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What do you think of the possibility of this becoming a succession fort?

Yes! I'd love to take over this fort and see what I could do!
Yes! I'd love to see what someone else could do!
Maybe, depends on where it goes.
No! I'd hate to see this fort end up in the wrong hands!
No! I'd hate to see this fort end up in mine, or anyone's hands!

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Author Topic: "OwnedWind", The last dwarven settlement.  (Read 5850 times)

Klitri

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"OwnedWind", The last dwarven settlement.
« on: April 13, 2015, 08:03:39 pm »

I recently started a new fortress called OwnedWind, and it's basically the last dwarven settlement in the entire world. The year is 551, and about a hundred years ago, most of the nations were significantly weakened by the goblins that sprouted up. Eventually, the humans and the elves were destroyed, and the dwarves were the last race. Now, the dwarves are a dying race, and the goblins are the only other sentient being on the planet. They rule pretty much everything.

Until OwnedWind. I started this fortress in the hopes that I could restore the dwarven race to its former glory, and so far we've been doing just that. The first half of the year went smooth, but the goblins sent a bioweapon, a werehorse. It killed a fisherlady and then turned back into a goblin, revealing its true identity. We expanded, and shortly after one of the lowly fisherdwarves was crowned Queen of our empire. This, of course, is a bit of a burden with my measly wealth of $10 000, but slowly yet surely she is getting her royal demands, as she's the first leader we've had in a hundred years.

A dwarven caravan shows up, but as a sad reminder of our dying race, there's no liason to speak with, regardless though we're the new captiol of our race. We trade some knick nacks, and they depart to go.. Somewhere.

Winter isn't rough, as the place is too warm to freeze over anyway. We spent winter expanding our areas and adding homes for the increasing survivors of the dwarf race coming as migrants. Life is decent, we're not rich and we're not extremely prosperous, but we've got booze and we've got food. My militia is training, but they stop on the last and first months of the year for Christmas break.

Spring, Year 2, is when I discover that indeed the other races are gone. No elves show up, and someone that was in a possessed mood goes melancholic, shortly passing away afterwards. While the fortress is deeply saddened, they're not depressed.

Catastrophe strikes, the biohazard is spotted approaching our fortress at rapid speeds! Citizen alert is declared, and the queen locks the fortress up right as the werebeast is at our gates. It begins to slaughter our livestock.. We're not yet ready to fight it, so we must suffer in silence. It goes away a few days later, and a man enters a fey mood, my beloved militia commander.

He screams for glass, but we have none, and no sand sources either. We wait, for two seasons until finally a caravan shows up again. We've produced lots of gem-encrusted shell crafts, and since we had a year to prepare we were able to have $4500 to spend on lots of supplies. We buy tons of food, exotic stuff. We also purchase a steel anvil, and some iron bars. Our metal industry needs a little push off the ground. We purchase glass and silk, since those are exotic materials. We spend around $2300 on this all together, and the tradesmen is extremely pleased with our transaction.

Our man makes his artefact, a glass toy ship.. Useless, I thought originally, until I read the story.

In the year 42, Fate (last name I forgot) arose to queen position. The dwarves surround her. This was our fortresses FIRST queen, and she arose to status the same way our current queen arose. Surely, this is a sign that she is chosen to lead us to greatness. (Despite her many demands for beds, and banning of exportation of beds).

So that's OwnedWind right now, it's a small but thriving little settlement in a mountain that's slowly making progress. It's the most successful fort I've had, and I hope to begin mining operations shortly. I actually hope to one day expand onto the surface as well, but that's a different story for later.

Thanks for reading!

Z 0 ( Ground level )


Z 1 (Production level, stockpiles)


Z 2 (Entertainment / Service level)


Z 3 (Tombs, water maintanence level)
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"A giant cave bat, a giant cave swallow, and a troll wander into my fort's cagetraps..."

Devin

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Re: "OwnedWind", The last dwarven settlement.
« Reply #1 on: April 14, 2015, 01:27:55 am »

This could be the beginning of an epic!  Please keep us up to date.  Something like this would also make a great idea for a succession fort, come to think of it.

As a long term goal, have you thought about retiring forts to start new ones, rebuilding the Dwarven race and eventually taking on the Goblins?
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Dwarf4Explosives

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Re: "OwnedWind", The last dwarven settlement.
« Reply #2 on: April 14, 2015, 05:00:08 am »

PTW.
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And yet another bit of proof that RNG is toying with us. We do 1984, it does animal farm
...why do your hydras have two more heads than mine? 
Does that mean male hydras... oh god dammit.

Klitri

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Re: "OwnedWind", The last dwarven settlement.
« Reply #3 on: April 14, 2015, 06:33:52 am »

I have, actually. :)

I want to destroy the goblins, and I imagine I'd have to use a combination of adventurers and fortresses in order to repopulate the planet and kill specific goblin leaders, etc.

21st Timber, 551
The final dwarven trading caravan has departed, and the fortress is teeming with life, a total population of 60 according to my bookkeeper.
We've been establishing our first mine, since our militia is somewhat underequipped and we need more miners anyway. Some of the citizens are keeping watch, because a full moon is coming. Our scientists have found a pattern between the bioweapon and the moon.

As for expansion plans, we're not really sure what else needs to be done yet. The queen constantly demands beds, and bans them from being exported. We just assume she's new the role of queen as there hasn't been any queens for a hundred years.

We've also set up some cage traps at our mining entrance and our main entrance, just incase any funny things want to crawl out of any caves we find. Water is stable, we have to create an aqueduct because if we leave the main pipes open it'll just flood the orphanage, and the hospital, and now the dining room. I plan to create a filtering system eventually.

As for food, we're mostly stocked up on meat and some plants. Next year we need to purchase more seeds in general, since we can't get any more than 40 plants at the moment. Fishes are a somewhat stable industry for now.

Scientists have coined the bioweapon with a name, why it deserves any sort of recognition is beyond me, but it's called "Atu Omukstosbub Stez Dusmud."

We're mostly preparing for any sort of dangers that may come, aside from that it's safe to say we're turning into a thriving community.

Forgot to post yesterday, this is the 'heads of staff' area. Offices, and that fancy room to the right of the hall is the Queens bedroom. Still not good enough for her royal pain in the behindness.   :P

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"A giant cave bat, a giant cave swallow, and a troll wander into my fort's cagetraps..."

Klitri

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Re: "OwnedWind", The last dwarven settlement.
« Reply #4 on: April 14, 2015, 08:45:00 am »

4th Obsidian, 551
A lot has happened since my last entry.

The crazy guy has finished his work of art, it was just a green perfect gem thing. Kind of useless, but good to have him back.

A mayor got elected too! I was quite surprised, because I forgot that we still didn't have one while dealing with the royal pain in the behindness highness. It's good to have order around again, I suppose.

I formed the special operations squad, they'll be used for sieges, giant monsters, and other dangerous things.
Now the initial squad, the marines, will be used for smaller less dangerous qualms.

I worked mostly on smoothing the walls in the residential district, and other areas. I made a throne room for the queen but it's not done just yet.

We placed some traps at the cave entrance, just incase, and began to mine down rapidly. We uncovered a cavern too! It's got no vegetation, but I seen some troglodytes scitter away when I opened the area up. While I was working on something else though, I noticed a strange announcement appear.

Urist McPlanter has been interrupted: Giant Cave Spider

Shit.

It's true, despite my entrance being a hole in the roof, I neglected to remember that giant cave spiders climb things. I quickly announced citizens alert, and prepared for the worst. Pictures of my dwarves being slaughtered by a giant cave spider flashed in my mind.. So I put special operations at the top entrance of my cave, to be ready for the spider. The spider chased a cat up the stairs, and only when it reached the top of my mine did I realize my luck.

Cage traps! Glory to OwnedWind! We have a giant cave spider in a cage!

I'm taking suggestions on what to do with it. I don't plan on making an infinite silk farm YET. If I get another cave spider, I will make it, but I'd rather use this spider for possible war training. If it's only good for silk farming, then I'll use it for that.
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"A giant cave bat, a giant cave swallow, and a troll wander into my fort's cagetraps..."

Klitri

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Re: "OwnedWind", The last dwarven settlement.
« Reply #5 on: April 14, 2015, 10:24:46 am »

16th Slate, 552
Not much has happened since my last entry, but I encountered.. Something strange..

 :-X  :o
Does anyone know what this is? Is it just a glitch? Is this child a vampire baby? I don't know..? Help!

In other news, our yearly craftsmenship production is done, so a lot of people aren't working at the moment. We should be getting over $5000 at least to spend for it, maybe even more.

The giant cave spiders aren't tameable, so I'm using it for silk production, it's also got a name that I forgot to mention. "Fermukar."

Not sure if I mentioned this, but it did actually kill someone. Some planter woman.

We have over 300 fish foods, ~70 meat foods, and ~50 plant foods. I'm not sure how to make a stable alcohol industry, so if anyone could help me out it'd be much appreciated. I'm preparing for the biohazad's inevitable appearance shortly, since it's late spring.
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"A giant cave bat, a giant cave swallow, and a troll wander into my fort's cagetraps..."

Dwarf4Explosives

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Re: "OwnedWind", The last dwarven settlement.
« Reply #6 on: April 14, 2015, 10:47:49 am »

That's a sign of were-ism. After transforming back, a creature will gain a ridiculously large age, often wrapping around to negative numbers. Why a child has it, I don't know. Probably just a bug.
Logged
And yet another bit of proof that RNG is toying with us. We do 1984, it does animal farm
...why do your hydras have two more heads than mine? 
Does that mean male hydras... oh god dammit.

Klitri

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Re: "OwnedWind", The last dwarven settlement.
« Reply #7 on: April 14, 2015, 12:34:28 pm »

 Ah! That makes sense. She can't be a werewolf because there's been quite a few full moons so far. Probably a bug, as you said.

27th Hematite, 552
It's been three years since this place was established. So far, the year's been pretty uneventful. I discovered that some other dwarven populations are popping up around the world, which is amazing. It must be why the migrants still come.. Our population is now 81.

Spring was uneventful, we just expanded a bit, and made room for the migrants. Food is not an issue at all, you could say we're prospering.

Summer is when things got.. Interesting, good and bad.

At the beginning of summer, I sent squads down to go explore the caverns, so they're all mapped out now. I spotted another giant cave spider, so I didn't stay long. It didn't see us. After the expedition, I guess the marines and the special ops realized they had to stop messing around, and have started to spar and train together.

During the middle of summer I had the little dwarven child euthanized. The harsh reality is, she'd never have grown up, and we didn't have the resources to spend on a moocher. Her family is not upset, and the little girl died happily.

A new mayor was elected. I suppose that's exciting. The mayor actually has a purpose in my fort, he controls the levers that close the drawbridge, and the main fort entrance.

Late summer is when I discovered that our world had hope. A human caravan rolled over the mountains toward our settlement. I was quite confused, considering we'd seen no sign of them for two years. My only guess is that they've been alive, but were in hiding for quite some time. They must have populated enough to return again to the world. We traded with them, and overall I think I spent around $8000 on some different varieties of booze, cheese, pickaxes, weapons, ropes (For the new jail I'm constructing), leather and cloth.

The fort is doing really good, and my next goal is to work towards defences and military improvements, I want to take down the bioweapon this year. I'd also really love to have a weapon of mass destruction (*COUGH* Boatmurdered *COUGH*)

Z -1


Z 0


Z 1


Z 2


Z 3

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"A giant cave bat, a giant cave swallow, and a troll wander into my fort's cagetraps..."

Niddhoger

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Re: "OwnedWind", The last dwarven settlement.
« Reply #8 on: April 14, 2015, 01:22:00 pm »

Why do people stubbornly insist on keeping grazing animals outside their fort? You guys know sheep and such happily eat cave moss, right? Its just a pet peeve of mine.... >.>

Otherwise, this is the type of fortress I love to play! I like to create a world with at least one dorf civilization on hte brink of extinction.  Then I build a seccession of forts to try and re-establish the empire! RAWR
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Dwarf4Explosives

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Re: "OwnedWind", The last dwarven settlement.
« Reply #9 on: April 14, 2015, 03:30:24 pm »

You seem to have an infinite source of water somewhere in your fort, presumably an aquifer. Flooding works on pretty much anything except undead if you pressurize the water enough, and it's doubly effective if you build a wall (preferably 2 z-levels or more tall) near the edge of your map.
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And yet another bit of proof that RNG is toying with us. We do 1984, it does animal farm
...why do your hydras have two more heads than mine? 
Does that mean male hydras... oh god dammit.

Dunamisdeos

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Re: "OwnedWind", The last dwarven settlement.
« Reply #10 on: April 14, 2015, 05:13:21 pm »

I'm in, if you'll have me. Sounds like a pile of fun.
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maxcat61

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Re: "OwnedWind", The last dwarven settlement.
« Reply #11 on: April 14, 2015, 06:06:55 pm »

I'd join it too. Looks like a good setup. Needs more magma though.
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Klitri

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Re: "OwnedWind", The last dwarven settlement.
« Reply #12 on: April 14, 2015, 09:05:04 pm »

Why do people stubbornly insist on keeping grazing animals outside their fort? You guys know sheep and such happily eat cave moss, right? Its just a pet peeve of mine.... >.>

There's no cave moss in the cavern I have :S EDIT: Those are also pets that I wanted to get rid of.

You seem to have an infinite source of water somewhere in your fort, presumably an aquifer.

I don't embark on aquifers  :P All the water my dwarves have is collected from the river, but I have to keep the pipes closed until I build a filter system because of water equalization/flooding the orphanage.

Needs more magma though.

I'm going for it  :P 8)
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"A giant cave bat, a giant cave swallow, and a troll wander into my fort's cagetraps..."

Devin

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Re: "OwnedWind", The last dwarven settlement.
« Reply #13 on: April 15, 2015, 02:31:05 am »

Anybody know what the story is with the human caravan suddenly showing up?
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Klitri

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Re: "OwnedWind", The last dwarven settlement.
« Reply #14 on: April 15, 2015, 07:14:53 am »

Anybody know what the story is with the human caravan suddenly showing up?

They may have high standards for wealth and I might have finally reached it, OR they really did get back on their feet. My dwarven civilization is slowly expanding as well, we have liasons and other officials now.  :D
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"A giant cave bat, a giant cave swallow, and a troll wander into my fort's cagetraps..."
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