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Should we mod in Platinum blunt weapons and armour?

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Voting closed: May 25, 2020, 03:39:38 am


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Author Topic: Smithsoldier, Year 12: Clothes, Madness, and Beasts (And Candy) [47.04]  (Read 63600 times)

Quantum Drop

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    Welcome to Smithsoldier, Sire. I assume you're another of the Priesthood's Chosen, going by the marks you bear. We don't care who you used to be: whether you're dabbling or legendary, a Peasant or a Priest, you're welcome in your new position. Follow me, and I'll get you set up in your office.

Spoiler: List of Chosen/Madmen (click to show/hide)


While we mostly abide by the Mountainhome's sacred laws, we do have a few of our own. If only to avoid any faux pas...

Spoiler: Rules - Please Read (click to show/hide)

...And that should be that. If you need to seek me out for more info, you'll find me tending to the shrines down on the residential level. We have a Crusade to launch, and Gods to please. For Armok and the Mountainhome!

Table Of Contents
Year 1: QuantumDrop - see below.

Year 2: DwarvenLord: 1 2 3 4 5

Year 3: Salmeuk: 1 2 3 4 5 6

Year 4: QuantumDrop: 1 2 3 4

Year 5: DwarvenLord: 1 2 3 4 5 6

Year 6: StrikaAmaru: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Armok's Apocrypha, SoL in Smithsoldier 17 Year End/Epilogue

Year 7: Salmeuk: 1 2 3 4 5 6

Year 8: LeftHandofGod: 1 2 3 4

Year 9: Glloyd: 1 2 3

Year 10: ProjectXMark1: 1 2 3 4 5 The Eternal Chambers, The Timeline That Never Was, A Holy Vision, 6 7

Year 11: DwarvenLord: 1 2 3 4 5 6 7

Year 12: StrikaAmaru: Prologue 2 3 4 5 6 7

Spoiler:  OP's Message (click to show/hide)
[/list][/list]
« Last Edit: October 04, 2020, 08:20:56 am by Quantum Drop »
Logged
I am ambushed by humans, and for a change, they do not drop dead immediately. I bash the master with my ladle, and he is propelled away. While in mid-air, he dies of old age.

Quantum Drop

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Re: Smithsoldier - Succession Game [47.03]
« Reply #1 on: February 29, 2020, 12:06:56 pm »

Spoiler (click to show/hide)

Prologue
The Dwarf knelt before his superiors, eyes cast to the floor. He dared not look up to them, those mighty figures of adamantine robe and deathless flesh and bone. A single finger, dipped in rare pigments and blood, raised itself to him, drawing mystical marks upon his unworthy flesh. When they spoke, they spoke with the voice of Armok Himself: glorious and savage, mighty and terrible, beautiful and monstrous and unaccountably ancient all at once.

“By the Nine Blades of Armok, may you bring death to our foes. By the Eight Mines of Avuz, may your caverns be stable. By the Seven Seas of Mishos, may your water run freely. By the Six Crops of Ňs, may your farms bear fruit.”

The High Priestess’s followers repeated her words in a low chant as she moved from member to member, blessing each one with her holy presence and arcane symbols. Each one had been chosen by the priesthood for the foundation of a new fortress. The wagons had already been loaded with all the tools of the standard expeditions, and only the ritual blessings remained.

As the chants and blessings came to an end, the High Priestess stepped forwards and laid one cold, ancient hand upon his forehead. Her hooded face peered down at him, and he bent lower under the divine weight of her gaze. Through her, Armok looked, scrutinising his every move, his every breath, his every thought.

“Goblins have overrun many of our oldest fortresses, and taint our ancestral lands with their presence. The blasphemy of their existence can be tolerated no longer – go, found a fortress of flesh and steel, that we may drive their foul kind from our true homelands. In Armok’s Name, Strike the Earth!”


Her blessings complete, the High Priestess turned and marched back towards the altar. Her part in this endeavour was at an end, and she had to resume her duties as Armok’s mouthpiece to the Dwarves of the Mountainhome.

The Dwarves arose as one, about-facing and marching towards their wagon. None spoke; none needed to, for Armok alone would decide their success or their failure. Words would be meaningless before His will.

The wagon departed Shaligbesmar swiftly, passing between the great Statues of Armok and Ňs. The great carved faces of the two highest gods stared down upon the departing Dwarves, each aboard the wagon feeling the weight of divine purpose upon them.


The wagon pulled to a halt before atop the hill. The sacred sigils upon it were now naught but scratches, and the blessed food they had been given almost completely gone. They had reached their destination, nonetheless, pulling their wagon through the great forests before them and praying to Armok and Ňs to judge them kindly.

Ral Shodukgoden, Chosen of the Priesthood and leader of the expedition, leapt down from the wagon. His boots impacted the ground with a dulled thud, and his eyes flicked about as they took in the new terrain. The slopes were gentle, nothing like the near-vertical cliffs of the Mountainhome, and patches of ice and water dotted the ground.

Spoiler: Opening (click to show/hide)

It was here that a new fortress would begin. A name came to his mind: Eshtânezar. Smithsoldier. A good name, appropriate for its purpose.

Ral placed his hands into the mystical configuration the priests had taught him, and began to pray. “Holy Armok, great Ňs, abyssal Mishos, depthless Avuz, grant us your favour in this endeavour. May our works be yours, and may we prosper in your name.”

He turned, facing his fellows. With a roar, he cast his hands upwards. “Brothers! Sisters! In Armok’s Name, Strike the Earth!”

23rd Granite
We have begun digging out our bedrooms – small cells, just like the Mountainhome’s. I have no doubt that the weaker Dwarves will grumble over it, but the Gods do not make us easy through kindness or comfort.

Spoiler: Bedrooms (click to show/hide)

Farming is currently our greatest priority. If Ňs and Avuz favour us this day, we should have the farms up and running in short order. Their products will be used for drinks and meals, though it disgusts me to force such sustenance down my throat – it is impure, tainted by the vile reek of the Goblins that comes on every breeze. The sooner we are able to form a branch of the Priesthood to bless it, the better.

29th Granite
The bedrooms and farm are complete. Mishos smiled upon us this day: there was no damp stone or soil as we dug into the earth, letting us set up our operations far more quickly than otherwise. I have commanded that plump helmets be the first crops we plant, to appease Ňs and provide us with a stable supply of food.


Spoiler:  Farms (click to show/hide)

4th Slate
Two Carpenters workshops and two Mason’s Workshops are being dug out.

Spoiler (click to show/hide)

10th Slate
Trade depot and finished goods stockpile under construction, mining has finished. Dining Hall, food stockpile, and Kitchens under construction, one level below the farm.

14th Slate
Recalling the suggestions of our Mechanic, I have given the order to construct a garbage dump and accompanying bridge on the upper levels of the fortress. According to his rantings, this will allow us to perfectly destroy much of the Mudstone we have lying around, as well as the corpses the inevitable Goblin invasions shall leave behind. I have ordered him to prepare to mass-produce mechanisms in his workshop to aid us in this goal. One or two will be used for the bridge’s lever, and the rest are to be used for cage and stone fall traps. I can hear his deranged cackles from here, interspersed with prayers to the Machine God. Screwball.

Spoiler:  DAS to Be. (click to show/hide)

19th Slate
Our workshops have finished construction: two Masons, two Carpenters, and one Mechanic’s. Our Mason has been commanded to begin turning the mudstone into doors for our bedrooms, if only for the sake of privacy, while the Carpenter is at work building beds for us to sleep in. A tired Dwarf will be in no shape to worship, after all.

Spoiler (click to show/hide)

My compatriots have shown no signs of discontent thus far, but I believe it would be prudent to construct at least one Temple in the foreseeable future. The blessings of the Priesthood, or even the mere satiation of the Gods’ demands will help us mightily in the long years to come.

26th Slate

After some effort by the Masons and other workers, our bedrooms have been fitted with their doors. Only a few beds so far, but the hard ground is enough of a bed for the truly faithful.

Spoiler (click to show/hide)

A kitchen, and accompanying food stockpile have been set up just below the farms, linked by a set of up-down stairs. These have in turn been linked to our soon-to-be dining room, though the sheer volume of work to be done seems to be slowing expansion down.

Spoiler (click to show/hide)

1st – 7th Felsite

The bedrooms are finally complete! The Mason and Carpenter alike have finished their work, and both the doors and beds have been fitted to all extant rooms. I have immediately ordered the Mason (and their apprentice) to begin production of rock tables and thrones for the dining hall.

17th Felsite

One of our Masons has created a masterwork mudstone table, claiming that our goddess of crafts guided his hand. Either way, I have commanded that it be placed in the main dining hall, along with the rest of those produced thus far. A still has also been put into construction, after I was informed of our booze supply beginning to falter.

The Mechanic informs me that he will have to suspend work on his ‘Dwarven Atom Smasher’, due to boulders blocking the construction site. He claims his mad construction can’t be completed until they are cleared from the site – to this end, I have ordered some of the offending stones to be unforbidden and removed from the site.

24th Felsite
I have given the command for four temples to be dug out and sanctified, down on the level with the bedrooms. While they are little more than shrines at the moment, the plans to smooth and engrave the stones of the temples, followed by the addition of statues and similar decorations honouring the Gods will soon solve that.

1st -7th Hematite

Summer has arrived.

The Trade Depot has finally been constructed, in preparation for the first trade caravan from the Mountainhomes. Similarly, a manager and bookkeeper are to be appointed – in accordance with tradition, the same dwarf shall hold both positions. As it stands, we merely await the arrival of a suitable candidate, assuming the caravan does not outrun them.

The dining hall has been outfitted to a degree necessary to service our current Dwarves, though the smoothing and engravings are likely to be delayed for now. In a more military view, the command has been sent for traps to be produced. Fifteen, to be exact, all cage traps, all put in a solid line near the outer regions of our entrance.

Spoiler: Traps (click to show/hide)

9th Hematite
Wood, Gems, and Economic Stone stockpile designated on the crafts floor.

14th Hematite

Food, Drink, Barrels stockpile designated near still and kitchens.

3rd – 6th Malachite

Our first wave of Migrants have arrived! A band of six, led by a Weaponsmith of some renown. According to this craftsdwarf, they consist of a Fisherdwarf, Fish Dissector, Butcher, Shearer, and Peasant – and allegedly, they were chosen and blessed in the same manner as us.

I have given the order to construct and outfit six new bedrooms, to accommodate these new brothers. The fisherdwarf and his assistant, having seen the lack of seas or fishable areas, have volunteered to focus their talents upon crafts and stonework, something I welcome with open arms. The butcher and shearer remain in their current roles, until the Gods give me a sign as to what I should do, or until some task crops up that requires many an unskilled body.

Spoiler (click to show/hide)

14th – 24nd Malachite
Two Jewellers workshops constructed. Dining room has finished expansion, with the tables and chairs soon to be installed. Furnace construction has finally begun; the weaponsmith intends to forge iron weaponry from Hematite, to which I have given my blessing.

Spoiler (click to show/hide)

Orders for multiple easy meals and some booze made. Metalsmith’s forge and two wood burners under construction, plus the necessary smelter.

4th Galena
 “Are we all ready? Have the test items been loaded?”

“Yes, sir.”

The Mechanic half-cackled and rubbed his hands with glee, staring through the open doorway with undisguised relish. It was time to test his wondrous creation, the Dwarven Atom Smasher! Those fools back at the Mountainhome called it sacrilege, claimed that he was destroying parts of Avuz – Bah! They knew nothing of the benefits it could provide!

The Dwarves drew back, moving away from the soon-to-fall bridge. The minute the last one had returned and locked the door, the Mechanic sized the lever and yanked it down.
 
There was a great, low rumble, a sudden crash of a bridge’s fall, then silence. A second yank of the lever produced the low growl of mechanisms, the bridge raising back to its proper position. He flung the door to the test area open and openly cackled with delight at the sight that greeted him – the mudstone placed beneath the bridge was gone entirely, not even dust or pebbles remaining. He had succeeded!

11th-15th Galena
Orders given to engrave the walls of the quarters, to boost morale. 20 charcoal ordered to be produced, for purpose of smelting into Iron and preparing Military forces. Smoothing and engraving of shrines begins.

21st Galena

Two new workshops designated for digging. Order sent for the Weaponsmith only to work in the smelter, smelting hematite for iron. He will soon be put to use creating weapons and armour. Metal stockpile begins to be dug out.

1st Limestone

Autumn has come.

13th -14th Limestone

Shaligbesmar’s caravans creaked down the slope into the fortress, the military dwarves escorting it marching in perfect lockstep. Armed heavily and bearing runic designs, they made for a fearsome sight as they marched into Smithsoldier’s Depot. Cramped and low-ceillinged though it may have been, it was no impediment to their charges.

The Dwarves of the fortress were at work in moments, swarming towards the finished goods stockpile just across the hall. Rings, sceptres, small statues – everything in the stockpile was swiftly lifted up and ferried over to the Depot, placed to the side in a neat little pile in preparation for trading.

The Broker emerged from his office nearby, marching towards the Trade Depot at speed. Despite his noble features and rich clothing, the Broker’s low origins still showed: his frame was hunched slightly, the result of long years of hauling, and his pallid face begrimed with rock and dust. The stiffness of his nod to the traders, the lack of formality in his posture - all of it spoke of a Peasant’s past.

“Where is the Outpost Liaison?” Ast Kilrudbarnum demanded. He was in no mood for pleasantries this day, and the response came swiftly.

“Dead, I am afraid. Some strange malady caused by tainted wine,” The lead trader shook his head, grim-faced beneath his rain-hood. “The Priesthood are already attempting to divine his successor.”

Ast nodded shortly. He had never met the Liaison, but had heard enough rumours of him – a semi-heretical, self-indulgent fool, more concerned with lining his own pockets than the health of their civilisation. Either his excesses had finally caught up with him, or someone had finally had enough of his wretched ways. “Very well, then. Let us trade.”

21st Limestone

50 Plump helmets, five units of cloth, a full bin of cloth, iron anvil and around 25-odd bronze bolts, in exchange for most of our crafts and all remaining, not-in-use mechanisms. Ast reports this to be the full extent of his trading so far, though he has made it clear the merchants are open to further trading should be make enough goods in time.

Migrants have arrived: weaver, farmer, weaponsmith, peasant, two children. Weaponsmith authorised to work on forge, farmer left as he is. Order given to expand the farms slightly – one will deal with Plump helms, the other with pig tails.

27th Limestone

The barracks has been designated for digging; we should have the necessary beds and weapon racks ready for when the miners are done. The Hospital has also been designated, and work has begun on the necessary furniture and textiles to outfit it. Both are located so that they connect to the main access tunnel of the fortress, so the militia will be able to respond to any ambushes or strikes in moments.

5th-7th Sandstone

Noting the high demand for charcoal (and our rapidly dwindling supplies of logs) I have ordered our woodcutter to enact a one-dwarf clearance campaign upon the trees near the west of our fort. The lumber supplies should be ample, when they finish their actions.

Similarly, due to the influx of immigrants, I have ordered several new bedrooms to be constructed. It will take some time to outfit them, and we will be waiting upon the carpenters. Due to the blockage in charcoal production, I have been forced to cancel military production for the time being.

(Multiple pages blank or unintelligible, entries resume near the start of Timber)

6th Timber

Large amounts of Hematite are undergoing smelting in preparation for arming the military. Avuz has shown us great favour here, with much of the Hematite easy to access and dig out, though we will need to add walls to re-create some of the bedrooms afterwards…

11th Timber

Noticing our relative vulnerability, I have given the order to construct a moat via channelling. Assuming the miners do their jobs properly, the moat should be three Urists wide and two deep, with the intent to remove the slopes and build walls around our entrance to help with defence. A drawbridge, or a raising bridge, will be constructed, in order to allow wagons and Dwarves passage.

Spoiler (click to show/hide)

1st Moonstone.

Winter is upon us.

When I find the beard-gnawing, drooling fool that allowed us to run out of booze, I am going to sacrifice them to Armok for their incompetence. I’ve ordered a peasant to begin immediate and rapid production of booze at one of the stills, with the intent of bringing our supplies back up to tolerable levels – it tastes poor, yes, but poor is better than nothing.

7th Opal

Created first military squad - five dwarves, in full iron armour with spears. The forges run hot, and continue the production of our first squad’s arms and armour; that said, the charcoal production seems to be the bottleneck. I have ordered it to be set to high importance, despite protests from  the more short-sighted of my fellows.

21st Opal

Hospital has been fully dug out -  now to furnish and sanctify it. 20 chests have been put into production, for the hospital and regular rooms.

Spoiler (click to show/hide)

3rd – 9th Obsidian

Minor scare when prepared meals almost ran out – quickly rectified, by re-assigning some Dwarves for cooking duties. Orders sent to produce fine meals, as we should be able to produce enough Plump Helmets to sustain such actions.

Our first squad has also begun training, consisting of five speardwarves in full iron armour. With luck and time, they will be the ones to lead our holy crusade to purge the Goblin filth from our ancestral homes.

22nd Obsidian


Monotony broken by visit of a human poet. No other major events, though I would advise that we monitor food production more carefully.

29th Obsidian

No, no, no, no! Bloody incompetent fools, Armok damn them all!

It would appear, in something of an oversight, that the Dwarf responsible for the moat-bridge’s construction and design made it two blocks wide, rather than three. With the walls already mostly complete, this will require either radical re-designing of the entrance or the removal, widening, and general re-construction of the bridge. Curses!

1st Granite

While the year has been relatively uneventful, and the blasphemous Goblin hordes have so far ignored us, my term is at an end. My successor will soon be appointed, either by the Priesthood of the Mountainhome, or by the denizens of this fortress.

To whoever proves my successor: continue our work. Drive the abominable Goblins from our ancestral lands with fire and iron, raze their dark pits to the ground, and prove to Armok and his pantheon that we are worthy. Should you seek me for advice or guidance, seek me in the temples and shrines.

May Armok give you strength.

« Last Edit: May 07, 2020, 05:48:53 am by Quantum Drop »
Logged
I am ambushed by humans, and for a change, they do not drop dead immediately. I bash the master with my ladle, and he is propelled away. While in mid-air, he dies of old age.

Quantum Drop

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Re: Smithsoldier - Succession Game [47.03]
« Reply #2 on: February 29, 2020, 12:14:03 pm »

A quick image dump of the fort in its current state:


Spoiler:  'Ground' Level (click to show/hide)



Spoiler: Crafts and Iron (click to show/hide)
Logged
I am ambushed by humans, and for a change, they do not drop dead immediately. I bash the master with my ladle, and he is propelled away. While in mid-air, he dies of old age.

DwarvenLord

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Re: Smithsoldier - Succession Game [47.03]
« Reply #3 on: February 29, 2020, 01:40:50 pm »

Ah, what the heck. I'll claim.
I'm assuming we're the last dwarves, so those will be the only migrants?
Logged
And thus was the dwarven meatshield invented.
the child should serve well in the infantry (that is a horrible pun, and I already regret saying it).

DwarvenLord

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Re: Smithsoldier - Succession Game [47.03]
« Reply #4 on: February 29, 2020, 02:14:08 pm »

Hmm? You say it's my turn to rule? Cool. I won't stop practicing my trade, however...
Spoiler (click to show/hide)

Well, first things first...


I think i'll really start with some odd jobs to finish from the last manager- finishing the floor in the topside building, creating a lever to open and close the front drawbridge, things like that.

23rd of Granite
I'll start dating these from now on. We just got a new migrant wave, and it's a big one. I'm worried we can't sustain this big a population...
Spoiler (click to show/hide)

We'll also need a lot more bedrooms. This is going to take awhile...

5th of Slate, 176
I've ordered the forging of 20 shortswords for traps. We have the iron for it, and the moat seems a tad unsafe- any troll could break down the door and get right to the heart of the fortress, along with a horde of goblins..

In other news, we've finished the bottom floor of the building and are starting on the next.
« Last Edit: February 29, 2020, 03:18:51 pm by DwarvenLord »
Logged
And thus was the dwarven meatshield invented.
the child should serve well in the infantry (that is a horrible pun, and I already regret saying it).

Quantum Drop

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Re: Smithsoldier - Succession Game [47.03]
« Reply #5 on: February 29, 2020, 02:46:14 pm »

Ah, what the heck. I'll claim.
I'm assuming we're the last dwarves, so those will be the only migrants?

Far as I can tell, our civilisation's still kicking, so we should be seeing more migrants at some point.

EDIT: No problem. Post as you like, doesn't have to be a full update.
« Last Edit: February 29, 2020, 02:48:39 pm by Quantum Drop »
Logged
I am ambushed by humans, and for a change, they do not drop dead immediately. I bash the master with my ladle, and he is propelled away. While in mid-air, he dies of old age.

DwarvenLord

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Re: Smithsoldier - Succession Game [47.03]
« Reply #6 on: February 29, 2020, 09:14:25 pm »

14th of Felsite, 176
First strange mood- our good ol' manager, Ral. Hope it works out. Think he claimed a Carpenter's workshop.
Wait, what? He's started? With what?
A single piece of wood?
This isn't going to be too impressive...

16th of Felsite
The bedrooms have been expanded, though we probably need more still...
Spoiler (click to show/hide)

19th of Felsite
I'm speechless.
This artifact that Ral made... it's beautiful.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
It actually used three logs.
Sarcasm aside, at least some crippled person in the future will be happy.

6th of Hematite, 176
Oh dear lord.
Apparently, Rovod- our woodcutter- was cutting wood when a log fell on his head and smashed it.
Spoiler (click to show/hide)
Guess we'll build a coffin. I'm not quite sure where to put it though.
Logged
And thus was the dwarven meatshield invented.
the child should serve well in the infantry (that is a horrible pun, and I already regret saying it).

DwarvenLord

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  • Sorry for being here, my time machine broke.
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Re: Smithsoldier - Succession Game [47.03]
« Reply #7 on: March 01, 2020, 12:28:07 pm »

7th of Hematite, 176
Our weapon traps are finished. There's four traps with 5 iron shortswords- though somehow we got some extras.

12th of Hematite, 176
Spoiler (click to show/hide)
Hmm. This bard wants to stay here- and I think I will let her.

17th of Hematite, 176
Oh look! A caravan is here- a human one, of course.

25th of Hematite, 176
Another bard wants to join as well. There's no harm, right?
Spoiler (click to show/hide)

26th of Hematite
Hmmm, we'll trade all these useless goods.
What should we get?
I've heard many a tale of a strange mooder going insane after not having the right type of cloth, so we'll get these three buckets of each type of cloth.
I'll also get a new pick, as well as this silver warhammer. I'm thinking of starting a Warhammer divison.

27th of Hematite, 176
No one in our fortress has any real skill with a warhammer, so I'm choosing the best tactician in the fort- a dwarf by the name of Cog Tholerith. I gave him our newly-purchased silver warhammer, and I've ordered the production of four more iron ones, along with some new armor pieces.

9th of Malachite
More migrants. Much less this time- most are useful, at least.

15th of Hematite, 176
Wow- I can hear the bards playing music- poetry, I think.
Spoiler (click to show/hide)
Of course, I can't go listen to it myself- I'm too busy smoothing ALL OF THE BEDROOMS MYSELF. I think I'll get that peasant that came in in the last migrant wave to help me.

8th of Galena, 176
How did I not notice this person before?
Spoiler (click to show/hide)
Our fortress is a beacon of diversity. Let everyone know that, okay?

10th of Galena, 176
Well look at that!
Spoiler (click to show/hide)
Our first child born here- and by our very own military commander.
Logged
And thus was the dwarven meatshield invented.
the child should serve well in the infantry (that is a horrible pun, and I already regret saying it).

Quantum Drop

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Re: Smithsoldier - Succession Game [47.03]
« Reply #8 on: March 01, 2020, 04:24:21 pm »

7th of Hematite, 176
Our weapon traps are finished. There's four traps with 5 iron shortswords- though somehow we got some extras.

12th of Hematite, 176
Spoiler (click to show/hide)
Hmm. This bard wants to stay here- and I think I will let her.

17th of Hematite, 176
Oh look! A caravan is here- a human one, of course.

25th of Hematite, 176
Another bard wants to join as well. There's no harm, right?
Spoiler (click to show/hide)

26th of Hematite
Hmmm, we'll trade all these useless goods.
What should we get?
I've heard many a tale of a strange mooder going insane after not having the right type of cloth, so we'll get these three buckets of each type of cloth.
I'll also get a new pick, as well as this silver warhammer. I'm thinking of starting a Warhammer divison.

27th of Hematite, 176
No one in our fortress has any real skill with a warhammer, so I'm choosing the best tactician in the fort- a dwarf by the name of Cog Tholerith. I gave him our newly-purchased silver warhammer, and I've ordered the production of four more iron ones, along with some new armor pieces.

9th of Malachite
More migrants. Much less this time- most are useful, at least.

15th of Hematite, 176
Wow- I can hear the bards playing music- poetry, I think.
Spoiler (click to show/hide)
Of course, I can't go listen to it myself- I'm too busy smoothing ALL OF THE BEDROOMS MYSELF. I think I'll get that peasant that came in in the last migrant wave to help me.

8th of Galena, 176
How did I not notice this person before?
Spoiler (click to show/hide)
Our fortress is a beacon of diversity. Let everyone know that, okay?

10th of Galena, 176
Well look at that!
Spoiler (click to show/hide)
Our first child born here- and by our very own military commander.
(Feel free to disregard any of this.)

Pity about the woodcutter, but such is life for dwarves. Is he still kicking, or is he six feet under?

Yeah, didn't notice that Dingo Man Bowman creeping around myself. Good to see something other than the gobbos and humans running about. Still, I'll admit I'm kinda surprised that the bard hung around, what with the pair of goblin forts literally across the road from us.

The cloth was probably wise, considering the inevitable wear and tear on clothing (and the need for bandages and such). Coincidentally, I was running the year 1 file in my spare time, and a fey Speardwarf Recruit (manager didn't get his mood) went Berserk after finding no silk cloth. Unarmed Engraver took him down before dying of his wounds.

Assuming you haven't drafted or reassigned them already, putting the fisherdwarves from the big migrant wave as stoneworkers/smoothers/whatever may speed up any future bedroom-smoothing and such.

Good to see our military head's given birth - the child should serve well in the infantry. Anyway, good luck to you!
« Last Edit: July 18, 2020, 06:36:35 am by Quantum Drop »
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I am ambushed by humans, and for a change, they do not drop dead immediately. I bash the master with my ladle, and he is propelled away. While in mid-air, he dies of old age.

DwarvenLord

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Re: Smithsoldier - Succession Game [47.03]
« Reply #9 on: March 01, 2020, 05:11:06 pm »

1. He is dead. His head exploded, killing him instantly.
2.We don't have any contact with the gobbos, actually. We only know the humans. Isn't that weird?
3. Heh. I'm just paranoid after many an incident with no silk.

EDIT: Sigged!
« Last Edit: March 01, 2020, 05:19:28 pm by DwarvenLord »
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And thus was the dwarven meatshield invented.
the child should serve well in the infantry (that is a horrible pun, and I already regret saying it).

DwarvenLord

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Re: Smithsoldier - Succession Game [47.03]
« Reply #10 on: March 02, 2020, 09:05:10 pm »

17th of Galena, 176
What do logs have against us?
Spoiler (click to show/hide)

25th of Galena, 176
Not much to report- I dug a tunnel from the top building to our farms, but nothing else really happened. A lot of warriors here, though. Wish they would help train our military.

12th of Limestone, 176
A dwarven caravan? So we aren't the only ones.
Spoiler (click to show/hide)
Wonder what they have...

18th of Limestone, 176
Nothing much. Just got some nice gems.
I've noticed their wagons can never get to the depot, so I've decided to expand the hallway and bridge so they can.

4th of Sandstone, 176
Ah. Look at the beautiful leaves change color as the seasons change.
Spoiler (click to show/hide)

7th Sandstone, 176
Spoiler (click to show/hide)
Wonder what he'll make- we have anything he could ever need.

19th of Sandstone, 176
More migrants- let's hope their's not too many. I'm not sure our cook can handle many more mouths to feed.
Oh, and a farmer's guild has been founded.
Spoiler (click to show/hide)

26th of Sandstone, 176
Here's his artifact!
Spoiler (click to show/hide)
Spoiler (click to show/hide)
It's very nice- if only we had some better materials then iron. Gold would be nice.

 
« Last Edit: March 02, 2020, 09:12:18 pm by DwarvenLord »
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And thus was the dwarven meatshield invented.
the child should serve well in the infantry (that is a horrible pun, and I already regret saying it).

DwarvenLord

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  • Sorry for being here, my time machine broke.
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Re: Smithsoldier - Succession Game [47.03]
« Reply #11 on: March 02, 2020, 10:24:41 pm »

Hope some else joins before I finish my turn...
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And thus was the dwarven meatshield invented.
the child should serve well in the infantry (that is a horrible pun, and I already regret saying it).

Salmeuk

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Re: Smithsoldier - Succession Game [47.03]
« Reply #12 on: March 03, 2020, 01:03:57 pm »

sign me up :] Our most dangerous foe seems to be the falling log - I think I can handle that.
Quote
the child should serve well in the infantry

wow you would think I would have heard that one before, this being DF and all. . lol indeed

Spoiler (click to show/hide)

I really liked this prologue. It was very moody, but also to-the-point and wasn't weighted down by too many character introductions. Nicely done! And welcome to the forums!
« Last Edit: March 03, 2020, 01:08:30 pm by Salmeuk »
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DwarvenLord

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Re: Smithsoldier - Succession Game [47.03]
« Reply #13 on: March 03, 2020, 08:09:22 pm »

26th of Moonstone, 176
I've been experimenting with bins- the stockpiles are much more efficient now. In other news, my hammerdwarf squad is looking excellent- all are quickly climbing in skill. Sometime soon we ought to send a greeting party to those goblins...

8th of Opal, 176
I've ordered the miners to dig deeper. We need silver to make the best warhammers for all of my squad.

10th of Opal, 176
he.
hehe.
Hehehehehe.
he.
Spoiler (click to show/hide)
Not quite what I wanted, but gold is gold. And I found a granite layer, which contains lots of types of silver ore.

14th of Opal, 176
And we found galena. I think I'll go give the miners (including me) a cup of alcohol.
To accomodate all these new metals, I'll construct a new smelter.

21st of Opal, 176
Ooh, a fey mood. I wish they had waited a little longer, to get gold production underway...

24th of Opal, 176
Ah, perfect. He wants blocks- and gold blocks are what you'll get.

8th of Obsidian, 176
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Wow, never realized how patriotic our dwarves are. This is the second artifact in a row to represent the foundation of Smithsoldiers

23rd of Obsidian, 176
As my time here draws to an end, our warriors finally become legendary...
observers.

TIPS:
There are two levers at the front bridge. The closest one closes both bridges.
There are untold riches in the mines under the fort. Use the silver to make warhammers and give them to the Hammerdwarf divison.
Once said divisions are trained enough, go provoke the goblins. This fort is too easy at the moment.
Make sure to have lots of !!FUN!!

http://dffd.bay12games.com/file.php?id=14890
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And thus was the dwarven meatshield invented.
the child should serve well in the infantry (that is a horrible pun, and I already regret saying it).

Salmeuk

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Re: Smithsoldier - Succession Game [47.03]
« Reply #14 on: March 04, 2020, 12:17:51 am »

Spoiler (click to show/hide)

What happened to the forest?!

Quote
Noting the high demand for charcoal (and our rapidly dwindling supplies of logs) I have ordered our woodcutter to enact a one-dwarf clearance campaign upon the trees near the west of our fort. The lumber supplies should be ample, when they finish their actions.

OH my god you madman. This explains the disturbing number of falling log injuries. I can just imagine it now:

"You want me to cut down the entire forest?"

"No. I want you to cut down almost the entire forest. From here to the foot of that northern hill, and then back to the dry creekbed to the west. What don't you understand?"

"Well, it's just that. . by my calculations. . . even if we doubled our consumption of wood to ten separate furnaces burning nonstop. . it would take at least ten years to use up all that fallen timber."

"Look, it's this simple. Logs turn into charcoal. Charcoal turns into steel, which turns into swords, one of which I'm going to use to gut you if you don't get a move on."

"..."

"And by the way, we're going to triple our production. Have you seen the gold here?"

Spoiler (click to show/hide)


OOC: and I think that's exactly what we're going to do.
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