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Author Topic: The Chronicles of Cloistergorge and the God-Auras of Glory.  (Read 561 times)

ShadowDragon8685

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I am the Overlord. My name is unimportant – I am a background figure, a narrator, more than a God, less than a man. My story begins before the world it is to take place in even exists. This is a world, not dissimilar to others you may be familiar with. Let me tell you of the key changes I have made;

I am an impatient Overlord, so I have changed the rules of the universe to permit things to occur swiftly, handicapped as I am by the strained and aging lens through which I must view my world. Of the races – Dwarves, Goblins, Elves, Kobolds, and Men, I have changed the speed at which they act. Of these, my favored race of bearded alcohol-fueled midgets, I have blessed with truly terrifying speed, but the others have not been neglected. Elves and Men so that they might arrive at the Dwarven trade depots with something approaching swiftness, and Goblins and Kobolds so that the lives of the Dwarves need not be entirely easy.

(It occurs to me as I write this down that I would also need to cosmically alter the fundamental speed of wagons and common pack animals. While I could simply change all creatures to react this swiftly, I think I shall not. I can revise this decision later, after all, and such would be an aggravating use of my time.)

A prior change I enacted remains in effect – I fundamentally altered the nature of the Elven race, to be more amicable towards the Dwarves. This was purely a concession to myself, as I despise a race which cannot bear the sight of trees being harmed but will gladly murder and eat other sentient beings – so fundamentally that even destroying them by possessing an exalted adventurer is insufficient, but I felt the need to change their psyche on a cosmic level.

Now I shall summon a world into existence. I want a world which is wet, with a very high incidence of volcanoes. I should enjoy a world of intriguing temperature extremes – I would very much be fascinated to expose my Dwarves to cold, which I have not yet experienced, though a hot jungle would suit me as well, such that I might pit my Dwarves against the rampaging terror of elephants. I shall call forth some specifications for the world, modifying another set of world parameters I have laying in my cosmic closet, to this task. I shall not bore you with this, merely shall I report the results.

The first world I saw given creation under my aegis was promising, but for one small detail – other than the hardiest races (those which have the sense to dwell in stone), they were uninhabited. To wit, the only races around were Dwarves and Goblins – although there were instances of terrain which seemed quite hospitable to humans and elves, their settlements had all been taken by the Dwarves. I'll try again, making it a little warmer, more Good and less Evil, and somewhat less mountainous... Ah!

Spoiler (click to show/hide)

This world looks more promising, though not by much. It is named Kolobtar, the Infinite Land, and in geographic layout is quite similar to the previous one. I shall attempt to find a suitable location. It's name is quite apropos, as it consists almost entirely of land, with a frozen southern glacier-field. Even there, however, there is potential for the high volcanism of the world gives oasis of heat where life could potentially flourish in the space between the many magma vents and the ice.

It seems that again, the Elves have failed to survive. However, the Humans have not! This world will suffice. There's so much potential, I hardly know where to look. So I'll hire an agent to look for me. I decide I want to Lord it Over some dwarves in a small location with  flux stone, an underground river, a magma pipe, and the Hidden Fun Stuff that makes even a God such as myself tremble in my godly boots.

It failed. I'll expand the search to be a slightly larger location. If that, too, fails, I may have to accept the fact that I will be unable to make steel once the fortress has been settled... Yes, it failed. The new location lacks Flux stone, but has all my other requirements – the Underground River, Magma Pipe, and Hidden Fun Stuff to ultimately pit my Dwarves against. Very well!

Spoiler (click to show/hide)

The location has potential! It is the conflux of three different biomes – two seperate sections of the Towers of Silkiness which are effectively indistinguishable from one another, and the Silken Forest. The temperature is uniformly freezing, but the surroundings range from calm to Serene... It will do, for now. This is a terrifying land, however. It requires suitably strong Dwarves to tame it. This is the Dawn over a new world, and it would not do to send ill-prepared peasants to perform the deeds of heroes.

There are seven civilizations I could give the encouragement to go and settle elsewhere. I choose the Anvil of Proliferating, a far-off civilization of Dwarves. It is done.

Seven Dwarves are chosen! Seven heroes to forge into this freezing land and make it a Mountainhome. By my hand they shall be exalted as heroes before they set off. I shall chronicle them here.

Dastot Mamgoztirist, whose name means Dragonrim. (Strange name, that.)
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Urdim Cattentad, whose name means Channelmatched. (Good heavens, where are they coming up with these names?)
Spoiler (click to show/hide)


Zas Delersedil, whose name means Steelangels. (Finally, a proper name!)
Spoiler (click to show/hide)


Sigun Melbilatis, whose name means Tomestakes. (What in the world does that mean?)
Spoiler (click to show/hide)

Logem Kosothmeb, whose name means Palaceinched. (That's just confusing.)
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Fikod Fikoddakas, whose name means Glazecolored. (Glaze Glazecolored? Sweet Armok Christ, what the hell were her parents smoking?)
Spoiler (click to show/hide)

By default, I suppose I'll make Logem the bookkeeper. The rest, well, they'll do what they must. I am sure of it.

Time to begin their training.
Spoiler (click to show/hide)

The stockpiles I have caused to be assembled for my Dwarves are nothing short of legend. They will need them in this unforgiving environment.

Spoiler (click to show/hide)

The name of the site is rather long and proper. Oddomigam Ibrukgostangudirlam Torish, “Cloistergorge the Ashen Awe-Inspiring Black-Stone of Crowns.” Or simply, Cloistergorge, for the lesser mind incapable of comprehending it's proper name. The name of the group – my seven Chosen – is equally virtuous – Zushtashkadol Sedilarbostnomthoth Anil, “Ancientgems the Angelic Deified God-Auras of Glory.”


It was done, then. All I could for this brave band, I had done. They were exalted in my name, my Chosen Ones, to strike forth from the painful Mountainhome of times past and create a new legacy, a new beginning for their peoples. All that is left is to Strike the Earth!


Spoiler (click to show/hide)

This is the dawn of a new day in the history of the Anvil of Proliferating. They were not quite the most difficult Dwarven civilization I could have Chosen as my own, but it will not be easy. My time of direct aid to this group is almost at an end. I can do naught much more than lock the doors for them at this point, but I can inspire and direct them. In my Name they strike the blasted, snow-covered Earth, and that is a powerful thing. As can be seen, they luckily embarked close to the magma's pipe – this landmark is important, for it gives us our bearings. To it's east, and not likely very far to the east, but deep underground, will be the holy grail of this expedition, but that will come later. Much later. For now, the orders of business are as follows.

Priority 1: Wall off the volcano's edge. It will not do to have the fire imps within startling the Dwarves as they attempt to go about their business.

Priority 2: Establish the main body of the fort. Of great importance is to produce the main tower, in order to put the wagons behind walls and under a roof.

Priority 3: Establish a basic workshop section. This will involve several arts – thankfully, establishing the magma forges will be easy. Primarily of importance, however, are the masonry and carpentry workshops, so that basic furniture may be produced.

Priority 4: Living Space. This will require proper Noble Rooms for my Chosen Ones – a Sleeping Chambers, Throne Room Dining Hall, and Tomb for each of my original seven, as well as a Grand Hall for them and all who come after.

Priority 5: Locate the Underground River. I hope it runs swift and not too deep. The barracks shall be established above them, so that the well-room (for resting injured Dwarves) may draw from it, and it would of course, power any mechanisms I need powered in the future. (Note to self: I must not tap it directly from the surface, lest it ice over.

Priority 6: Tame the map's geography to allow for control of the caravans and invaders. This will require a wall around the outside of the area, a road around the parts of the map covered in growing things, and smoothing of the stone-grown locations.

Priority 7: The Trade Depot must be constructed (Flying above the magma pipe, so that it may be sent to please the God of Fire if the traders displease Me or I desire amusement.)

Priority 8: Produce heinous amounts of nonsense swag to export with the traders, so as hopefully to attract more immigrants.



(So, what do you think? I've decided to write this chronicle from the megalomaniacal point of view of the kind of lunatic deity who would actually compel seven dwarves to trek from their warm Mountainhomesand strike the earth in an Armok-forsaken wasteland next to a volcano, HFS, and a big old cave river.)
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ShadowDragon8685

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Re: The Chronicles of Cloistergorge and the God-Auras of Glory.
« Reply #1 on: July 14, 2009, 03:21:59 am »

First of Granite, 91
Thus begins my chronicle. My Chosen have arrived at this Armok-forsaken, frozen wilderness which I suspect will remain cold all year round. It is into this inhospitable, barren wasteland I have chosen to thrust them, to forge a new legacy for all Dwarvenkind. Armok help them.

Fourteenth of Slate in the year 91.
DAMN those insolent Dwarves! Who gave them the idea to call “Naptime”? The ridiculous FOOLS fell asleep on the unroofed second floor of the main tower while it was still under construction!
Dwarves may be hardy creatures, but it's still bitterly cold here. They're really tempting fate. I am most displeased. I briefly consider having the others dismantle the floor under them, but that won't work, I realize. At least thankfully the noise of construction made them awaken shortly. The can sleep when the bedrooms are finished.

First of Felsite, 91
Had to remind the dwarves to stick to the plan – though the open expanse of tree-covered, snowed-over plain disturbs me as much as it disturbs them, it is not time to tame the wilderness yet. It is time to craft out a glorious workshop zone... But first, I need to know the boundaries of the underground river. I have ordered a number of exploratory shafts sunk. In other news, Step 1 is complete, and a simple, yet attractive tower now merges into the mountainside.

Sixth of Felsite, 91
The fourth shaft found it. (Technically, the second shaft found it, by locating the damp stone, but the fourth shaft found it and confirmed it's disposition by sounding it out.) I've had the hole floored over.

The river seems to be magically generating itself from a location in the mountain. This is something I find very fascinating, and I suppose I could exploit it if I could clean the river of monsters, by constructing a legendary dining room around the point. The Cinnabar would be attractive, certainly. Anyway, I move on to step 2. As is customary, I shall set up a Magical Stockpile Space by having the dwarves hurl things into a space from above, and peroidically allow dwarves to claim that material for the workshops.

First of Hematite, 91
BLAST! It is now early summer, and though the channeling is all prepared for the forges (Magma, of course,) one of the fools fell asleep in the channel! Urdim the Warlord has fallen asleep in a path he knew was destined to contain magma shortly. Arrgh. This is infuriating! I toy with the idea of channeling out the barriers and unleashing the magma upon the FOOL, but I shall not. Cathartic as it might be, I need him.

Sixth of Hematite, 91
Finally! Work is proceeding apace – the retaining walls have been smashed, and magma is flowing into the channels. The access points have been firmly sealed (I shall not be inviting magma men to my fortress any time soon). The dwarves are cleaning the workshop spaces and their honeycombing doors out in preparation for constructing the doors and workshops. I have space for many a magma-operated workshop, and space for far more masonry workshops and carpenter's shops than I expect I'll need in a long, long time. Once this is all done, then comes living quarters.

Eighteenth of Malachite, 91
Work proceeds! I've twenty Mason's and Carpenter's workshops, twenty-three Magma Forges, and ten each of Magma Kilns, Magma Smelters, and Magma Glass Furnaces. I've ordered a torture-test: 200 stone doors and 200 wooden beds. Whether I'm torturing the Dwarves or the Workshops is a question I leave to the reader to answer.

First Limestone, 91
Well, they got it done. I've ordered a Depot constructed so some Traders can show up, see how much swag we've made (Very roughly, my Chosen have forged approximately one hundred and fifty seven thousand Dwarfbucks, most of which is in Architecture,) promptly depart, and hopefully attract some grunt labor to this place. I'm getting a head-start on the living space – I promised the dwarves bedrooms, and I'm delivering – and will work on dorm space for the dwarves to come. In other words, this means that Priority 4 is now acomplished.

Eighteenth Limestone, 91
What.. The... CARP!!!
I've just learned that, for some UNFATHOMABLE reason, Kubuk Nishidash, the Trader, has been appointed Expedition Leader, Outpost Manager, Treasurer and Broker. Also, those merchants have actually managed to arrive. This impressed me – but then, they are My Chosen Race, if not my Seven Chosen. I've ordered the Chosen to hurriedly forge twenty units of steel goblets in order to placate them.

Twenty-Fourth Limestone, 91
The goblets are done, now my Chosen are rushing them out to the wagons. I wonder how much they're worth, collectively...

Quite a lot, actually. I bought some ammunition, a steel pick, and sent the rest back. With any luck, this will win fortune and favor.

Twenty-Third Sandstone, 91
Migrants! In total, 11 – including a family of four. Erush Ledvod, Stonecrafter, brought her spouse, Mistem Umambomrek, and two sons, Kadol Kikrostbarum, and Zom Thimshurnil. As a family unit, they are worthy of special consideration, and as the new First Family, they shall receive quarters of honor alongside my Initial Seven.

I'm putting the children to work. The child labor laws can go hang themselves!

Twenty-Seventh Sandstone, 91
The migrants all have bedrooms. They may be walking across stone to get TO their beds (for now), but they're bedrooms. I'll order the stone in the bedrooms to be dumped, but for now, I am declaring Priority 4 to be accomplished. Since I skipped ahead to Priority 5 some time ago, it too, is accomplished.

Priority 6 is now in effect – tame the map. This will not be an easy task, but I am confident my dwarves can do it. Perhaps not before the end of the year, however, we'll see. I need to start by taming the FOREST outside. Clear-cut time! I'm giving every dwarf in Cloistergorge an axe. Even the kids!

Six Moonstone, 91
[P]ull the Lever! Is there any command more CATHARTIC to issue?!

The drops which were engineered worked magnificently – even, amusingly, the one which was a rough Water support. (truly, Dwarves are My Chosen. They can make a support capable of holding up several tons of stone out of WATER!) Now the edges are straightened, it's time to forge a pathway for the merchants and monsters.

Fifteenth Moonstone, 91
Snatcher! Pity the foo!

Some dumb Goblin snatcher showed up in my fortress looking for a Dwarf child to snatch. This was actually a mildly credible threat, since I have the kids out stomping stone and boulders flat with the adults.

He showed up RIGHT NEXT to (literally adjacent to) my Warlord – and the rest of the Founding Seven. I gave them the divine order to go to down, and he was torn apart in less than a second.

In other news, I'm going to ressurect a schematic from a long, long time ago, on a world far, far away. Essentially, it's a shooting gallery which leads to the trade depot, and is the primary path into the walled fortress. If goblins or merely folks I don't like show up, there's a ballistic ballista battery at the end of a LONG corridor, from whence the siege operators (including the kiddies) will commence firing with extreme prejudice. No ballista bolts shall be wasted, since at the edges of this zone of DEATH shall be nothing but a trench, which shall drop the bolts down where they may be reclaimed and returned to the battery. (As an aside, simply keeping this operating all year round 'save for when the traders are here would be a good way to train up my siege operators to Legendary.)

Oh, look! Another Snatcher! This one showed up at the front door. The war dogs should be able to deal with him, but... I'll send the parents of the only two children in the fort, just in case.

Good dog! The war-dog tore him apart. His right front leg got mangled in the process, though. Also, I notice it is a very pecular thing that – Mother of Armok, ANOTHER snatcher? He's going to get torn apart, good riddance. He showed up at the front door, with two war dogs, and two pissed-off dwarf parents!

They really want these kids. They can't have them. Anyway, I find it odd that when dwarves remove a corpse, they take the time to strip it nude first. I find it odd, and disturbing, but if my Chosen have some compulsion to fondle a dead goblin's goodies, who the Carp am I to interfere?

First of Granite, 92
Well, my Chosen didn't quite manage to finish the full fortifications, but they are nearing completion. When they're done, I'll make the shooting galleries become functional, and then we can turn our attentions towards Priority 8. Thus ends my first years' log.
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