The great goblin horde invaded...
That's a lot of goblins. Have fun hauling the goblinite. Maybe you should just designate the entire surface a refuse pile so it just wears away.
Embarked on a distant island, in untamed wilds... perhaps the goblins will never reach the place, but I doubt it.
Set up a dozen or so cage traps to try to catch and tame the local giant animals. So far, we only have a wombat and two emus (the regular, non-giant variety), but it's only a matter of time...
At least emus lay eggs, if you've caught a female, and they should grow to be about the same size as a large dog in DF, so not bad for food either, if you can breed them. Bonus: gizzard stones!
Mmmm, watching a tantrum spiral in my challenge game. Don't think I'm pulling out of this one .
EDIT: Actually, I might be wrong about that, provided I don't get sieged or something. Have 4 dwarves who all won a lot of fist fights against tantruming dwarves. All of them are ecstatic about their won fights, so they might actually come out the other end of this thing.
Now I'm imagining them bro-fisting each other about how badass they are, while their friends and family run around tantruming and gibbering.
Just, you know, chilling next to a haunted ocean.
...
Hilarious.
For myself:
I only just got back to DF now on 0.40.10 (played the last time a few months ago). Created a "smaller" world due to reading about slow worldgen, and I'm only playing on my laptop atm, for which I've also disabled weather&temperature. 125 years for a bit of history, plus I don't want all my dwarves to be the "first of their kind."
This world, The Future Realms, with one continent, the Land of Fires, has no elves. Goodbye buying tamed exotic animals. And the goblins easily outnumber humans, dwarves and kobolds combined. The world did have several towers. In fact, the only way to avoid a tower neighbour would've been embark in the tundra area. I chose to embark just off the southern tip of the only mountain range inhabited by the only dwarf civ, The Robust Gear, also only 6 embark tiles away from The Robust Gear's nearest site. Said location has 2 tower neighbours. My location straddles a brook and has 2 biomes, a warm untamed wilds temperate shrubland with clay and deep metals, and a warm untamed wilds temperate savanna with clay, deep+shallow metals, an aquifer and flux. And the warm shrubland/savanna is called The Icy Fields. Go figure (it does extend all the way around the mountain range up to the tundra, I think).
The expedition leader dreams of becoming a legendary warrior, 4 dwarves dream of creating a great work of art, and the final 2, a male and a female, dream of raising a family (the female has no ambition, but the male has relentless drive... that'll be an interesting relationship, if they do end up together).
I embark. The map seems nice enough, with some gentle sandy hills, plenty of oak, willow, birch, and quite a few different fruit and nut trees, and a peaceful stream... with a stingray! And
3 alligators. And
over a dozen carp. So looks are deceiving. A good reminder for the site in general; the necromancer attacks should be interesting, to say the least. I order a tunnel to be dug into the side of a hill underneath some roots, and a nearby birch and pear tree to be cut down. Sadly, both my horses are male.
Thus began the tale of Odomath *Basinsack*, founded in the year 125 by The Merchants of Covering. I need to get underground/build a wood fort aboveground ASAP. I wonder if zombies/sneaking necromancers can climb...?