Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 7

Author Topic: The Ghost Fortress of Tongsrenown (Community Story)  (Read 7890 times)

Dogman

  • Bay Watcher
    • View Profile
Re: The Ghost Fortress of Tongsrenown (Community Story)
« Reply #30 on: August 01, 2008, 06:50:56 pm »


From the journal of Mistem Athellal:
1st of Granite, 376


Spring has arrived, and with it a new year. However, we’ve only been here since the 1st of Timber so that is quite meaningless. Haven and I have just about finished constructing the palisade; there are just two more sections to go. I’ve drawn up designs for a series of  bridges to act as an ‘airlock’. The design will include two bridges: one inner bridge, and one outer bridge. The trade depot will be between the two to act as a buffer zone. The inner bridge will be raised most of the time to ensure our safety inside the palisade walls, while the outer bridge will remain open to leave the depot accessible to traders or migrants.

I’ll have to build myself a proper mechanics workshop before hand, though. I think it’s about time I’ve got one of my own I think.

I don’t know when or if a caravan is expected to arrive, but I’m still worried about not having enough goods to trade with them. The second that wall is complete I’ll ask Haven to start working on those stone trinkets. He’s gone a long time without a break from work, and I admire him for that, but we can’t be lax now.

The following was written in the early afternoon of the 1st of Granite, 376

Dire news I’m afraid. We are out of alcohol. I don’t know how it slipped by me but we haven’t had any alcohol for some time now. I went down to the store room and noticed an empty barrel sitting in the furniture stockpile. I asked the closest Dwarf if we had any alcohol, and he gave me scowly look; Logem, I think his name was. My lists say he’s the cook and the brewer. I immediately ordered him to brew us some more Strawberry Wine or River Spirits using the plants we have in storage. I’d been so busy with the wall I’d never noticed… I feel ashamed of myself.


6th of Granite



The palisade is finally finished and the bridges have been built. All that’s left to do is mechanize the bridges and build the pit-trap Haven suggested. In addition to the mechanisms needed for the lever assembly for the air lock bridges, I’ll also have to build a good number for those stone-fall traps. I’m going to be very busy for the next week or so.

Haven also carved out his first trinket today, a rough looking felsite crown. It doesn’t look like it’s worth much, but I’m sure if we can get enough of them we’ll have something going. Keeping with the good news, I’m glad to record in this journal that we once again have proper drinks. There’s a fresh barrel of Strawberry Wine sitting in the still. Not only that, but Domas reported that not only was there indeed aluminum in the rocks near the depot, but he managed to carve out three useable chunks of it.


3rd of Slate, 376

No sign of traders or migrants yet.

I noticed the fields looking pretty barren and the plant stockpile fairly empty so I went to investigate. It seems our designated farmer has been spending most of her time fishing instead of planting. As a result we’ve only got a single bundle of Rope Reed left. Luckily we have plenty of Wild Strawberry seeds to replenish the fields with. I’ve been very busy constructing mechanisms for the bridges. Its slow work making sure all the notches and gear line up and work correctly. I fear I might not build enough mechanisms in time to install them all before trouble arrives. It’s a good thing the surrounding wilderness has been fairly quiet this last month or so, but you never know what may be lurking out there.


7th of Slate, 376

Domas has finished carving out an adequate number of extra rooms, in addition to all the other miscellaneous things that need digging, so I’ve instructed him to help with the construction of a small guard tower overlooking the trade depot. Actually, I think he’ll be building it himself; Haven is busy carving stone trinkets and I’ve been working on these mechanisms. Everyone else is either fishing or tending to food related matters.

While he was up on the walls he spotted what looks like groundhogs roaming the slopes just south of the Hill. It’s well enough away from the ruins that I’ve allowed Morul to resume hunting. The mountain goat she brought back has all been used up now, and something other than fish would be nice, even if it’s just scraps of groundhog meat. The hides and bones will give us some material to work with as well.


21st of Slate



I don’t know what Morul was thinking when she decided to go way past the ruins into the heart of the river valley… To hunt mountain goats, she said. And I said it was too risky going past the ruins. Thank Lilar that she returned safe and in one piece, not to mention with a mountain goat corpse. She also said that she found another cluster of brightly glinting ore in the hillside.

Sometimes I think I’m being overly cautious about the ruins. Morul has ventured out there enough times now and still she hasn’t been harmed or reported any viscous creatures lurking in the shadows. I’ll let Domas head out and mine that ore. Haven should be pleased. We’ve amassed a small pile of it and placed it next to his workshop. His crafts are coming along nicely, and should collectively fetch a good price once traders come. If they come.


26th of Slate, 376

While mining out the aluminum ore Domas spotted a group of migrants traveling up the river valley. He greeted the lead migrant, a stonemason, and told them where to find The Hill. When they arrived they were all justifiably confused, and angry. I gave them a short history of The Hill and explained we’re in the same boat as them. Thankfully most of them seemed to believe me. I think some doubt still lingers in some of their minds, though. The 9 of us will have to watch the new migrants closely for the next few weeks. There seems to be some hot-heads among them. I do hope none of them believe for very long that the little hole we’ve carved out at The Hill was the supposed gleaming fortress of Tongsrenown…

Among the migrants there was:

1 Mason, who seems to be the leader of this group
1 Metalsmith
1 Animal trainer
1 Hunter
1 Potash Maker
1 Gem Setter and her child who makes believe being a demon... strange child.
1 Brewer
1 Jeweler
1 Armorer
2 Peasants
1 Thresher
1 Milker
1 Dyer
1 Siege Engineer

And they brought with them as pets:

1 Kitten
1 Donkey foal
Spoiler (click to show/hide)

That makes a total of 16 new Dwarves. I'll have to get Domas to mine out more rooms; I underestimated just how many would come.

A few useful Dwarves in there; the mechanic will be of great help in setting up the traps in the pit, and with a trained brewer we can get some truly decent drinks. Now that isn’t to say that Logem hasn’t been doing a fine job of providing us with sorely needed alcohol, but he just can’t compare to a trained brewer. The hunter will help with the food situation and help alleviate my fears whenever Morul decides to hunt; a trained hunter will be able to take care of themselves in the wilderness a lot better than a weaponsmith. And if we ever strike some ore we now have a team of trained weaponsmiths, armorers and blacksmiths.

Still, there wasn’t what we really needed among them: a trained woodcutter and their axe. It’s been so long since I’ve slept in a bed I’ve almost forgotten what it feels like.


28th of Slate, 376

I was familiarizing myself with some of the new migrants and I was very pleased to learn that they had passed over a large cluster of Magnetite ore on their way here. It’s a ways off down the river valley but it’s very good news indeed. If we procure an anvil we will be able to forge our own axe and finally get us some beds.

I’ve made it a point to discuss the labour duties of the new migrants with Kib Nisfakstinthad. She seems to be their self-appointed leader. I don’t want to come off as too demanding and domineering so soon. I made it a point to stress the fact that every Dwarf must do their best if we are to survive out here. With more us now our food and alcohol stocks are going to be strained even more so than they are now.
« Last Edit: August 02, 2008, 02:07:15 pm by Dogman »
Logged

Haven

  • Bay Watcher
  • Studiously Avoidant
    • View Profile
Re: The Ghost Fortress of Tongsrenown (Community Story)
« Reply #31 on: August 01, 2008, 09:09:04 pm »

Phwew. This brew deficiency plus the immigrants could make things tight...

Hmm... Could I request a profile of Haven's deity of choice?
Logged

Cepheid

  • Bay Watcher
  • Sanity? What is this sanity you speak of?
    • View Profile
Re: The Ghost Fortress of Tongsrenown (Community Story)
« Reply #32 on: August 01, 2008, 09:41:41 pm »

Since it may be some time to get the military up, assuming we live that long, do you mind if I take Melbil, the Siege Engineer?  Make her a mason to help out with the construction work that comes up.

So you do not have to go back and look for the info, here is the name, etc again:

Name:  Cepheid
Gender:  Female
Profession:  Mason

Background:  Like the others that arrived before her, she was tricked out of all of her money into coming to this apparently abandoned and evil-filled fortress.  With nowhere to go, and no money left, she has decided to take up residence at the Hill.  Initially, she wanted to help out in the military, but after finding that the Hill contains little in terms of weaponry, she opted to become a mason and help with building the defenses, and anything else that may need to be constructed.

Personality:  Kind of borderline insane.  Has a thing for cats and stone trinkets.  Shuns the light as if it were pure evil.
Logged
Feel free to pester me via MSN and such.  I don't bite, and I'm always looking for new and interesting people to talk to.

Also, I'm crazy.  Like a FOX!

Dogman

  • Bay Watcher
    • View Profile
Re: The Ghost Fortress of Tongsrenown (Community Story)
« Reply #33 on: August 01, 2008, 10:39:51 pm »

Phwew. This brew deficiency plus the immigrants could make things tight...

Hmm... Could I request a profile of Haven's deity of choice?

Sure
Spoiler (click to show/hide)

Since it may be some time to get the military up, assuming we live that long, do you mind if I take Melbil, the Siege Engineer?  Make her a mason to help out with the construction work that comes up.

Done.

And now a quick update.
______________________


From the journal of Mistem Athellal:
8th of Felsite, 376


Melbil Cattenkacoth, the siege engineer, wanted to speak to me today. She asked if she could be put on masonry duty to help with any construction that needed doing. I informed her that we don’t have any, and instead suggested she help build mechanisms. I’ll keep her in mind though if we ever expand or fortify the palisade wall. A very odd Dwarf though; insisted I call her Cepheid, and I think I saw her chasing after Kibs kitten muttering something about tasty cat meat. I also cleared it with Kib. I want to keep good relations with these migrants considering the circumstances of their arrival.

The first row of stone traps is ready to be placed in the pit. With the help of Ezum, and now Cepheid, we’ll have the pit ready in no time flat.



Note to self: be sure to brick off that staircase.

My initial worries about the food supply may be unfounded. I noticed a fair number of groundhog corpses strung up outside waiting to be butchered, and Kib’s agreed to make all of her migrants fish in the time being until we can find more suitable uses for their various training and talents.



(I didn't forget to name your Dwarf, Cepheid, just did it after taking the screenshots)
« Last Edit: August 01, 2008, 10:41:39 pm by Dogman »
Logged

darksaiyan

  • Bay Watcher
  • Livin' with the dwarves since 2007
    • View Profile
    • The Game Reviews Database
Re: The Ghost Fortress of Tongsrenown (Community Story)
« Reply #34 on: August 02, 2008, 09:28:28 am »

Heh, seems like my dorf had only had fishing work to do. Can you show me what he is doing? (along with his skill levels)
Logged

Dogman

  • Bay Watcher
    • View Profile
Re: The Ghost Fortress of Tongsrenown (Community Story)
« Reply #35 on: August 02, 2008, 02:21:30 pm »

Heh, seems like my dorf had only had fishing work to do. Can you show me what he is doing? (along with his skill levels)

Spoiler (click to show/hide)
I assume that's what you mean.
__________________________


From the journal of Mistem Athellal:
15th of Felsite, 376




It seems we’ve settled in quite an aluminum rich area. Just yesterday Vucar the Hunter reported seeing the same tell-tale glint of aluminum in the hillside to the northeast. Haven will be pleased with this news for sure. That makes three such deposits we’ve found exposed to the surface, in addition to the one cluster discovered while mining out the main storerooms. I’d have Domas mine it out right away if it wasn’t for the fact that he’s probably taking the first break he’s had since we arrived at The Hill.

I’ve been considering building a second wall around the perimeter of the top of The Hill. There’s enough space up there to build good sized fortification, and the added height will give us a commanding view over the surrounding area. I’ll consult with Haven and Cepheid. As a mason and a siege engineer, respectively, they know more about building solid fortifications than I do.

26th of Felsite

The pit trap is coming along nicely; there’s just one more row of traps to set up. I must admit it’s rather cozy down there; I just couldn’t help but taking a nap amongst all the partially live traps. I got a few funny looks when I came up to get back to work though…

The food situation isn’t much of one at all. We have plenty of fish and fresh meat, and the Wild Strawberry crops are seeing some good returns. We may have to build a second fish cleaners and butchers shop to keep pace with the fishers and Vucar’s hunting.

1st of Hematite

It’s summer now, and with that comes hotter days and harder labour. What it doesn’t come with is a caravan. If it wasn’t for that group of migrants that joined us recently I would swear that my group of 9 were the only poor saps to fall for this damn trick. And that wouldn’t reflect highly on us now would it.

I’ve ordered Domas to carve out a special room to store the hunted animals in. It will have a similar airlock-like mechanism that the main gate has to keep the smell out of the main hall. It will cut down on the distance Kol will have to travel to get her corpses for butchering and speed things up. I’m tired of seeing (and smelling) perfectly good groundhog corpses rot in the sun.
Logged

Cepheid

  • Bay Watcher
  • Sanity? What is this sanity you speak of?
    • View Profile
Re: The Ghost Fortress of Tongsrenown (Community Story)
« Reply #36 on: August 02, 2008, 08:19:31 pm »

Eheh, sorry for the lack of responses from me.  I have been keeping myself busy with some programming related stuff.  I also have a final coming up in a few weeks, so I gotta prepare for that.

Anyways, man, that is a LOT of aluminum.  I have never seen so much aluminum on one map like that.

As for the palisade, normally when I build walls, I build them at least two Z levels high (or higher, depending on the layout of the land), and at the top, I install fortifications all around the wall for marksdwarves to shoot out of if I am under siege.

But, that is just me.  I would like to see what Haven has to say.  For the moment, I would suspect that we could just lock ourselves in during sieges (by goblins or animals) if we really have to.

Edit:  A diagram of what I mean, just in case my description was a tad confusing. (I have a hard time explaining things from time to time.)

Code: [Select]
Top down view:

   #X
   #X
   #X
####X
XXXXX

Cross section:
  X
 #
 #

Legend:

# = Wall
X = Fortification
« Last Edit: August 02, 2008, 08:36:34 pm by Cepheid »
Logged
Feel free to pester me via MSN and such.  I don't bite, and I'm always looking for new and interesting people to talk to.

Also, I'm crazy.  Like a FOX!

Dogman

  • Bay Watcher
    • View Profile
Re: The Ghost Fortress of Tongsrenown (Community Story)
« Reply #37 on: August 02, 2008, 09:19:58 pm »

Eheh, sorry for the lack of responses from me.  I have been keeping myself busy with some programming related stuff.  I also have a final coming up in a few weeks, so I gotta prepare for that.

Anyways, man, that is a LOT of aluminum.  I have never seen so much aluminum on one map like that.

As for the palisade, normally when I build walls, I build them at least two Z levels high (or higher, depending on the layout of the land), and at the top, I install fortifications all around the wall for marksdwarves to shoot out of if I am under siege.

But, that is just me.  I would like to see what Haven has to say.  For the moment, I would suspect that we could just lock ourselves in during sieges (by goblins or animals) if we really have to.

Edit:  A diagram of what I mean, just in case my description was a tad confusing. (I have a hard time explaining things from time to time.)

Code: [Select]
Top down view:

   #X
   #X
   #X
####X
XXXXX

Cross section:
  X
 #
 #

Legend:

# = Wall
X = Fortification

Aye, I always use that schematic for walls. Right now though, I imagine the palisade to just be a rough hobbling of stone, nothing concrete or solid enough to support further levels.

What I was getting at was I want to build a keep-like structure on top of the hill. Since Cepheid is a siege engineer and Haven is a mason, I figured it would be good for a story point to consult with them about building a large structure with defense in mind. Plus it's also nice to have interaction with the named characters.

I'll probably get another update in tonight. I'm just in the middle of updating DF to 39e (was using 39c) which means modding all of the raws again.
Logged

Haven

  • Bay Watcher
  • Studiously Avoidant
    • View Profile
Re: The Ghost Fortress of Tongsrenown (Community Story)
« Reply #38 on: August 02, 2008, 10:12:59 pm »

I find that having reversed corners can speed up build time, and lend an interesting look, like...

Code: [Select]
   #X
   #X
  ##X
###XX
XXXX

That. Dunno how useful it'll be to you, though. Heck, I don't even know if I got the concept right or not. It just tries to avoid having to move a grate up to get the corner wall.

Cepheid, you want to go over the specifics via PM? I'm sure we can come up with some suitably epic construction plan.
Logged

Dogman

  • Bay Watcher
    • View Profile
Re: The Ghost Fortress of Tongsrenown (Community Story)
« Reply #39 on: August 03, 2008, 12:50:23 am »



This is what we have to work with. The trees are going to get in the way, naturally, so we'll have to wait until we can get an axe and cut them down before we can start construction. I'm thinking of a central keep surounded by walls two levels high, one level for the wall itself, and one level of parapets consisting of fortifications like what's been suggested. The 2nd level of walls would only be accessible from the keep. The keep should be at least 3 levels high, with possibly 4th level open to the air with parapets. and there should be towers at each of the corners. A barracks and weapons/ammo/armour stockpiles will be in the keep itself.

It's going to be a very narrow keep, I think.
Logged

Cepheid

  • Bay Watcher
  • Sanity? What is this sanity you speak of?
    • View Profile
Re: The Ghost Fortress of Tongsrenown (Community Story)
« Reply #40 on: August 03, 2008, 01:32:20 am »

Cepheid and Haven have withdrawn from society.

A room!  Paper!  Writing implements!  Rulers!  We must have them, for we must design!  We must design a glorious keep!

Either that or go berserk and kill everyone else.  Either way, everyone will have to wait to see what comes out.
Logged
Feel free to pester me via MSN and such.  I don't bite, and I'm always looking for new and interesting people to talk to.

Also, I'm crazy.  Like a FOX!

darksaiyan

  • Bay Watcher
  • Livin' with the dwarves since 2007
    • View Profile
    • The Game Reviews Database
Re: The Ghost Fortress of Tongsrenown (Community Story)
« Reply #41 on: August 03, 2008, 10:11:58 am »

Hey, count me in on that! It's not my fault you live at totally different time zones...
I made a little sketch in sketchup, hope you like it:
Note that the wall is 2 blocks thick and high, and the yellow blocks are fortifications.
I based the model on the map you've posted above.
The tower is 5 blocks high and 4x4 in width and length. enough to accomodate a catapult and not much else. You can replace an inside block row up there with staircases.
I hope you get an axe to get rid of those pesky trees though.




Logged

Dogman

  • Bay Watcher
    • View Profile
Re: The Ghost Fortress of Tongsrenown (Community Story)
« Reply #42 on: August 03, 2008, 10:32:20 am »

Wow. I really like that off centered keep. Normally when you picture a keep and curtain wall design, the keep is always in the middle surrounded by the wall. This is something rather stylish I'd say.

I'll definitely incorporate parts of this design into the final product.
Logged

darksaiyan

  • Bay Watcher
  • Livin' with the dwarves since 2007
    • View Profile
    • The Game Reviews Database
Re: The Ghost Fortress of Tongsrenown (Community Story)
« Reply #43 on: August 03, 2008, 10:51:09 am »

I'm glad you like it. I usually place keeps off-center because they are easier to defend that way, and it leaves room to make another keep on the other side, if you like multiple keeps that is. You can make the keep larger and make some towers at the curves if you wish. I loved Stronghold :P
« Last Edit: August 03, 2008, 11:14:21 am by darksaiyan »
Logged

Cepheid

  • Bay Watcher
  • Sanity? What is this sanity you speak of?
    • View Profile
Re: The Ghost Fortress of Tongsrenown (Community Story)
« Reply #44 on: August 03, 2008, 01:13:54 pm »

Also, if we need to, we can floor over those void spaces created by the brooks/rivers.  It would give us a bit more room to work with, potentially allowing for an even larger keep and wall configuration.

And Darksaiyan, nice design.  Kind of something like what I had in mind.  Any ideas on how we can expand upon it with the extra space we should have from flooring over the open space created by the brooks?

I am thinking that with the extra space, we can either expand the size of the keep itself, or possibly even place it in the center now, if you want to.  Better yet, we could incorporate the keep design on the other end of the wall, so we have two catapult towers instead.
Logged
Feel free to pester me via MSN and such.  I don't bite, and I'm always looking for new and interesting people to talk to.

Also, I'm crazy.  Like a FOX!
Pages: 1 2 [3] 4 5 ... 7