The Seven Lords of Rawnessbanners
Okay, here we go. I have played the first two years of this fortress and I now present it to everyone as a community fort.
The seven starting dwarves (more on them in detail later) sealed themselves off from the outside world in a chalk-white tower. Their plans? To live a life of complete luxury away from the hustle and bustle of the mountainhomes. And if any migrants turn up for a portion of the wealth? Well they would find the doors locked and would have to scrounge a living from the surrounding lands.
The Dwarf Lords:
'Chyla' Stinthadzaled, Lady of All - The bookkeeper/stockbrocker of the fort.
Cerol Cogrithzam, Lady of Earth - The farmer, brewer and cook all rolled into one dwarf.
Aris Lorrober, Lord of Stone
Eral Godenmis, Lady of Stone - These two are the miners, masons and engravers of the fortress.
Alath Aristobok, Lord of Wood - The carpenter of the fortress.
Dumat Kikrostfikod, Lady of Metal - The furnace operater, smith and metalcrafter.
Dobar Udibdural, Lord of Crafts - The dwarf with all the other crafting skills.
Cog Osorobok - Child of 'Chyla' and Alath.
Other Notable Dwarves:
'Theo' Esmulcog, 'Sheriff' - If he really can be called that... It's a hellhole outside!
The Lands:
Rawnessbanners is settled in a forest just off the edge of a mountain range and has a brook flowing through. There are very very rich deposits of iron along with flux and coal. Surveyers swear there is magma sealed away under the ground somewhere too. The most abundant stone is chalk, creating a beautiful white for the majority of the fortress.
The Rules:
After playing the first two years I am now accepting people who want to play a year of this fortress.
Players have a week to play their year and three days from the beginning of the week to post on here to say they have picked up the save. We drop down the list a player in the event of no response or someone dropping out.
- NEVER let any of the dwarves inside the fortress get out.
- NEVER let any of the dwarves outside the fortress get in.
- The dwarves outside the fortress are not allowed to recieve anything from the caravans (although it will be them who will have to build a road).
- The dwarves outside the fortress are not allowed to dig. Their picks should be forbidden/dumped.
- Children ARE allowed inside the fortress and must have rooms built for them.
The Players:
1. - Theoclymenus
2. - Theoclymenus
3. ...
Challenges:
If anyone comes up with any good ideas I will post them here alongside mine.
- Find the magma pipe and set up the metalwork operation.
- Build 'Theo' all he requires, outside and made entirely of wood.
- Construct high quality tombs for all the lords.
- Give the seven a varied diet.
- Sort out my half failed attempt at the trading wall (the eastern side of the entrance). I managed to get an axe thrown over but that is all.
Final Words:
Use notes! They help later players understand what is going on. This goes especially for levers.
Feel free to name a dwarf after yourself, telling me their name and purpose. I will post them in the OP along with a brief description.
Look for my post further down for a summary on what occured in the first two years.