In the year of Armok 201, a dwarven expedition was sent to create a new outpost for the glory of the Plated Die.
Situation in the world was grim - although the Plated Die remained a bastion of strength, as the third largest civilization, a vast array of threats always loomed on the horizon.
The ceasefire with the Gumpeys was broken 5 years ago, and since then the ancient enemies - which had conquered several dwarven fortresses centuries ago, before the tide was turned - raged again. Occasional conflicts with Goblins and Taiga Orcs flared up every decade. And while the Gumpeys had several allied civilizations, the only other "dwaven" nation was The Closets of Jacking - a bunch of barbarians locked in a century long war with the Asills and an almost 2 century war with Frost Giants which only abated a few years back because the Giants got distracted by Humans. So fallen was this civilization that it boased a strong minority of filthy orgres fully integrated into their society, as well as some Steppe Aurochs. No help would come from these savages. Worldwide there are a bunch of famous Frost Giant and Drow heroes
Wise King Lor decided that it was time for expansion, the first new outpost after 20 years of consolidation. The last fortress built, Leshaldatan, was faring badly, with a population of only 98 due to frequent abductions.And so it was that the King decided to make a shining example - create an example which would encourage and embolden all dwarvendom. The new outpost would be entirely dedicated to creating a champion. A soldier so strong, so fierce, so skilled that he could lead the charge against all enemies and break their back. The LANDSHARK (Admittedly, not many dwarves knew what a shark was, but they were informed that it's nasty nasty predator which could smell blood from miles away. That seemed badass)
And so, Bertaran - the Landshark - was founded in 201. Leading the expedition was 'Meph' Talkingbad - a high ranking member of the merchant guild - who would provide superior organizational skills, and a foul mouth. And there was also me, a humble healer brought along - you can't make a super dwarf without breaking some bones, after all.
We arrived at our destination and had a look around. A volcano! Not an uncommon place in this scorching hot world, but a wise decision nevertheless. Quite a lot of malachite was already showing, as well as some hematite.
We start on the north-western side of the volcano. We have brought a lot of seeds and we will need outside ground farms. So we channel out two 5x5 farm plots:
And then continue to dig out our fortress. We start with the underground farm, the food stockpile, some space for a distillery, kitchen etc. Also, some place where to move all our wagon goods. Also, you can see the large track which will be used by wagons.
We will eventually build all our quarters right next to the warm volcano rock. After all, what's the point of embarking on a volcano if we cannot sleep just a few meters away from the magma?
Our exploratory survey reveals a Blood of Armok gem. Not sure what we can do with this...we already have all the magma we need. Meph mutters something about "We'll lose a miner when we tap the volcano", which worries me a bit.
Then we decide to start the serious job. First, we break the space-time continuum.
That thing over there is a quantum stockpile, fed by a minecart, fed by a large stockpile which except everything but stone, refuse and corpses, as well as 3 6-tile stockpiles which accept stones and use three wheelbarrows each.
We get our first migrants! Among them, an intimidating fellow called 'Sharpkris' Fevermines, who is apparently an accomplished Sorcerer and Druid...at least potentially. Clearly, he aspires to become the Landshark, and has joined us because of that. For now, he has been ask to hunt - we need some meat and bones.
We finalize our secret wagon road - it goes underground and weaves among the mountains. This way the caravans can travel to us without being ambushed. We have to also open another entrance. We carve out a large space, where our future army will be stationed and trained.
A changeling larva pet transformed into a Giant White Tiger Cub. What the hell?
Meph starts blabbering something about "bones of armok!!!" just as the caravan arrives. The mountainhomes liaison leaves in a huff. Fanastic. We won't be able to order trade licenses until next year. Well, at least he produced a very nice coyote bone armor stand.
We purchase drinks, seeds, 1 bin of cloth and 1 bin of leather. Oh, and some green glass, in case some moody dwarf decides that he needs it.
We start seeing some weird creatures that no dwarf has ever heard of. This world is a strange place.
As autumn comes to pass, we receive another bunch of migrant, and among them two stand out. A terrifying guy called 'DoomOnion' Sinnedships - one of the two Witch Hunters in our civilization. That guy is a legendary Sorcerer, Druid, Thrower and Archer. Clearly he believes that he is the best candidate for Landshark. Well, I guess we found the leader of our militia.
(DoomOnion: how would you like me to equip your dwarf?)
Also we have 'Oldark', an engineer who actually seems to like working as Carpenter.
Winter rolls by and spring arrives with no significant events aside for some thieves and snatchers who are torn to shreds by our drakes. Our food stores are high, we have a legendary cook. Still working on the living quarters and dining room, though.
Meph
Sharpkris
DoomOnion
Oldark