So guys, I'm done with university stuff for the moment, which ate my time up from around November. At least until research starts, which is going to eat up time. But until then, I'm starting a Community Fortress.
Welcome to the 13th world I've generated in this version! There is but one dwarf civilization, which is awesome because multiple civilizations is weird in some ways. If there's only ONE dwarf civilization you can talk about The Dwarven Civilization. Really.
Feel free to sign up for a dwarf!A community fortress start means:1) We're NOT necessarily going to swap the fortress every year. Mandated work can be for more than a year of in game time. However, we can make this a succession game if people want.
2) The community can GUIDE the creation of the fortress. There will be starting setups. Besides the starting seven if you pick a dwarf you can pretty much set their work and I will try to respect that.
No really.
Additional Rules:-People can ask for more than one dwarf, within reason. RPing the dwarfs should be separate unless you want them to be psychically connected. I have a number of side characters that will be brought in.
-The starting seven given are six female, one male.
-This is an untamed wilds area. There are 299 giant elephants in this world as of the last census, on 1st Granite 125. Nobody knows who the fuck did that census and there's a theory it was aliens, but we're really glad somebody did it. Unless it was Urist. Because fuck that guy.
Backstory: Gomaththur, The Legendary UniversesAn expedition of seven dwarves is to be sent to the west coast of The Special Continent, which comprises most of the known world. King Anul and the Council of The Slick Boulder have expressed their desire to establish a modern capital for this sector of the world, one that will be a center of learning, manufacturing, the arts, technology, a crossroads for all cultures, and of course a military stronghold. An outpost shall be established upon the stream Crushedmyth, in the Sorcerous Steppes.
Mandate - Year 125 (First Year) <- Commentary would be great.
Work to be completed in the first year: Establish an outpost.
-Construct or mine out 8 decent houses and 12 decent bedrooms.
-Establish 100 square meters of farming space.
-Construct storage facilities.
-Establish a distillery.
-Establish basic manufacturing.
-Establish basic plumbing.
-Establish an inn.
-Establish a library.
Optional:-Establish Rudimentary Hospital
-Build a barracks
-Designate a temple
Sign-Ups (with dwarf outlined):
CaptainArchmage
Dwarves (with jobs outlined):"CaptainArchmage" Gearedguilds, First Citizen (Expedition Leader and Broker, Dwarf, Male, Aged 64) - CaptainArchmage
Tirist Waspglazed, Miner (Dwarf, Female, Aged 53)
Kogsak Revereddoors, Miner (Chief Medical Dwarf, Dwarf, Female, Aged 69)
Bembul Townmirror, Carpenter (Militia Commander, Dwarf, Female, Aged 52)
Ezum Sternwork, Mason (Dwarf, Female, Aged 76)
Catten Blockadeobeyed, Planter (Dwarf, Female, Aged 80)
Sazir Manorstandards, Mechanic (Dwarf, Female, Aged 62)"CaptainArchmage" Tomestockaded, First Citizen (Expedition Leader and Broker, Weaponsmith, Dwarf, Male, Aged 63)
Nil Oilbow, Miner (Dwarf, Female, Aged 76)
Monom Inkpraises, Miner (Chief Medical Dwarf, Dwarf, Female, Aged 85)
Logem Blockadecreed, Carpenter (Militia Commander, Dwarf, Female, Aged 53)
Bembul Anklelash, Mason (Dwarf, Female, Aged 81)
Id Tangletreaty, Planter (Dwarf, Female, Aged 51)
onul Esteemedbolts, Mechanic (Dwarf, Female, Aged 75)