. 
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Talanic

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #69 on: May 08, 2013, 10:36:36 pm »

In the early spring, a group of four dwarves huddled around a table in the quiet darkness of the Masterwork Fortress. 

Page, true to his name, had a much-marked leather tome open in front of him.  Scourge sat with her arms crossed, brooding at the tactical map spread across the table.  Finally Shadow nudged a figurine into position.

"My secretary compiles a budget."  She rolled a roughly-crafted die.  "Four."

"What skill are you rolling?"  Page asked.

"Mathcrafting."

Page poked at his abacus, scanned his book, and smiled.  "Your boss is stunned by your productivity.  He loses five buck tokens.  Scourge, you're up."

Shadow blinked.  "Oh.  I use my office weasel power to steal donuts from the intern."

Page slammed the book shut.  "Rock got the intern's donuts by burning a charge of Starving Artist."  He nodded at Rock.  "Two rounds ago, actually.  You've been out of it the whole game; what's going on?"

Shadow sighed.  "Sorry.  I've been thinking, and it's worried me."

"Why?  The fort's fairly safe, and Chaosgear's trading for a nice new supply of booze right now."

"Maybe, but I've noticed a pattern.  Not just here, but in history.  It seems like every few decades, a new city rises.  Things go okay, but a really strange thing starts to happen."  She leaned in conspiratorially.  "Every year, in the spring, someone with a strange name will take control over the city.  An odd name - not a word but something meaningless.  Like, say, 'Meph'."

Rock cut in.  "Or Smakemupagus?"

"Exactly," Shadow said.  "We had a return to real words with the name 'ChaosGear, so it might not be happening here.  Things haven't been too bad."

"What do you mean?" Page said.

"When this happens - if the pattern holds true - terrible things happen.  Every year, the governor gets replaced by someone a little stupider than the one before.  Every year, things get worse and worse - until you have things like Syrupleaf.  Or Headshoots.  Or one of any number of fortresses where grim things get spawned through the things that should not have been done by anyone sane."

Page shook his head.  "Surely it's not so bad as all that."

The door flew open, revealing the armorer, Craft Mountainfaction, with a dopey grin on his face.  "Hey everybody!  I'm in charge now!  There's going to be a few changes around here, starting with my new name!  I'm Talanic!"

Shadow slowly closed her eyes and lowered her heads to the table's surface as her friends groaned.  It was going to be a long year.


********

I've begun an overhaul of the labors assigned in the fort.  Right now a lot of dwarves have far too many labors enabled, resulting in most crafts being made with very low quality. This is utterly fine for farming but is hobbling us in trade goods, weapons and armor.

I'm also excavating much of the compact peat in the realm and walling off the edge of the cavern, as well as making arrangements such that our wells will reach into the underground lake. 

So far there's been one casualty already - while we've killed numerous giant beetles already, a Giant Olm showed up and smacked Smakemupagus II into a trench.

While SmakII was down there, the Olm, now known as Toothblow, took the hand off of fellow militiadwarf Ink Fenceboard, who bled to death seconds later.  Ink was avenged by Hatchet Worthyghoul.  SmakII was fine.


Loyalty cascade, somehow.  Had to reload, losing a month or so's progress.
« Last Edit: May 08, 2013, 11:28:06 pm by Talanic »
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I'm an aspiring Science Fiction and Fantasy writer.  I'm telling the tale of a hapless cyborg everyman lost in a savage fantasy world.

My first review from a real magazine!

chaosgear

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #70 on: May 08, 2013, 10:45:10 pm »


"Exactly," Shadow said.  "We had a return to real words with the name 'ChaosGear, so it might not be happening here.  Things haven't been too bad."
...holy crap, I never thought of that. Chaosgear is just my name for all things internet.
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I always seem to end up with a magnificent burial complex and nowhere near enough bodies to fill it, or far too many bodies and nowhere to put any of them.

CaptainKobold

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #71 on: May 08, 2013, 11:24:06 pm »

Ah well, CaptainKobold died the way he lived.  Tumbling backwards.

smakemupagus

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #72 on: May 08, 2013, 11:26:22 pm »

That game the scribes are playing sounds awesome. 

Talanic

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #73 on: May 09, 2013, 01:09:48 am »

"Awright, guys, we're ready to siege the dwarves.  There's about twenty of us and over a hundred of them, but we're WIZARDS!  We command the forces on which the world turns!  There's no way we can lose!"

"That's right!  I'll smite the dwarves with cold, dead air!"

"And I'll burn the flesh from their bones with acid!"

"And I'll raise the dead that surround us into insatiable undead who crave the flesh of the living!  ANIMUS!"

The wizards stared for a moment at their necromancer as they were surrounded by the sound of rattling bones.

"Zenzan, you utter ----ing imbecile."


********

Casualties:  Nine wizards plus their mounts.  They never even saw a single dwarf.

Sadly, nymphs somehow got their hands on our artifact clothing - causing our mayor to go berserk while the military was busy fighting in the caverns.  The mayor died at the teeth of our own war dogs.

Speaking of the caverns, our military has been acquitting itself with great distinction there.  We have the place about 2/3 of the way safe, despite the dark sprites, giant cave swallows, and other, far worse things we've fought.  Right now there's a cave croc down there, and a Werelemur just showed up - no worries though, Chompy killed him.

Then Mine Guardquake hauled the Werelemur off to the butcher's shop.  So, apparently dwarves eat lycanthrope without even trying to figure out what it is in its non-transformed state.
« Last Edit: May 09, 2013, 01:47:09 am by Talanic »
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I'm an aspiring Science Fiction and Fantasy writer.  I'm telling the tale of a hapless cyborg everyman lost in a savage fantasy world.

My first review from a real magazine!

Talanic

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #74 on: May 09, 2013, 02:06:06 pm »

Weep not for Smak II, for although he has fallen, he died in glorious battle.

I'm actually surprised that he's the only notable casualty.  A number of other, unclaimed dwarves also died this year, but Smak went down in flames.  Or, more accurately, Forgotten Beast Vapor.  Khar Bershtesref Kharbehmn, a giant humanoid made of rock salt with a shell and deadly venom invaded through one of the not-yet-sealed holes in the cavern.  Smak II killed him, but succumbed to his poison shortly after.

I'm in the mid fall right now - where is the year going?  I'm trying to put down bedrooms for everyone, but warlocks came in another siege.

They fell afoul of our traps for a bit, then started raising their own dead.  And fighting them.  Again.  But it looked like they were winning until one of them started a grass fire.  So the northeast third of the surface is burned, but at least the warlocks are gone.

Alas, we lost someone dear to us in the battle.  He held them off on the bridge, keeping them in check until the lever could retract and dump them to their doom, but at what cost?  He didn't make it off of the bridge, and perished in magma.

For this, I confer a posthumous knighthood and honorary dwarfing upon Chompy the Raptor.  May Armok test his soul with eternal glorious battle.

(Also, I can't get the bridge without traps to extend again.  Won't happen no matter what I do to the levers.)
« Last Edit: May 09, 2013, 02:09:52 pm by Talanic »
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I'm an aspiring Science Fiction and Fantasy writer.  I'm telling the tale of a hapless cyborg everyman lost in a savage fantasy world.

My first review from a real magazine!
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