Year 14 (138)This year begins with a missed mandate that drops our king’s mood to very unhappy, and a small tantrum spiral that decreases the population to 144. Um, oops?
Then in the
summer the king himself throws a tantrum, but chooses a military dwarf as his punching bag; he’s swiftly cut down. Oops again.
The kingslayer herself hasn’t suffered any ill effects from this incident. Apparently, when an irate tantruming dwarf comes flailing at you, it’s considered acceptable to kill him with an axe, regardless of social status.
After a polite discussion with local rivals, a legendary axedwarf is chosen as the sixth king of dwarves. Until now, the guy has killed 48 creatures; I’d really want to be a fly on the wall to such ‘polite discussions’...
Interestingly, the previous king, Tholtig, was one of his friends:
Other than that, the fort is primarily occupied with unremarkable fort maintenance. The great project for the year was adamantine exploitation, which occupied a small minority of the population (a single miner since I don’t want any channeling related accidents, a couple of pump operators, and of course the strand extractors plus one furnace operator). What was already dug out from previous years was turned to wafers, and I have obsidianized and excavated as much as I dared.
The one legendary weaponsmith in the fort has crafted some adamantine axes, spears, and swords. Predictably, the military has picked them up as soon as they were made, and dropped their old masterwork steel weapons. No adamantine armor is planned; the cost is prohibitive, and the improvement over steel is minimal.
With weapons upgraded, the next year looks like a time for war. Let’s look at the world once more; TaxDoomed is still at 100 individuals, and the tower at 20; these will be my next targets.
BadDabbled has somehow dropped at ~1000 inhabitants, and… I’m sorry, did we lose SwallowedShoot?
This calls for a Legend export; and yes, it turns out poor SwallowedShoot was conquered by the tossers, who then moved about half their population in it.
SwallowedShoot has lived an interesting life: it’s been under constant siege since we reconquered it. For the next year and a bit, six different attacks were launched by the tossers (not counting the first of them; that one was launched by us). And yes, this means there have been multiple sieges in a single season -- specifically, in the autumn of 136.
It was lost in the same autumn that HopeWork was attacked; while our attack was repulsed with near-total goblin casualties at the start of the season, SwallowedShoot was attacked in late autumn, with vastly more troops; all members of our civilization have been killed in that battle.
A number of unlikely heroes have been noted:
Can I just say “the Executioner of Champions” is the best title ever created by the RNG? And then it handed it to a yak, of all things. Damn thing seems to have earned it, too:
A mare has an equally glorious battle record:
These guys get statues; I got plenty of silver.
The tossers have acquired new territory… or so Legends says, at least; the game’s civ screen disagrees.
The westernmost location is supposed to be JoyousGloomy, reclaimed in 135; it’s now occupied by 3 goblins, 1 troll, and spectacular amounts of wildlife. But no such site is shown in-game, it’s just a normal unoccupied peak. After a closer reading of Legends, JoyousGloomy turns out to be a cave… what can the tossers do in it? Besides die to cave swallows and whatnot? I think I’ll drop an adventurer to find out.
The war against the tossers is named
The Conflict of Scorching. It started in the winter of 126, and it is still ongoing. Do you remember, in the winter of 126, when HopeWork had a one-tick siege? That was the first ‘battle’ in the Conflict of Scorching.
For some reason, this war does not include the raids we have initiated, those seem to be regarded as stand-alone battles which are not part of a war. Which annoys me, ‘cause it means I have no conquerings whatsoever, and the kill count is lower than what it really is.
Year 15 (139)Military operations begin with the weakest holding of the tossers:
TaxDoomed receives the full might of dwarven military, and is truly doomed:
As the troops returned with (most of) their gear still on, they’re allowed two weeks’ rest, then sent against
SwallowedShoot. To my surprise, they destroy the place without any casualties:
Summer has started in peace for HopeWork, so all 60 military dwarves are sent against the tower. It’s holding steady at 20 inhabitants, they have no other holdings, and the worst that can happen is that someone brings back a book with the secrets of life and death.
Despite some blunders here and there, the tower has been broken, and Morul HeatedDikes has finally met his end, killed by his former kin:
We’ve suffered one casualty -- even the finest of dwarves will have a bad time when going against vastly superior numbers:
No necromantic books have been brought back, only some normal tomes, and a few artifacts that were gifted to Morul by his various minions and aspiring apprentices.
AshenBury, the slab created by the death goddess Vesh, was left in SoothedPaints. Perhaps someone should do something about it… encase it in lava or somesuch. Most definitely not take up the life of an adventurer for the sole goal of reading the slab and rekindle the plague of necromancy upon Sil Kodor. Nope, definitely not that.
Among other things, the expedition brought back three artifact copper weapons; a mace, and two others that were stolen by keas so quickly, that I didn’t even see what they were. The mace was nabbed soon after too. Did I mention I hate keas?
To the best of my knowledge, the greatest concentration of tower denizens left in Sil Kodor is in HopeWork itself -- trapped prisoners, who’ve been loitering in cages for years, even a full decade for some.
A person of interest emerges:
Inod UrgeFence, a former primordial dwarf and Vesh worshipper obsessed with maintaining his social status, has attacked HopeWork twice: in the winters of 133, and 135.
In the latter, he was one of only 6 trapped enemies. Remember this pic?
He, or rather it, as any notion of gender was erased in the transformation, has been sitting in a cage ever since. It’s been killed without issue, and its corpse disposed of via atom smasher.
Towards the end of summer, HopeWork receives a visitor:
I decide to trap it, even if I have no idea what I’ll do with it. All civilians are ordered underground… and all the outdoor military barracks are of course unaffected by such an order:
The six squads are ordered indoors; most rush to obey, though some return to their barracks for dropped equipment; this costs the lives of two dwarves -- an axelord and a marksdwarf. The cyclops has been trapped, though, and doesn’t seem damaged:
The only enemy left to dwarvenkind is BadDabbled itself. Home of now 1,000 sentients, and one demon. At the start of winter, we attack it.
At first, all seems to go well:
Until the demon gets involved:
Numerical superiority plays a part as well, but the kills still go to the demon:
At the end of the raid, BadDabbled seems untouched. And we have lost 8 dwarves:
Our performance seems a bit better in Legends -- 170 tossers died to bring down those 8 dwarves: