To fully understand what's going on here, you may want to read the Terraforming and Terrorforming threads.
http://www.bay12games.com/forum/index.php?topic=23559.0http://www.bay12games.com/forum/index.php?topic=23622.0Behold Sibreksizar
Nestled in the foothills of The Relieved Point mountain range, under the shadow of the volcanic New Flame, and spanning into the southern border of the dense Strangled Forest! There is an extensive underground river fed by the nearby Seerashmed brook, and a magnificent chasm marks the boundary between the mountains and the forest valley. There are confirmed reports of marble, sand, arable soil, iron deposits, and a wealth of precious gems and metals. Rumors abound about a vein of the mythical adamantine, but serious-minded dwarves pay these stories no heed.
The explorers report that the New Flame lies in the northwestern corner of a box canyon, providing an unprecedently smooth surface. The canyon abruptly terminates into a sheer cliff face, plunging down to the grassy valley floor.
But there are dangers. The chasm is a breeding ground for both troglodytes and birdmen, and the two tribes have formed an uneasy alliance. Several caravans have been lost to these brigands. Survivors report that the savages use trained naked mole dogs, giant moles, and terrifying giant birds as war animals.
The subterranean tributary of the Seerashmed brook is home to an unusually large community of mer creatures. These aggressive beings have apparently found a channel to the surface and are using it to raid the nearby outlands.
The New Flame would be dangerous just as a volcano, but it is also home to numerous fire beings. The fire imps are especially malicious. The scouts observed them burning a mountain goat to death, apparently just for sport.
These hazards also bring opportunities for the bold. The courageous scouts made they following additional discoveries:
The Vermillion Halls. Built around a magma spring and paved in volcanic cinnabar, the fiery nobility of the New Flame to hold court here. It also contains a hoard of collected hematite and bauxite, the only two treasures that the fire beings can hoard without destroying. It is likely that the hematite in this chamber represents the entire natural supply in the mountain. The bauxite is even more momentous, since no reliable source as ever been reported by any of the three civilized peoples. The presence of these materials and a magma pool make this an ideal site for a forge, but the magma pool is believed to connect directly to the caldera. Any attempt at setting camp in these halls will surely draw unwelcome attention!
The Seerashmed Marshes! A naturally occurring underground marsh, washed up on the banks of the underground river The fresh water and tower cap forest are treasures enough, but this area is also used as the treasure store of the Seerashmed mer creatures. Conquering this area will not be easy. The scouts reported that a crude channel connects the marsh to the eastern end of the box canyon. Colonists will have to be wary of raiders.
An unnamed sandy cave.
This cave, burrowed into the side of a forested hill and connected directly to the chasm, serves as the den of the beast men of the forest. The wares of waylaid caravans can be seen strew carelessly about the rough, loamy floor. Would be thieves risk being trapped between the single narrow entrance and the yawning abyss of the chasm. Even worse, the chasm allows the birdmen to flit in and out, making a pincer attack a very real possibility.
The team of 35 veteran soldiers have been assembled. They will cleanse the land of these evils, and claim the riches of Sibreksizar by rightful conquest!
***
That's how it was supposed to go. The expedition and most of the supplies were almost completely wiped out by an avalanche while traversing the Relieved Points. The seven survivors are bereft of arms and armor, low on food and water, and sick with despair. Stranded and alone, they have no choice but to dig in, make a stand, and try to survive.
***
The situation:
I used an extreme application of the "Terrorforming" technique to create a very hostile map.
Here are of the known monsters:
Denizens of the Stranglewood
27 Caveswallowmen
24 Troglodytes
27 Naked Mole Dogs
30 Giant Moles
22 Giant Cave Swallows
Denizens of the Seerashmed Marshes
28 Lizardmen
29 Snakemen
28 Olmmen
55 Frogmen
12 Giant Olms
13 Cave Crocodiles
Denizens of the New Flame
43 Fire Imps
23 Magma Men
Experiments have shown that the humanoid monsters frequently go into ambush mode when reclaiming a site. I strongly suspect that there are many more trogs and caveswallowmen than there appear to be.
The monster treasure vaults are not readily available to the player, but they still contribute to the fortress wealth. This will attract goblin and kobold ambushes.
Immigrants will probably be a long time in coming. My first act after reclaiming the site was to kill the 28 extraneous dwarves. This is not the sort of thing that travelers like to read about in the brochure! Any migrants that do arrive will be unarmed and likely to get shredded by the natives. The founders cannot rely on reinforcements to save the day.
Caravans can bring much needed supplies, but unless I create and protect a safe route to the depot, I don't think that the wagons will make it. Besides, how will I have time to create trade goods?
The survivors have about one year's worth of meat and alcohol. There are no plants or seeds. They have four war dogs which can be used for food, but they will also be vital for defense. The only wood they have is the wood that the wagon is made out of. They have no weapons or armor. They do have an anvil, but no real prospect of using it.
To not get overrun, they must dig in, prepare their defenses, and level up. Unfortunately, they also need to get seeds, arable soil, and water, all of which requires venturing out into the dangerous regions. To thrive, they must make metal weapons and armor.
The survivors are sick with despair, seeing as how I just executed all of their friends. I cannot afford any negative thoughts. I will savescum for a while if it turns out that I keep losing everyone to insanity right off the bat.
I'm planning on doing some hardcore Seven Samurai action. Faced with a numerically superior foe, the dwarves will have to strategically strike at exposed monsters, trying to whittle down their numbers through hit and run tactics. Elaborate defenses like trap corridors and moats are not allowed. Even a full goblin siege is completely stymied by a single strip of water. I'm trying to play this as a unique challenge. There's no point in making a super hard map if the first thing I do is build a monster thresher to do all of the fighting for me.
I will post updates as play progresses. This may be a hilariously short game.
In true Seven Samurai fashion, I will try to keep accurate count of of my kills, so as to better track the military situation.
I'll also make a backup of this and see what it looks like in adventure mode!