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Author Topic: Migrursebshos, the Bastion of Sorrow (Community Fortress  (Read 4326 times)

Kogan Loloklam

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Migrursebshos, the Bastion of Sorrow (Community Fortress
« on: March 08, 2008, 06:48:00 am »

The Story of the founding of Migrursebshos Bërûl Egur:
                                                     
It was a foolish expedition from the start. There were rumors of riches beyond our wildest dreams. Far to the north, where water was frozen for all but one day of the year, adamantine was found by a prospector. We packed a wagon, loaded it full of goods and set out for this new, wondrous place to found a glorious mine. We traveled north, and restocked in the human town of Xemcuro before heading to the sea. We spent a few days crafting a raft, thinking to save a few days of travel time this way. We loaded our supplies and wagons on the raft and launched. All was good for many days, but dwarves are not meant to be sailors. The seas steadily got rougher as we traveled, and in the end, our raft couldn't take the beating. Our raft was destroyed and all our supplies fell into the ocean. We clung to the only piece of wood large enough to support all seven of us, the wagon. We drifted for a few days, clinging desperately to the wagon, praying for salvation before we finally washed up on shore. We took stock and found all was lost except an Iron Pick, an Iron Anvil, and a Steel Battleaxe. We pulled the wagon up to the top of the cliff and had a look around. It didn't look good, in fact, it looked like we were stranded on an island, with no fresh water anywhere to be seen. The area has plenty of trees, as well as plants we can extract fluid from. It doesn't look like we will be able to do much for stone for awhile, but stone or no stone, if we work hard, this place, which we have decided to call "Migrursebshos Bërûl Egur" (Oceanmire the Bastion of Sorrow), might not kill us. Either way, it will be a long time before we can expect rescue, time to strike the bark!

This is another Community Fortress. Anyone who saw Måmgoztilat will remember I go a little overboard when it comes to community fortresses, I like people to know what is going on at a glance, which means page 1 takes forever to go through, and changes are displayed in the first post, and updated. So if you want to join in, scroll down to "Active Dwarves" and find one that has (Unclaimed) next to it, and say you want that dwarf. I display the "Name" in the middle of the actual name so that you know what their "birth" name is. If you just want to read what happened, scroll down past the 2nd post of this topic, because the history of this fortress starts there or later. So why another Community Fortress? Because it's fun to share your toys, of course!

Current Fortress Theme, as issued by Expedition Leader ònul "Anilerar" Etesilral:
Gain Access to Stone (Dig down through the Aquifers until stone is reached)
Anilerar: "We can't burn wood on wood, get those windmills up, build them walls, strike that earth!"
**********BEGIN ACTIVE FORTRESS INFORMATION**********

Civilization Info-
Tobul Giken - "Canyon of Lightening" The Mountainhomes
-Zuglaruleng - "Shiplost", Group that lives in Migrursebshos Bërûl Egur, "Oceanmire the Bastion of Sorrow"


***

Deities-
Id Fenokerib: "Rock, the Sable Gorge"
God of Fire, Metals, Minerals, and Jewels
ók Adiläs Ber Rîsen: "Finger Wallcave, The Earth of Coal"
Pixie Goddess of Mountains
Dîshmab: "Rampart"
God of Fortresses
Mebzuth Adagrúbal: "Oar Soakedgill"
Goddess of Lakes and Wealth
Otik Istamsôd: "Sheen Lightmists"
Goddess of the Sky and Moon
Bekom Amalrilem Somkodor: "Spring Teacheryouth, The Oracular Dawn"
Goddess of Pregnancy and Inspiration
Ngalák äsamkin Ustanikal: "Abyss Cavegladness, The Blameless Healer"
God of Forgiveness, Mercy, and Caverns
Kìrar âtastthol Zukthist Aned: "Better Bravedeeps, The Quandary of Sports"
Goddess of Treachery, Lies, Trickery, Day, and the Sun.
Zes Vúsh Zes: "Brands, The Heat of Brands"
God of Volcanos
Berath Azzinasin: "Cream, The Livid Lunches"
God of Revelry, Festivals, Dance, and Music
Istbar: "Rose"
God of Oceans and Fish
èshgor: "Eel"
God of darkness, the night, and nightmares.


***

Deaths-
Edëm Rimtargébar "Key Castlelauds", Female
Ardent worshipper of Otik Istamsôd. She was a friend to Door and Etur.
She died on 1st Felsite, 1051, from wounds caused in the event "The Attack On Edëm Rimtargébar"
***

Other Losses-
None yet


***

Notable Events of the past-
The Attack On Edëm Rimtargébar
On the 1st of Felsite, 1051, Two harpies attacked Edëm Rimtargébar. Both were slain by 'Big Bertha', assisted by 'Anilerar' Edëm Rimtargébar received mortal wounds before the harpies were slain and died from blood loss at the end of the fight. No other significant wounds occurred.

***
Active Dwarves-
ònul "Anilerar" Etesilral "Mirror Blowntreaties", Female (Kogan Loloklam)
Dubious worshipper of Istbar, Lover of Etur Thaddakost.
Likes alunite, adamantine, green tourmaline, and the color black. Prefers dwarven ale.
She is often nervous. She rarely feels discouraged. She can handle stress. She makes friends quickly. She tends to avoid crowds. She loves to take charge and direct activities. She is not a risk-taker. She appreciates art and natural beauty. She dislikes intellectual discussions. She is confident. She often does the first thing that comes to mind. She needs alcohol to get through the working day. She likes working outdoors and grumbles only mildly at inclement weather.
Skills of note: Consoler, Pacifier, Wrestler,
Assigned Tasks: Hauling, Record Keeping(Greatest Precision), Cleaning, Cooking

Doren "Akroma" Ensebshorast "Diamond Basiswire", Male (Akroma)
Worshipper of Istbar, No notable relationships
Likes magnetite, zinc, honey yellow beryl, ivory, the color silver, battle axes, rings, animal traps, and dogs for their loyalty.
He rarely feels discoraged. He does not have a great aesthetic sensitivity. He dislikes intellectual discussions. He is trusting. He is candid and sincere in dealings with others. He doesn't like to compromise with others. He is not affected by the suffering of others. He lacks confidence. He is occasionally given to procrastination. He needs alcohol to get through the working day. He likes working outdoors and grumbles only mildly at inclement weather.
Skills of note: Fisherdwarf, Fish Cleaner, Swimmer
Assigned Tasks: Fishing, Fish Cleaning, Underground Shoring(Building walls on the Aquifer levels to keep the water out)

Reg "Door" Dumattath "Glove Roughnessdusk", Male (Pandarsenic)
Worshipper of Ngalák äsamkin Ustanikal, Lover of Bomrek "Lavender" Såkzultun
Likes stibnite, lay pewter, smoky quartz, willow, rhesus macaque leather, pearl, low boots, and thrones and chains. Prefers dwarven ale, one-humped camel's milk, and dwarven wheat flour.
He is quick to anger. He rarely feels discouraged. He only rarely feels strong cravings or urges. He is very energetic and active. He has a good awareness of his own emotions. He doesn't like to compromise with others. He is very confident. He takes time when making decisions. He needs alcohol to get through the working day. He likes working outdoors and grumbles only mildly at inclement weather.
Skills of note: Herbalist, Wrestler
Assigned Tasks: Plant Gathering

Etur Thaddakost "Boulder Crowdfloor", Male (Deon)
Ardent worshipper of Zes Vúsh Zes, Lover of ònul "Anilerar" Etesilral
Likes gabbo, black bronze, pipe opal, cougar leather, and the color cardinal. Prefers lungfish and dwarven ale.
He is assertive. He is very active. He is a pessimist. He is modest. He is disorganized. He strives for excellence. He needs alcohol to get through the working day. He likes working outdoors and grumbles only mildly at inclement weather.
Skills of note: Grower, Carpenter, Wood Crafter
Assigned Tasks: Farming, Carpentry

Logem "Big Bertha" èrithkêshshak "Paint Laboredsweltered", Female (Abyss)
Worshipper of Zes Vúsh Zes, No notable relationships
Likes marble, gold, yellow grossular, highwood, grizzley bear leather, cave spider silk, the color slate gray, idols, animal traps, and donkeys for their stubbornness.
She can handle stress. She is assertive. She is very active. She is not a risk-taker. She is rarely happy or enthusiastic. She is very straightforward with others. She is compassionate. She is confident. She needs alcohol to get through the working day. She likes working outdoors and grumbles only mildly at inclement weather.
Skills of note: Wood Cutting, Armorsmith, Weaponsmith, Metalsmith
Assigned Tasks: Wood Chopping, Smithery, Axedwarf

Bomrek "Lavender" Såkzultun "Whip Trumpetdoor", Female (Splime)
Casual Worshipper of Ngalák äsamkin Ustanikal, Lover of Reg "Door" Dumattath
Likes realgar, tin, white chalcedony, the color lavender, stars, cabinets, and piccolos. Prefers quarry bush leaves.
She is often nervous. She is somewhat reserved. She is uncomfortable with change. She doesn't like to compromise with others. She is easily moved to pity. She needs alcohol to get through the working day. She likes working outdoors and grumbles only mildly at inclement weather.
Skills of note: Brewing, Building Designer
Assigned Tasks: Brewing, Architecture

(All dwarves in this fortress are assigned health care, so it isn't even mentioned in any other location.)
**********END OF ACTIVE FORTRESS INFORMATION**********

[ March 23, 2008: Message edited by: Kogan Loloklam ]

[ March 23, 2008: Message edited by: Kogan Loloklam ]

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Kogan Loloklam

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Re: Migrursebshos, the Bastion of Sorrow (Community Fortress
« Reply #1 on: March 08, 2008, 06:48:00 am »

Self-Imposed Rules.
Rule #1) No trade will be done(And no Trade Depot made.)
Rule #2) One Iron Pick, One Iron Anvil, One Steel BattleAxe, and NOTHING ELSE!
Rule #3) One Real Day, One Game Month. (See below on action info)

I like players to interact with the fortress. After all, why claim a dwarf if you do nothing with it? As such, I set some standards to make things happen. Try to be reasonable in what you request. Moving dwarves around is fairly easy. Setting one dwarf to move something is fairly easy, but when two people want their dwarves to do something very similar, it's difficult, so keep that in mind please   ;)
I will only run one month a day, that means in 12 days, the first year will be up. This gives players plenty of time to tell me what their dwarves do. First month activities are expected to be with the "Background Stories", any dwarf lacking that will do as I see fit to make them do. Next month is expected after my post of the prior actions. I'll have *Executing Month* at the top of this when I begin a month of playing. I will post my dwarf's view of things at that point, highlighting what I noticed. Actions should be at the bottom of your own dwarf's log or diary or whatever. If there is no action, it's assumed no change, and you'll do either what you were last doing(if practical) or general fortress work based on what your role in the fortress is. Mayors/Leaders get to set the "Theme" of the fortress (IE. Dig more Bedrooms, Build more Workshops, Clean up the area, destroy hostile wildlife, improve passive fortress defenses(Bridges/ Walls), Improve Defensive Positions(Fortifications/Towers) Improve Active Fortress Defenses(Traps), Other commands you think a dwarf leader should be able to order in the most general terms)

So what about the Terrain of this fortress? Good question. The answer is, OH MY GOD WE ARE ALL GOING TO DIE(on a 6x6 square)! To do anything, a Aquifer must be penetrated, IN A SALT WATER MARSH! You will notice a severe lack of things from what is being brought such as, umm, Food? And Water? Aquifers on oceanic islands are salty, so, a still is the source of all water for the fortress.(None of the other fancy ways to get drinking water will be done here. If the brewery suddenly shuts down, it's game over!) But.. No food! Yes, that's right, it has to be gathered for the dwarves just to brew. Lacking the starting seeds for a farm, all farming will have to be done on the surface, you know, that land that harpies and other baddies come around in? At least there is sand, so someday a greenhouse might be built.

[ March 09, 2008: Message edited by: Kogan Loloklam ]

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... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

Akroma

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Re: Migrursebshos, the Bastion of Sorrow (Community Fortress
« Reply #2 on: March 08, 2008, 06:55:00 am »

I will take Doren Ensebshorast.

Name him Akroma. 4 points in fishing, 3 points in fish cleaning, 3 poinst in swimming. Give him a pet hunting dog, which you will name shotgun (yes, this is the name of my dog).

He is the simple minded fisher, as you'd except a fisher to be. His father was also fisher, and so was his grandfather, and so on. After he lost his family to carp related accidents, he left the mountainhomes, unable to fish at the lake where he used to fish with his family.

[ March 08, 2008: Message edited by: Akroma ]

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Kogan Loloklam

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Re: Migrursebshos, the Bastion of Sorrow (Community Fortress
« Reply #3 on: March 08, 2008, 03:14:00 pm »

Your request for a war dog has been granted Akroma.
His water-logged soggy self has been rescued by your loyalty. If not for your fisherskill feeding the dwarves on the floating wagon, no doubt he'd have been eaten. However, that's a story for later.  ;)


5 Dwarves remaining at this point. I'd love to have some nice background stories to work with. Remember, the dwarves were supposed to take a sea voyage to a location far to the north, near the tundra (M2, if you are curious) to an adamantine mine. The Raft broke apart and set them adrift on a wagon with nothing more except an axe, anvil, pick, and the clothes on their backs.

I didn't take a picture of the correct civilization that we are coming from, the actual civilization occupies the mountains along the edge, about midway down the map. I'll export a world map here eventually.

So, let's get some stories. Remember, initial actions need to be worked out after your backstories. I doubt anyone has any, but just in case you do...
;)

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... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

Pandarsenic

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Re: Migrursebshos, the Bastion of Sorrow (Community Fortress
« Reply #4 on: March 08, 2008, 05:20:00 pm »

Reg "Door" Dumattath, please!

5 Wrestler
5 Plant Gatherer

I have an actual logical story-reason for those skill choices coming soon.

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KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
YOUR BONE IS THE BEST PANDAR
[Cheeetar] Pandar doesn't have issues, he has style.
Fuck off, you fucking fucker-fuck :I

Deon

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Re: Migrursebshos, the Bastion of Sorrow (Community Fortress
« Reply #5 on: March 08, 2008, 05:34:00 pm »

I claim Etur Thaddakost.

Etur Thaddakost is a peasant dwarf from a common undermountain family.
He earned his name, "Boulder Crowdfloor", because of a very funny incident. His parents met together in one of those small farmer parties after the plump helmet gathering season.
His father was making his way with a mug of beer out of a very crowded tavern which was used as an event place for this celebration. There were children and dwarven girls dancing near the entrance and a funny gnome bard playing the piccolo. The father of Etur stumbled over the boulder on the ground and fell just at Etur's mother-to-be feet.
She helped him to stand up and wash the bruised knee. This is how the story of Etur's birth started.

He travelled with this expedition because the promises of good payment could help him to study his favourite craft - carpentry. As a peasant he hadn't enough time and money to find a good teacher and spent some time in the barn trying to make a fine chair or a fancy walking-stick for a neighbour.

All his lifetime he was so burdened by his everyday tasks in the field helping father that he used to perceive the life as something which doesn't have an easy way.
Now he has another corroboration of his theory.


Farmer 4
Carpenter 4
Woodcrafter 2

[ March 08, 2008: Message edited by: Deon ]

Terryfying? Wow, can you tell us which creeps dwell here?
Also my dwarf always had a dream about having a dog, but he had't succeed to find any pet yet.
Can you take a Dog with the party and as soon as it's trained my dwarf would adopt it?

[ March 08, 2008: Message edited by: Deon ]

[ March 08, 2008: Message edited by: Deon ]

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Kogan Loloklam

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Re: Migrursebshos, the Bastion of Sorrow (Community Fortress
« Reply #6 on: March 08, 2008, 05:50:00 pm »

Deon, would you be so kind as to strip the code tags out of your post? It is preventing proper word wrap, making things a little... odd...

(Edit)
If your dwarf has only dreamed of having a dog, that means he didn't have one when the expedition started. How would a dog get there under that situation? I can certainly add a dog to the expedition, since it doesn't really count as an item, do you wish me to do so?

As for terrifying, it affects the kinds of creatures that show up. Terrifying is both evil AND savage, so any creature with just evil for a tag and has no other requirements (Like a Demon Rat) will be there. In addition, Savage creatures will also be there.
It gets a little more complex when you mix in the biome (Temperate Saltwater Marsh), restricting some creatures but bringing others. Evil also brings in undead. Ultimately, I am not entirely sure what creatures will be there because I am not entirely sure how it all works. I do know elephants will not be there, because elephants don't dwell in saltwater marshes at all, and because the ocean squares are neutral, I don't think sea Serpents will come either, or undead fish.  ;)

[ March 08, 2008: Message edited by: Kogan Loloklam ]

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Deon

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Re: Migrursebshos, the Bastion of Sorrow (Community Fortress
« Reply #7 on: March 08, 2008, 05:55:00 pm »

Wow, was it me? I just noticed it by myself =). Sorry.
Is anything gonna happen?

[ March 09, 2008: Message edited by: Deon ]

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Kogan Loloklam

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Re: Migrursebshos, the Bastion of Sorrow (Community Fortress
« Reply #8 on: March 09, 2008, 02:26:00 pm »

I know it's been a few hours of *Executing Month*, The reason is I am making the Travel Story. Now how can I do that if I don't Travel? It'll be a bit longer, I haven't even gotten out of the mountainhomes yet.  ;)

As soon as that is done, I will take the actual events of the month, and integrate that into the story, so the first month will have like, 3 Months in it, but only 1 of actual play. (You are already in it, Day2 of the travel had the wagon's wheel break. Naturally SOMEONE had to fix it  ;) )

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Pandarsenic

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Re: Migrursebshos, the Bastion of Sorrow (Community Fortress
« Reply #9 on: March 09, 2008, 03:05:00 pm »

Reg Dumattath never really understood his birth name. From what he understands, it has something to do with how his father got his mother in bed, but that's just one of those things no dwarf really wants to think about.

Demonstrating an early sense of adventure, he was part of the first migrant wave of another fortress, a rapidly growing fort in some Savage Wilderness. Lacking any appreciable skills, he found himself rather suddenly to be a Recruit instead of a Peasant. He trained for several months and was sent out to collect berries.

This is when he learned why he had been trained. Barehanded, he took down a Unicorn by luck, and returned to the area closer to the fortress. Then he got attacked by a pack of wolves. He killed one and retreated inside, where the military finished them off.

Then came a goblin siege. No other dwarf thought to lock the doors. No other dwarf survived. He hid within his room for days, starving and dehydrated, until the goblins were done looting. He resumed his plant-gathering, and his killing of hostile wildlife, eating and drinking what remained after the goblin attack for half a year, before returning to the mountainhomes with the trade caravan.

At which point, a random impulse caused him to sign on with Anilerar Etesilral's expedition less than a week after his return.

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KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
YOUR BONE IS THE BEST PANDAR
[Cheeetar] Pandar doesn't have issues, he has style.
Fuck off, you fucking fucker-fuck :I

Kogan Loloklam

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Re: Migrursebshos, the Bastion of Sorrow (Community Fortress
« Reply #10 on: March 09, 2008, 06:41:00 pm »

Akroma, I noticed I had the wrong kind of dog based on your request, it is now properly a hunting dog. Deon, you were unable to give me a valid reason for the discrepancy as to the lack of a dog for a reason a puppy would be brought along, however, I will solve this in my story, therefore I have granted your request for a puppy.

1st Obsidian, 1051
King Likot Vodlorbam met with me today. He decided to put me in charge of the expedition to mine out the Adamantine, allowing me to choose six other dwarves to come with me for the initial work. Queen Rigoth Fikodmamot informed me that they would be coming personally, bringinging their entire family after we found adamantine. Princess Erib Kilrudorshar took me aside and informed me how displeased she would be if the fortress was not safe for her children. With all this royal attention, you'd think I'd be a little afraid, but I'm not. To be in charge of an Adamantine mine? This is sure to gain me a patent of nobility at least!

5th Obsidian, 1051
I've met with several dwarves. I've picked out a few that seem very promising. There is one who has come from another failed fortress, the only survivor. At first I wasn't going to take him, but I decided his experience could be a great help in fortifying the fortress, given that a large goblin nation occupies where we are going. The six people I have chosen have been informed to meet me at the wagon at the top tomorrow morning. We were well-supplied by the king, with tons of food, drink, seeds, weapons, armor, and countless other items that will be of use to help us found a fortress and survive in the northern climates.

6th Obsidian, 1050
We departed Rämgusil and headed West to climb out of the hills. The capital is built with defense in mind. The fortress is only approachable by a very narrow mountain road, only wide enough for the one wagon in some parts. It took us an hour to get out of the hills and down into easily traversable terrain. When we reached the bottom, we turned and headed. We arrived at a small brook and began following it. We are on the road!

7th Obsidian, 1050
Arrived at where "Nosefetid the guileless of Mincing" met with "Stringgift the Firey Clusters". We were trudging along fine until we hit a small boulder, snapping the axle of the wagon. We decided to setup camp and attempt to repair it

8th Obsidian, 1050
Our Carpenter, Etur Thaddakost, didn't manage to repair the axle of the wagon. At first I was rather disappointed, until he pointed to the ground next to the wagon, at the brand new axle he had created. The new axle is quite good, and we managed to get it all together quickly and got underway again.

9th Obsidian, 1050
When we stopped for the night, Edëm Rimtargébar graced us with a story of Otik Istamsôd and Kìrar âtastthol Zukthist Aned.
'Once, long ago, the mother to the gods, Bekom Amalrilem Somkodor, was caught in a strange woodland while visiting the gods of our western brothers. The land was known as "Egath Atol" in our language. A spirit dwelled there, calling itself Liyìÿi. Our first mother found herself experincing the pangs of childbirth, and Liyìÿi offered to help. What Bekom Amalrilem Somkodor didn't know is this spirit held the same attitude as elves. The spirit took the child as payment for the work. When Bekom Amalrilem Somkodor arrived home, her daughter, Otik Istamsôd, took it upon herself to recover the child. When she arrived, hundreds of elves with bows blocked her path. She hadn't expected this, but she was the goddess of the sky, and brought down a mist to blanket the area. The mist descended through the elves and didn't touch them. Otik Istamsôd through this discovered that the elves were not real, and walked on through their lines untouched. Liyìÿi knew she was in trouble, so the next thing she did was call the very sun into the sky, for Otik Istamsôd was the moon, and the moon cannot shine as brightly when the sun comes down. Otik Istamsôd was in trouble, and knew as long as Liyìÿi could control the sun, she could not fight it. She reached out with all her might and took the power of the sun away from the nature spirit. The sun burned her though, and she would perish if she held it too long. The spirit Liyìÿi stood by, ready to take it's power back the second Otik Istamsôd let go of it's power. Bekom Amalrilem Somkodor arrived, and said "Daughter, if you do not let go of this power, it will kill you. You must find a place to place it's power". Otik Istamsôd, properly inspired, discovered the answer in her new sister. She took the power of the sun and day, and the other powers that were attached to it, such as treachery and lies, and pushed it into the body of her new sister. With that, the spirit Liyìÿi retreated, leaving Otek Istamsôd to return her sister to her mother.'
It was a nice story.

12th Obsidian, 1050
We arrived in the human town of Wumucorud today. That would be Paddrums in their horrid language. We received instruction on how to best get through the desert pass further north. We also traded some surplus wood we picked up when our axle broke for a puppy, in thanks for Etur's work. He told me at some point that he always dreamed of owning one. He looks happy.

15th Obsidian, 1050
passed through the pass, following the instruction of the humans. We should be eight days out from the next human town now. Their instructions lead us next to a stream called "Cobrabright the Different Dreg". We should run into it sooner or later.

17th Obsidian, 1050
We reached the stream "Cobrabright the Different Dreg". We will be following it west until we come to a brook that we were told in Wumucorud would be called "Ancientrouted", at which point we would turn north.

19th Obsidian, 1050
We followed the stream Cobrabright Left the hills, Headed Roughly north. We saw some wolves, but they ran off. I hope we aren't attacked.

23rd Obsidian, 1050
It was quite a trip. We stayed away from the ugly waste as we were told to, and arrived in Mythrings in the early evening. The humans had their own name for the place, but after the rudeness we received, we only called the place Lathonathel. The tavern got a remodel after Door Decided that he didn't like the Human sitting in the next table, but we managed to escape the town before their guards could catch us.

25th Obsidian, 1050
We arrived at the seacoast today. Etur Thaddakost fashoned us a raft in which we should be able to shave several days off our travel time. Akroma wanted to say some words to Istbar, but Etur took disagreement to that, saying that if he isn't dedicating the raft to Zes Vúsh Zes, then it will not be dedicated at all. Akroma backed down, knowing that Etur was somewhat Ardent when it came to his view of primacy of the deities.

27th Obsidian, 1050
I am starting to feel that perhaps Akroma was right, and we SHOULD have dedicated the raft to Istbar. Our raft has broken to bits and we are all clinging to the wagon. By some miracle, Akroma has rescued his dog, Shotgun, further reinforcing my new faith in Istbar. Still though, the raft wasn't that strong, so perhaps it was just bound to happen. Dwarves are not meant to sail! The puppy we traded for in Wumucorud somehow managed to stay in the wagon, unlike our stocks of food, drink, and other useful items. He was sleeping next to the anvil when everything went wrong. We had the anvil firmly lashed down so that bumps wouldn't jar it around and break things. The lashings also managed to keep the axe and pick from falling out.

27th Obsidian, 1050
Thank goodness for Akroma! If not for him, we would be starving! He caught us some fish. We just might survive yet, if we can ever reach land.

1st Granite, 1051
We washed up on the shore somewhere. From what we saw as we approached, this place appears to be an island. My best guess puts us on the Routed island. I've ordered wood to be chopped, the wagon to be dissassembled, and plants to be gathered. I've ordered a space to be used for plant storage, and have Edëm Rimtargébar working on an easier way for Akroma to get down to the sea so we can get more fish. Myself and Bomrek will help Door gather plants while the rest get to work on other things.
;))

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... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

Deon

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Re: Migrursebshos, the Bastion of Sorrow (Community Fortress
« Reply #11 on: March 10, 2008, 07:32:00 am »

Etur Thaddakost

I was trying to find any useful root when I saw THEM. Nice small red berries! They smell so nice and their taste should be... Curse the ònul! Even if she kept track of our supplies and wants to drink some alchohol, why can't a dwarf have a small dessert after such a bad day?..
Anyway, they told me to gather all the berries and put them in a sack. To make a wine! What a waste of delicious earth gifts! Dwarf knows that the berries are the best while fresh. Curse the bookkeeper whore...
Well, I hope they won't notice my tongue is a bit more red than it's usual... He hee.

[ March 10, 2008: Message edited by: Deon ]

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Abyss

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Re: Migrursebshos, the Bastion of Sorrow (Community Fortress
« Reply #12 on: March 10, 2008, 11:26:00 am »

Can I take Logem èrithkêshshak and name her Big Bertha please?

Her name was Logem èrithkêshshak, appropriate because, in her opinion, a dwarf who wasn't sweating was a lazy dwarf. She also goes by Big Bertha, for reasons unknown to anyone except for her; except for the Big, of course, since she has muscles which make soldiers look uncomfortable. Steel is in her blood, and in her hand, and she both forges it and strikes trees and elves down with it.

She had always wanted to forge the perfect adamantine axe, and so when a call went up for a party to head out to start a brand new fortress to mine out the mythical metal she jumped on the wagon (literally) immediately.

Axery, both the wood and soldier type, as well as forging are great for her vocations...

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Kogan Loloklam

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Re: Migrursebshos, the Bastion of Sorrow (Community Fortress
« Reply #13 on: March 10, 2008, 12:56:00 pm »

ònul Etesilral, the Anilerar(GloriousLeader  ;))
1st Slate, 1051
Etur walked by me today, reeking of whip wine. I wconfronted him about not planting strawberries. He complained about nobody processing the seeds for him, and demanded that we process the seeds before he will plant them! I told him to go put all the strawberries in a sack if he was so determined not to process them himself. If he won't process them, we'll make wine out of them instead. Of course it occurs to me we might need to make a sack... I'll have to think about it in more detail.

3rd Slate, 1051
I've noticed Edëm not doing much. I understand she only knows mining and masonry, but I don't think we will need those skills for awhile here. As such, I've asked her very nicely to do some butchery, leatherworking, and tanning. We could really use some bags, and that mule and the muskox look like they have some nice, supple skins. On an unrelated related note, I think when we have enough empty barrels to hold all the drinks we need, I will have Etur work on constructing a wooden barracks. The recent rain has throughly drenched us all.

5th Slate, 1051
We finally have some strawberry seeds. Perhaps now Etur will get a few planted.

9th Slate, 1051
Big Bertha came to me today and asked me why we aren't building a forge, since we have the iron anvil sitting there just getting wet. I explained to her that forges require rock, since wood would catch fire. She asked me why we hadn't dug up any rock, and my only answer was that the ocean usually creates vast amounts of water saturating the ground underneath. Not ten minutes passed before Etur came to me asking for potash. I asked him, exactly what would we make this in, since any structure we built would become ash itsself. He pointed to the ground, insisiting that we could just dig some stone up. He didn't seem any more convinced by the underground water then Big Bertha did, so I have asked Edëm to go ahead and dig. I asked him to make it as a pit, so that everyone can look down and see the water when he finally strikes it. Perhaps that will end the requests for constructions that use fire.

14th Slate, 1051
So tired. I think I'll take a nap here at my desk. Our barracks still isn't done yet, when I wake up that will become a priority.

19th Slate, 1051
My nap is done, and it appears the rest of the dwarves are once again up on their feet. It is time to get a barracks. Etur has been told to put down those seeds and get some walls up.

28th Slate, 1051
Well, our barracks external walls are done, still need a roof. We have the start of our pit done. It still isn't good enough to end all the requests for stone items, since water isn't welling up out of it. Our farm has crops planted, so Etur assures me. I don't see anything different about it. Our drink stocks are enough to last us several months now. I'd like to get some glass so we can turn the farm into a greenhouse before winter comes, but that requires some stone. I'm not sure how cold winter will be, but better to be safe then sorry.

(Second Month, Year One over.)

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Deon

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Re: Migrursebshos, the Bastion of Sorrow (Community Fortress
« Reply #14 on: March 10, 2008, 01:42:00 pm »

Etur Thaddakost

These tasty berries are easy to plant! Much easier than our cave wheat or rock nuts. Well, I think the main reason for this is because I'm working in the ground, not stone field. The ground is so soft and easy-to-handle, I thought I'm drowning in it first time I struck it with a pick. Anyway I'm starting to get used to it... The only problem now I see is that this soil is all wet of this salt water everywhere around us, so the plants won't grow fast enough without a fresh water supply. I think we should fertilize the field. But when I had asked about just some usual potash, the leader told me that we don't have a stone to make some structure for burning the potash... Bah, the stones should be under our feet! They always were here, since my birth! I'm almost sure the stones are even under ocean too. But our leader keeps to tell us about the water under the soil! How could it be? If there were a water, we'd be drowned already in it! So now I'm standing under this cursed rain on the edge of the new-dug pit which is increasind its size and I'm waiting for the stone to appear. The soil seems endless, I've never seen such a phenomenon before.
Well, I hope they won't force me to return to the barracks construction now. I need some break, by the way, I was sent here to plant crops, not to haul logs! I should ask my payment to be increased after I come back. If only I ever would come back...

[ March 10, 2008: Message edited by: Deon ]

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