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Author Topic: Slavegold - Tantrum spiral averted!  (Read 4920 times)

Lidhuin

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Slavegold - Tantrum spiral averted!
« on: February 13, 2010, 11:20:09 pm »

The Queen of the Abbey of Secrets has ordered that a new fortress be founded. Coins are needed in the war against the neighbouring goblins and to better create a system in which to distribute the massive yield of wealth from the Unicorn butchering fortress, "The Glowing of Spirits". To this end, she has tasked a noble and his two henchmen to found a fortress that might yield a great bounty of platinum, gold, silver and copper and to mint these metals into coins. This noble seeks laborers to assist in this project.

All coins are to remain in the vault of the fortress, until such time that the Queen deems the task complete. They are not to be traded away.

Import restrictions have been placed on the fort, as the Mountainhomes cannot afford to sustain such a colony. Therefore, charcoal, tower caps and barrels are the only acceptable imports. This outpost must prove its independence and receive no other goods from neither dwarf nor tall-fellow. Exports are limited to metal products of iron and other metals not used in producing valuable coins.

Expert metalsmiths, miners and more sought! Apply now! We leave for the Bulbous Horn and the Yawning Swamp soon, where Dolomite, Marble and Gabbro layers tempt us with its treasures! You will be a member of The Wealthy Mines, and co-founder of Slavegold.

Unskilled immigrants not welcome! These will be delegated to whatever hauling or military duties are required at the time.

(you may pick any number of skills, limited as per standard embark. Custom names and professions may apply).
« Last Edit: February 19, 2010, 11:08:52 am by Lidhuin »
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Demonic Spoon

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Re: Slavegold - Community Fortress
« Reply #1 on: February 13, 2010, 11:27:00 pm »

Oooh, this actually sounds like a interesting premise for a bloodline game as well. IN any case.

Urist McUrist (Me is imaginative!)

Profession: Metalcrafter and Blacksmith
Description: A artist of metal. Urist strives to make the most beautiful and shiny of metal objects and will accept nothing less than the best.

Also will we have no magma then if we will need to import charcoal?
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Lidhuin

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Re: Slavegold - Community Fortress
« Reply #2 on: February 13, 2010, 11:35:06 pm »

Yep. This means resources may be scarce and we'll have to pick between minting coins and smithing weapons of war.

I found an excellent dwarf for you.
Personality traits: He occasionally overindulges. He can handle stress. He is uncomfortable with change. He finds helping others rewarding. He is confident. He strives for excellence. :D
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thunderclan

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Re: Slavegold - Community Fortress
« Reply #3 on: February 14, 2010, 01:20:47 am »

Sounds interesting

Name: Zieg
Profession: Mason/Engraver
Description: A friendly Dwarf who hungers for knowledge and adventure Zieg offers up his masonry skills to any who head out into the world to found new outposts.
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Imp

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Re: Slavegold - Community Fortress
« Reply #4 on: February 14, 2010, 05:42:35 am »

I'm in :)

Name Aisean (female if possible)
Profession: Grower/herbalist
Description: A nervous, aloof dwarf who would rather run her hands through a plant's leaves (or through bare soil) than interact with other dwarves.  Socially unaware but very focused on everything about food and drink.
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Stas

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Re: Slavegold - Community Fortress
« Reply #5 on: February 14, 2010, 10:19:23 am »

Stas, The Calculating Book keeper who demands an office.
He also has his own personal agenda. *Coughoverthrowthequeencough*
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No I'm not psychic. I just know that this is dwarf fortress. and the most stupidly awesome and inexplicable thing is probably going to be the first thing to happen.

Lidhuin

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Re: Slavegold - Community Fortress
« Reply #6 on: February 14, 2010, 11:53:10 am »

Bringing with them the necessities to found a new fort (such as cat meat, dogs with which to hunt cats and an anvil upon which to punish cats with hammers), the seven dwarves travelled far to the new mountains where platinum, gold, silver and copper might be found in plentiful amounts. A single pick was all they needed, for with them they had brought:

McStoned, the henchman of stone. Miner and furnace operator extraordinaire!
McWoody, the henchman of wood. Woodcutter, carpenter and burner of forest retreats!
Fath McNoble, leader of expeditions and also quite a nice friend.
Stas Blotdike, bookkeeper, organizer, rebel and part-time architect (to avoid having him take over expedition leader :P ). Hates Aisean for reasons unknown.
Aisean Boltsandel, farmer and lover of nature. Hates Stas for reasons unknown.
Urist McUrist Pulleyroad, smith and key to the operation of goldslave
Zieg Fightrazors, friends with half the people and most likely candidate for next mayor.

To begin with, it would be necessary to set up an office for Stas, as well as a smithy so that work might begin immediately. A large conglomeration of magnetite had been spotted nearby and so digging began immediately. Effective as Aisean was, she set up a farm immediately, hoping to be the most useful member of the expedition, unlike that dolt, Stas.

As the tunnel was dug deeper, a section was set up to serve as trade depot, where metal products would go out and wood products could come in. Next to this, makeshift furnaces and a forge was set up. In the lower quarters, a bedroom, dining room and study room was set up for the two enlightened nobles. A still, mason and carpenters workshop were also set up near the smithy.

By early summer, the outpost was nearly ready to start smithing tools of iron to trade away to the mountainhome.

On the 6th of Malachite, the first iron bar was smelted, Stas had his office as did Fath McNoble.

Up to that point of time, both Fath McNoble and Zieg were quite good at making new friends, but Zieg and Urist McUrist became lovers. A cheer went throughout the fortress, as new dwarf babies would soon come to the world, driven to excellence in stone and metal. Meanwhile, Midil, deity of jealousy, Nosīm, deity of healing, were driven just a little bit closer together in the heavens.

The outpost seemed to thrive, despite the inefficiency of having brought two nobles.
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vagel7

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Re: Slavegold - Community Fortress
« Reply #7 on: February 14, 2010, 11:57:15 am »

sure

Name: Lumion
proffesion: Miner/Engineer
Description: An old warrior who settled for a more safe lifestyle of miner. he is friendly,philosophical,smart. He always tells his opinions.
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That last gobbo would stand there, missing an arm, punctured in a kidney, liver, and spleen, fading in and out of consciousness at the far end of where the drawbridge would go, and his last sight would be the drawbridge dropping down and smashing him like a bug.

God DAMN I love this game!

Lidhuin

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Re: Slavegold - Community Fortress
« Reply #8 on: February 14, 2010, 12:46:49 pm »

The 12th of Malachite brought immigrants to the fortress. Most had some useful skills, but three of the seven were deemed unsuitable: A peasant, a brewer and a wood burner were all drafted, so that they might serve the outpost should thieves find themselves attracted. An animal trainer, a butcher, a cook and a bone carver were permitted to keep their professions.

Some steel trade goods were ordered made. Three steel mugs, three steel flasks and some steel crafts. They were not made in time for the caravan's arrival.

18th of Limestone, 210:
For the next year, the outpost was asked to supply the caravan with "A great many steel boots!" to equip the armies being raised to wipe out the goblinoid threat.

A thief had tried to breach our defenses, but we broke its spine. It still managed to run away.

Large deposits of Olivine have been found. The miner will explore these, to see if he can find any platinum.

McStoned's real name, Lumion, surfaced in the records that Stas was exploring. He was immediately assigned to all mechanical jobs. His last name, Roarknives, also made more sense now.
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Imp

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Re: Slavegold - Community Fortress
« Reply #9 on: February 14, 2010, 12:55:14 pm »

Ooh, did you actually get a grudge in your starting 7?  That rocks!  Go us, hate on!
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Lidhuin

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Re: Slavegold - Community Fortress
« Reply #10 on: February 14, 2010, 01:01:57 pm »

Yep! Soon afterwards, Zieg and Urist McUrist fell in love :p I guess they were good to just sit and... talk about their feelings (I had a lot of idlers for the first three months due to the jobs they all had).

19th of Sandstone:
More migrants have arrived! Will they be drafted or serve as new laborers in the outpost? Time will tell!

A bowyer, brewer, cheese maker, milker and three peasants were drafted. Stas, realizing a fortress guard would soon be made, announced himself Sheriff and Fath approved. Naturally, Aisean was displeased and demanded, once more, to have a farm far far away from the rest of the fortress. She was ignored for the time being.

Those who got to keep their professions were:
A stonecrafter and a stoneworker.

The stonecrafter was promptly drafted as soon as the realization that he was useless struck home.
« Last Edit: February 14, 2010, 01:11:04 pm by Lidhuin »
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Lidhuin

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Re: Slavegold - Community Fortress
« Reply #11 on: February 14, 2010, 01:31:13 pm »

21st of Timber

Aisean was given the plots of land she so sorely desired. Not as far away as she might have wanted, but she had them. Just then, she was struck by a fey mood! Stas suggested they wall her in, but she rapidly went off to claim a crafts workshop and started collecting all the items she needed to produce her artifact.

22nd of Timber

Having collected all her required items (A turtle shell), Aisean furiously began working on a mysterious construction.

25th of Timber

Aisean produced "The Last Gully", a Turtle Shell Ring with menacing spikes of turtle shell. A legend was born, as the ring was foretold to have the power to help the worst of farmers grow the best of crops and the best of farmers could thus grow crops beyond imagining.

13th of Moonstone:
Three guards were posted at the fortress entrance, to secure it against thieves.
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Lidhuin

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Re: Slavegold - Community Fortress
« Reply #12 on: February 14, 2010, 01:54:43 pm »

11th of Obsidian, Late Winter:

We are running low on food. Aisean promises us that there will be more to eat soon, but we starve now. Our cook is trying desperately to get as many nutrients out of the excess sweet pod seeds we have, but it will not be enough to feed everyone. Some are already hunting for vermin and we desperately need supplies.
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Lidhuin

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Re: Slavegold - Community Fortress
« Reply #13 on: February 14, 2010, 02:31:30 pm »

24th of Slate, mid spring:
Our food crisis was averted, though many were forced to eat vermin, yuck! Aisean will have plenty of food ready for the next winter at least. We can only hope it is enough, as more useless immigrants have arrived.

People re-directed to hauling duty:
An Animal dissector, a Potash Maker and a Peasant

People drafted:
Four Peasants, a Weaponsmith, a Metalcrafter, a Bowyer, a Cheese Maker and an Animal Dissector. (Our military now stands at 20 man strong)

Useful immigrants:
Hunter (meat for our butcher, fat for our cook), Thresher (Syrup!), Weaver (if we ever find rope reed and bother to grow it), Fisherdwarf (just need a fish cleaner now), Woodcutter (we burn a lot of wood), Craftsdwarf (so many crafts this person can fulfill! Clothing and leatherworking included), Miner (another one is always good) and a Furnace Operator (the one we have is always busy).

The outpost is rapidly becoming a fortress in its own right. Will the Queen allow its continued existence?
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Lidhuin

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Re: Slavegold - Community Fortress
« Reply #14 on: February 14, 2010, 03:28:51 pm »

5th of Malachite, 211:
More migrants have arrived.

Useful professions:
A mason, a weaver, a stoneworker, tanner

People delegated to hauling:
A peasant, soaper

At long last! I have become mayor of my own outpost. Clearly, this is no simple mining operation anymore, yet trade restrictions still apply. Stas suggested we form a fortress guard and I agreed. We are already producing many steel hammers to equip them with, though we are still sorely lacking in defensive equipment. Stas will be in charge of the fortress guard, while I will continue to lead the fortress and make sure we do at least a bit of trade. The dwarven caravan should be here soon, just a few more months...

To start with, we will be assigning one squad of ten dwarves to the fortress guard.
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