A long time ago, there was a fortress known as Orbtrances. Founded by seven dwarves fleeing the destruction of their home, its life story has become legend among us dwarves. From its humble beginnings in the middle of a barren desert, it rose to become one of the shining lights of dwarvenkind, a beacon of calm in an oasis of warfare. It's military was stronger than that of most mountainhomes, it exported crafts of such quality it could drive a dwarf mad. For many years the light burned, becoming stronger.
Nobody knew why Orbtrances fell. Many scholars have postulated theories, but the only ones who know for sure... well, they are no longer in the land of the living.
Some say that the goblins, tired of their defeats, joined together and amassed an army so great that not even Orbtrances could fight it. They point to the massive number of goblin and dwarf skeletons found outside the fortress for their proof. Others say that the fortress fell from within, with its greatest warriors going rogue and killing all in their path. While no dwarf has ever seen the inside of Orbtrances, local legend tells of hearing screams from withing, mingled with the roars of angry dwarves.
There are some who whisper that the cause of demise was far more sinister than it seems. They tell stories of demonic hordes surging up from beneath the earth, tearing dwarves apart in their lust for freedom. They point to the small amount of adamantine that was given to the last caravan to leave Orbtrances. They say that the dwarves must have dug too deep, releasing the horrors within the earth.
A few theorists speculate that the great warriors of Orbtrances led the entire fortress into the abyss, intent on conquest or death. With their mighty army, they swept into hell, slaying demons left and right.
What do I think, you ask? Well, young one, there are many more intellectually gifted than I who say that I have no right to an opinion on the matter.
You still want to know? Very well. But first, there is another story I must relate to you.
It is the story of the second Orbtrances.
As you may have guessed from the title, this is the sequel to the orbtrances game. The rise, decline, and fall of that fortress is detailed on the original thread, which I will link to eventually. In the meantime, by popular request, here is the sequel.
The rules:
1. Each turn is one year, and you have one week to complete your turn. This can be extended by up to two days on two conditions: a. you must have posted at least one season already and b. you must request an extension.
2. Turns will be given in order that they are requested with one exception: overseer requests by those who did not take part in the original orbtrances thread will be given priority in turn order. There will be two seperate overseer lists: new overseers and old overseers. When your turn finishes, if there is someone on the new overseer list who has not yet had a turn, kindly yield the turn to them, unless you cannot take a turn after them for unfortunate RL reasons.
3. Anyone may request a dwarf. All that I ask is that you give a small amount of background to your dwarf. Narratives are not required but are highly recommended, as part of the problem on the original thread was a lack of updates by everyone (including me).
4. DF Hack may only be used for bugfixes, such as the command tweak fixmigrant. No, the elves not sending diplomats is not a bug.
5. No cheats/exploits. Yes, danger rooms are considered an exploit by me.
6. No intentionally wrecking the fortress.
That's about it.