SLUM FORTRESS
This place is hospitable, isn't it?
No matter how hard they tried, they failed. And they decided to try no more.Basically, this fortress is intended to be as messy as succession fortresses can be. It is a succession fortress, but the host can play through infinite anount of years if there are no volunteers.
Rules:PRINCIPLE ONE: All rooms are to be modest at maximum, any tools or furniture - well-made or of worse, exept for situations described down below. The latter one is more-or-less optional, just don't use artifacts/masterwork items.
PRINCIPLE TWO: Jobs cannot be changed exept for some adjustments, like turning off cleaning and such.
PRINCIPLE THREE: Each of the initial seven must have only one novice-level skill.
PRINCIPLE FOUR: All the living quarters, workshops, stockpiles and else must be situated outside. Mining for materials or caverns is acceptable, though. Also, make use of what you have - make the rooms as tiny as possible. You may also build slum towers instead of expanding your town.
PRINCIPLE FIVE: Lava forges and adamantine are banned from use. Same thing for alloys, exept for they can be obtained through trade. Try processing less stone, we aren't building a castle here.
PRINCIPLE SIX: No full-time militia and training. Individual drills are ok, though. Anyway, if the situation demands, you may conscript any dwarf of any military skill, and equip them as you like (with individual weapon of choise, of course). A small amount of traps can also be implemented, and some siege engines (if you come over a siege engineer),
PRINCIPLE SEVEN: All corpses (including friendly) should be dumped into the Pit. Do not engrave slabs. Disregard ghosts. Live dwarves (or captured enemies) may also be dumped into the Pit.
PRINCIPLE EIGHT: Each working family (artisans, namely) should have a tiny dwelling to call their own. It must contain a bed, at very least, and a corresponding workshop. Only the artist can use said workshop. All other dwarves... Well, same, but without workshops. If you're unable to provide all the dwaves with homes, that's fine, you shouldn't really care. Also, the dwarves can have high-quality items in their homes, but only if they prodused said items themselves. Like, skilled woodworkers can have superior-quality beds and so on.
PRINCIPLE NINE: All animals must be available as pets.
PRINCIPLE TEN: The only acceptable noble is a mayor. Other nobles (bookkeeper, manager, CMO, militia commanders) should not be appointed (militia commander must be demoted as soon as the squad is disbanded). Ignore demands, mandates and such.
PRINCIPLE ELEVEN: All high-quality goods and aritifacts must be stockpiled in a special stockpile rather then used.
PRINCIPLE TWELVE. Do not dump trash or clean up blood. Welcome to the town of filthy bums.
In case those aren't enough, some rules can be added, inluding no beds, no inner doors, no tables, no chairs, no whatsoever. Let's run this shit into the ground.
Map:Climate:Turns:
1. Monitor Lisard2. Fniff
3. Nickolai Don Bonavitch
4. Gwolfski
5. ...
Dwarfing listDwarves:Sewer Gator the Tired One. (Monitor Lisard)
Fath Akrulular the Escaped Mental Patient. (Nickolai Don Bonavitch)
Mr Frog the Washed-Up Musician. (Mr Frog)
Leonora the Blind Architect (QuQuasar)
Fuaki Loarc the Unruly Recruit (Lidku)