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Author Topic: Earthgrip - new heaven for dwarves (Community)  (Read 2243 times)

Kipi

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Earthgrip - new heaven for dwarves (Community)
« on: September 09, 2010, 01:26:09 am »

New community fort, but this time a bit different. First of all, I used Friendship Enhancer -utility to give me 13 starting dwarves instead of 7. Just to give me faster starting, shouldn't in long run changed much. Secondly, due the the increased number of dwarves, I gave a lots of embarking points (over 8000 to be precise, though I didn't use everything at the end). The last edit I did was in raws, as I changed the requirements of certain nobles. Baron still requires 100k created wealth, but next noble requires 300k instead of 200k and the third one requires 600k of created wealth.

I embarked in flat ground with river running through it. The spot has two layers of soil, other being sand, and layer of dolomite.

Spoiler: Embark area (click to show/hide)
Spoiler:  Embark items (click to show/hide)

There will be one update per season, though if there is a lot of events or none at all I will keep the rights to update more often or less.

And of course, dwarfing accepted...  ;)
What I need you to do is to pick the dwarf from the listing, and giving the name. If name is not given I will use the forum name, though it may get altered if it's not short enough. Also, you can request certain profession from upcoming migrant waves, but only in rare occasions I change the professions of existing dwarves.

« Last Edit: September 09, 2010, 01:48:07 am by Kipi »
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Earthgrip - new heaven for dwarves (Community)
« Reply #1 on: September 09, 2010, 01:26:54 am »

The list of dwarves. Green ones are free to be picked up, red ones are already taken and dead ones crossed over.

Embark
Patchy Sikeldeduk "Hoodmanors" (female, Miner/Engraver)  -  lolghurt
Cilob Limarinod "Wealthygates" (female, Miner/Engraver)
Sakzul Limulnosing "Goldenbrushed" (female, Miner/Engraver)
Kikrost Nosingkol "Brushedwheel" (female, Woodcutter)
Zuglar Esdoreshtan "Soldsmiths" (male, Mason/Building designer)
Dodok Lamsibrek "Stonesalve" ( male, Mason/Building designer)
Thikut Alathetas "Boltjoin" (male, Trader/Stonecrafter)
Ophelia Limulvucar "Goldurns" (female, Farmer)  -  V-Norrec
Inod Logemmeb "Paintinched" (male, Butcher/Tanner)
Kipi Kastardodok "Blockclasp" (male, Manager/Expedition leader)  -  Kipi
Monom Ledzalud "Rackfuture" (female, Axedwarf/Military Commander)
Iden Tangakasmel "Spottedmerchant" (male, Axedwarf)
Vilkas Ustuthurdim "Fencedtower" (male, Axedwarf)  - Svarte Troner

Wave 1
Ast Sibrekguz "Salvesimple" (femlae, Fish cleaner)
Dishmab Ustuthkeskal "Fenceshoot" (male, Armorsmith/Smelter)
Eirth Thakathel "Lockedrings" (female, Fisher)
Ineth Lisidsakzul "Clashtrumpets" (female, Gem setter)
Ingish Sazirmurak "Bridgedbold" (female, Cook)
Kadol Zuglaremgash "Shipriders" (male, Peasant)
ScaraUrist Toltotcatten "Ravenchannel" (male, Chief medical dwarf)  -  Scaraban
Sakzul Anamost "Clodtown" (female, Metalcrafter/Smelter)
Vucar Otungkulet "Shockabbey" (male, Leatherworker/Woodcrafter/Stonecrafter/Bonecrafter/Glassmaker/Weaver/Clothes maker/Strand Extractor)

Wave 2
Ablel Ageshdastot "Contestswords" (female, Smelter)
Ablel Kilrudgoden "Bronzerope" (female, Carpenter)
Atir Geshudgasol "Fortressbreath" (male, Smelter)
Erith Mersethbomrek "Luckwhipped" (female, Peasant)
Feb Solonasas "Flagrapid" (male, Gem cutter)
Lokum Nishsashas "Traderushed" (female, Smelter)
Mistem Tosidrodim "Armorwaded" (male, Child)
Sigun Titthalast "Playsabres" (female, Brewer)
Tekkud Bothonuzol "Murkoil" (female, smelter)

Wave 3, newborn
Stakud Atislocun "Stakerose" (male, Child)

Wave 4
Astesh Akumkadol "Caughthatchet" (female, Peasant)
Avuz Losisalath "Faintbolted" (female, Metal Crafter)
Besmar Ceroligam "Lensgorges" (female, Peasant)
Bomrek Rimadatir "Tacticdyes" (female, Peasant)
Degel Kolkatak "Wheelscale" (male, Mason)
Deler Uvariden "Lullpaddles" (female, Peasant)
Eral Atheluzol "Ringedoiled" (female, Peasant)
Erush Kibthol "Netdeeps" (female, Peasant)
Ingish Likotbesmar "Inkpulley" (male, Peasant)
Inod Tithlethmeng "Rumoredlash" (female, Peasant)
Litast Dorenenshal "Diamondbud" (female, Blacksmith/Furnace Smelter)
Mestthos Itonor "Halldrink" (male, Mechanic)
Mistem Taronavuz "Yellsmines" (female, Peasnat)
Morul Adilzeg "Walltattooed" (female, Farmer)
Rith Bomreksumun "Whippedgriffon" (male, Peasant)
Solon Udibam "Syrupyawns" (female, Mason)
Ushrir Uzolmafol "Oilchamber" (male, Mason)
Zon Avuzmafol "Minedchambers" (male, Weaponsmith/Smelter)
Zon Kilrudrosat "Bronzechappels" (female, Mason)
Zuglar Datanshorast "Ironwires" (male, Mason)
Zuntir Satshorast "Strokedwires" (female, Peasant)

Wave 5, newborn
Reg Geshuddakost "Fortressfloor", (femalemale, Child)
« Last Edit: September 18, 2010, 01:13:14 pm by Kipi »
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Earthgrip - new heaven for dwarves (Community)
« Reply #2 on: September 09, 2010, 01:27:27 am »

Prologue

I didn't believe it when the news reached me that I had been chosen to lead expedition to establish new fortress. As our kingdom is still young, there has been few other groups sent out to expanse our kingdom. But they did choose me to lead one of such groups?

It astonished me even more when I heard the details of the group I'm travelling with. Usually the forces sent out consist of seven dwarves with just enough supplies to survive the beginning and till the first caravan arrives. But no, this group is something different. First of all I will travel with twelve other dwarves. TWELVE?! That's something never happened before. Never. And we have enough supplies to ensure our survival even if the caravans never arrive. But it seems, after all, that there are reasons for this. The queen wants us to establish new mountainhome. She wants us to make a fortress worthy enough to become the capital of our kingdom! Zon takes me, I don't know if I'm worthy enough for this task. But I have to comply, it is, after all, the will of queen.

So, as the day of departure draws near, I have given the list of dwarves travelling with me. It seems, that when looking the list, we can actually make it. We have three miners, two masons, one carpenter with skills of woodcutting, stonecrafter, farmer and butcherer and three soldiers equipped with steel axes. Worthy group to travel with I think.

I will leave the updating of this journal for now, as I have too much to do. Next update will be when from new fortress, Earthgrip.
« Last Edit: September 09, 2010, 02:08:57 am by Kipi »
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

lolghurt

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Re: Earthgrip - new heaven for dwarves (Community)
« Reply #3 on: September 09, 2010, 01:49:18 am »

I'll take Urist Sikeldeduk, named Patchy
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Quote from: acetech09 date=1343968486
It's probably made from baby bone, with a handle of baby leather. Probably uses the leg bones wound together for the handle, the pelvis for the handle/pick joint, and the pick is the spine.

But that's all in theory, of course. Not like I've made a pick out of my own 5 month old baby before.

V-Norrec

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Re: Earthgrip - new heaven for dwarves (Community)
« Reply #4 on: September 09, 2010, 02:03:38 am »

I'll take Ral Limulvucar, named Ophelia, also may I see her description?

Kipi

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Re: Earthgrip - new heaven for dwarves (Community)
« Reply #5 on: September 09, 2010, 02:15:02 am »

Done and done.

And the description of Ophelia:
Spoiler (click to show/hide)
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Earthgrip - new heaven for dwarves (Community)
« Reply #6 on: September 09, 2010, 04:00:37 am »

Spring, year 20

It was the beginning of Granite when we finally arrived our destination. I ordered hte wagon to be parked next to small brook running through the area we have given for the fortress. First glance revealed that the ground is indeed flat, as I heard back in mountainhome. Lots of trees around as well. We save couple of alligators north from our position, though I don't believe that those will cause us much to worry at this point. No other wildlife has been noticed around.

The soil layers proved to be no match for the miners, as their picks went through it like hot knife through butter. The concentration was on getting the farm established next to river. It took them only about ten days to mine the entrance, central stairs down and the farming area. At the same time the carpenter was cutting trees. Rest of us, well, didn't have much to do so we were hanging around the wagon, drinking beer. While loitering around I was able to discover that our stoncrafter has skills for trading, especially appraising things. So I decided to promote him as our trader.

It took nearly the rest of month to miners mine out the section for masonries and the hallways connecting it to central stairs. The problem was with the pools and brook running over the area, so they had to be carefull not to accidentaly brake the roof. But in the end the job was done and the masonries were ordered to be constructed. The miners did also clear small area for storing furniture. Next the miners concentrated on clearing area for one mechanics workshop next to masonries. Again the job was slow due the water, but it only took couple of days to accomplish the project. As we don't have mechanics in our ranks I decided to take the responsibility of the job for time being.

Spoiler (click to show/hide)

28th Slate was the day when finally we had all the floodgates and mechanics produced to get the farm muddied. In the mean time the industrial facilities had expanded, and now we have section for carpentries, crafting, stockpiles for wood and trading goods. The trading depot had also been constructed at that point. The construction of bins, barrels, beds, chairs, tables and doors had also begun. I ordered the miners to concentrate on food industry next.

It was past the middle of Felsite when I was finally able to beging connecting levers and floodgates, as we were occupied by the hauling of the food to the safety of the fortress. In the mean time miners, while not hauling, were able to clear area for some food industries, namely for brewers. Also, they mined some more rocks down the stairs runninf down from industry section, revealing some coal as well. I tell you, the masons seem to go through the rocks faster than I believed. But that's only a good thing.

Summer has begun. We still have not flooded the farm, due other important task I have had. Otherwise we are running well. Miners have begun working on second industry floor, and so war they have cleared the area for jewelers and their workshops. I know, we don't have any jewelers right now, but at least we have everything ready when we do. We still have plenty of supplies left, it seems that what we got was more than enough. Not going complain about that though. When the second floor of industrial district is ready we shall concentrate on bedrooms, dining rooms, barracks and other related stuff. That's right, we have no bedrooms nor dining rooms at this point. Some minor complains have been risen, but nothing serious.

Spoiler: Ground floor (click to show/hide)
Spoiler: First floor (click to show/hide)
Spoiler: Second floor (click to show/hide)
Spoiler: Third floor (click to show/hide)
« Last Edit: September 09, 2010, 04:27:50 am by Kipi »
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Earthgrip - new heaven for dwarves (Community)
« Reply #7 on: September 09, 2010, 06:08:16 am »

Summer, year 20

It took only couple of days before the flooding occured. But there were some miscalculations, and we let too much water in the farm. There were no way it could just disappear on its own, so we had to think how to drain the water out safely.

Spoiler (click to show/hide)

It was somewhere around 20th of Hematite, perhaps 19th, when the storage area for bones was ready. The miners moved on to concentrate to finish the area for bonecrafters.
We made plans for the draining the farm. The decision was that the miners, after finsihing the bone crafting area, mine small room few floors under the food industries, connected with the stairs leading straight to the farm. After that we would open the floodgates separating the farm from the rest of the fortress, and let the water flow to the room down bellow. Easy, and should be safe, unless the one who pulls the lever gets knocked down by the current.

Today, 24th of Hematite, is the day when we finally pull the lever and see what happens. Lets hope nothing bad comes from it and the water flows safely to the room down few floors.

It's 8th of Malachite and the water level in farm is finally low enough for farming. Finally. There are some water still left, so the whole area is still not usable, though it should dry out soon enough. We learned that I had made some... mistakes... in calculations, and the room where water flowed was not big enough. Not even close. So the rooms is now nearly full of water, and none of the miners agrees to go there to make it bigger. That's okay I think, we probably have no use for it anyways. And the good thing is that there were no accidents regarding the water pushing someone down to the room. So no injuries, just like I hoped.

Spoiler (click to show/hide)

Today we finally got fed up with all the refuse around, so I ordered small area outside beside the ramp to be designated as area for refuses. I hope this makes everybody a bit more happier.

I just got word from Ophelia, our farmer, than group of dwarves are approaching our fortress. She was visiting the wagon whe she saw them from distance. She stated that it would still take day or two before reaching our fortress, and the number of them is still unknown. That made me wonder the capabilities of her eyes, as she was able to recognize them as dwarves from such a long distance away.

It took them one day to reach our fortress. I ordered them to stay near the wagon so that I can properly interview each one before letting them inside. All nine of them complied without question.

After a long day I finally have interviewed each immigrant. Among them were one jeweler, one fisher, cook, blacksmith, metalcrafter and guy who has a bit skills from all the non-metal craftings. Not bad group, though not all of them have tasks to do immediately. The one who probably is going to wait long is the jeweler as she only knows how to set gems to stuff but not how to make such gems. That's sad. Oh well, I decided that it's okay to let them inside. So today, 3rd of Galena, the number of citizens rised to 22.

With the migrants came couple of animals not owned by anyone. Those poor animals just decided to follow the dwarves. Since we are low on space at the moment I ordered all those four animals to be butchered.

I decided to assign one of the migrants to role of fish cleaner. I know that the fisher we now have does have the skill, but the guy is too busy with actual fishing to make any cleaning.

Five months and nineteen days has passed since we arrived here and finally we have reached the point of concentrating on diningrooms and bedrooms. First we must make public dining room which will serve as meeting hall as well. I also ordered the metal workers to take the responsibility of smelting ore as well, since we have no smelters around. As soon as we get some ore smelted they can begin making stuff from metals.

Autumn has arrived. We have public dining room nearly ready, just some tables and chairs needs to be moved there first. I already made it as meeting hall.
Miners are currently mining out the barracks at the first floor. Behind the barracks will be the storages of weapons, armors and ammunition.
So far we are doing great. No big issues, and the small ones are either solved already or going to be solved very soon. We have plenty of food and drinks, and shouldn't be running out.

Spoiler: First floor (click to show/hide)
Spoiler: Second floor (click to show/hide)
Spoiler: Third floor (click to show/hide)
Spoiler:  Fourth floor (click to show/hide)
« Last Edit: September 09, 2010, 07:41:53 am by Kipi »
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Svarte Troner

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Re: Earthgrip - new heaven for dwarves (Community)
« Reply #8 on: September 09, 2010, 08:24:40 am »

If it's ok i'll take Sodel Ustuthurdim the axeman. Rename him Vilkas.
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To put it simply, Dwarf Fortress is the Black Metal of video games.

Kipi

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Re: Earthgrip - new heaven for dwarves (Community)
« Reply #9 on: September 09, 2010, 08:49:28 am »

Done!
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

V-Norrec

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Re: Earthgrip - new heaven for dwarves (Community)
« Reply #10 on: September 09, 2010, 10:58:27 am »

Journal of Ophelia,

Finally was able to get some of the farms set up.  Hopefully some of the peasants who came with the latest group will take up farming, I'm not sure I can grow enough food by myself to keep everyone well fed and also keep up the task of brewing alcohol for everyone.  Hopefully we get some defenses set up outside soon, I'm not sure how much longer we can expect the goblins to ignore us.  Time to sleep

-Ophelia

Kipi

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Re: Earthgrip - new heaven for dwarves (Community)
« Reply #11 on: September 10, 2010, 02:53:13 am »

Autumn, year 20

It's 6th Limestone, and the dining room is ready. The miners have also finished up with the barracks and moved to mine the small personal mining rooms as well as offices. Nothing grand I tell you, we can't allow our egoes get in our way right now. But the trut is, I need decent office. There is just too much to do to be disturbed by others.

The barracks brought me another dilemma. Who I should appoint as the commander of military? I have three choices, the lass or one of the two lads. I have to think about it.

The offices and small dining rooms are finally ready. Now I can get some work done without being pestered by everybody. The first thing I did was to appoint the lass, Rackfuture, to the position of military commander. The fact that she has been herself busy with all the minor she is able to do while the two lads kept on hanging around the wagon led me to the conclusion that she deserves the title. Now, I hope she doesn't make me to regret the decision.

There has been some concerns among the population about the safety of our fortress. And I agree, we don't have any proper way of defending ourselves. So, as the barracks are ready, I formed a squad of soldiers, commanded by our new military commander Rackfuture. Besides Rackfuture the squad consist of two other warriors, both being the soldiers that came with us from mountainhome. Each three has skills with axes and armor, so with a bit training they should be able to remove all the rustiness that has come since spring.

It's already 22nd of Sandstone. I had hoped that the bedrooms would be ready at the end of this month. SOme of them are, and rest are missing beds. The problem is, we don't have any beds left. We have wood, we have carpentry, we even have skiklled carpenter. But no beds. And what is our carpenter doing? She is having a break, for over one month now. I swear, I have not seen her doing any work since she returned from cutting down trees to fill the wood storage. I have tried to confince her to continue the work without any resutls. There she is, standing in the middle of dining hall, drinking beer and chatting with her friends while others get more and more annoyed by the lack of bedrooms.

It took three more days before our "dear" carpenter decided to return her work. Finally. I suspect someone else remainded her about her place in our society and her duties here. Not sure, but that's what I suspect basing on how fast she actually walked to her workplace. If I didn't know better I would say that she even ran. But that's beside the point, I'm glad we finally get some progress again.

Early today morning I was woken up by the noise coming from the entrance. The dogs were barking wildly. As I knew the soldiers were training at the barracks just next to the entrance I was not worried but still I hurried to towards the entrance ramp. When I got there I saw two dwarves I have never seen before. It turned out that those two dwarves were the head of long immigrant caravan coming towards the fortress. I ordered the soldiers to direct every migrant to our meeting hall, where I would properly go through them. It seems that today, 4th of Timber, the population of our fortress has grown again.

I interviewed the migrants. It turned out to be decent folk, though I actually wondered where would we need such profession as soap maker? Seriously? But in the end almost everybody was assigned job either basing on their skills or the needs of our fortress.
Among the migrants came two carpenters, other being skilled in cutting trees. I admit I was tempted to release our current carpenter from both wood cutting and carpentry duties, but ended demoting her to woodcutter. The one migrant who had skills in wood cutting had knowledge of operating furnaces, so that's the job she got. The other carpenter replaced our former carpenter.
WIth the migrants also came metal crafter. In other circumstances I would be excited, but as we already have one, no need for two, and the lad got skills of cutting gems, I moved him to our jewelry industry.
Next we got brewer, who will replace our farmer Ophelia as brewer. Ophelia has been hoping for some reliefement from the duties, so from now on she can concentrate on farming only.
Lastly I promoted three other migrants to furnace operator -position. two of them had skills in other fields, but those skills are not needed at this moment. There was one lass who didn't get assigned any jobs right now. I will think something for her later, but for now she can help others by hauling stuff around. But she should not feel lonely, there was child among the migrants who, due the laws of our kingdom, is not allowed to be assigned any other jobs than hauling. That's nine more dwarves to our society. Not bad I say.

OUr former carpenter informed me just moments ago that there is caravan coming. Basing on discussions I had with the migrants I believe it's the trading caravan from mountainhome. And with the caravan should also come the liason, so it seems we finally get some official news from our kingdom. I'm truly excited, and already ordered moving of all trading goods to the depot.

It's 15th of Timber, and the caravan has finally arrived with the liason. The caravan was directed immediately to the trading depot, and I requested that the liason waits a bit while I finish few details concerning our working orders before conducting the meeting. Our trader has already alerted to the trading depot to attend the caravan.

I was having a round in the fortress with the liason when I was informed that the bedrooms are ready. What timing, just when I have something more important to do. Oh well, I will attend that matter after liason has left. I was also informed that the trading with the caravan was completed. I will check the documents later.

The winter has just begun. Or, should I say, the season of winter has arrived calendar. We are living in such a climate that there is now distinction between winter and other seasons.
The liason has finally left. After giving him a tour inside our frotress we begun disccussing some trade agreements. I requested that the next caravan would bring some coke. The liason, on the other hand, requested several things from us, including crafts. After we finished the agreements the liason departured.
After I had finished with liason it was time to check the status of bedrooms. As I was informed, everything was ready for assigning bedrooms. Everybody got one, and there were even three spare ones, though I believe we must make new rooms ready for the next wave of immigrants.
I also checked the trading details. It seems that Boltjoin did a good job, not giving too much profit to caravan but just enough make them very pleased. He bought some food, wood, plaster, couple of cages and cloth. What baffles me is that the caravan did not have any drinks for sale. I hope the next caravan that comes is better supplied.

Spoiler: First floor (click to show/hide)
Spoiler: Second floor (click to show/hide)
Spoiler: Third floor (click to show/hide)
Spoiler:  Fourth floor (click to show/hide)
« Last Edit: September 10, 2010, 02:54:59 am by Kipi »
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Earthgrip - new heaven for dwarves (Community)
« Reply #12 on: September 14, 2010, 02:54:07 am »

Winter, year 20

Few days of Moonstone has passed and it's time for us to think about the defences a bit more. We have our barracks ready, but nothing else. Sooo... it's time to build some fortifications outside. Blocks stockpile is under construction next to the ramps inside the fortress, and as soon as it's ready the masons starts producing blocks for construction material.
Also, as our fortress is growin bigger and bigger, more sleeping rooms are required. That's the second task the miners should pay attention. Also, I appointed the lass, Luckwhipped, as our new bookkeeper. Her duties are to keep track of every item, furniture, food and drink inside our fortress. Table and chair are ordered to be hauled to her new office, where she can conduct the calculations without distruption.

It took about half month from miners to finish up with both block stockpile as well as expansion of sleeping quarters. But now both are ready, and they can begin mining down. Perhaps we can discover magma, as current believes claim that you can find magma everywhere, you just need to go deep enough. And going deep enough is not problem for us, as we are dwarves!

Spoiler (click to show/hide)

It has been pretty quiet around here lately. The biggest event in last few days has been the running out of coal stones. So every stone containing coal has been turned to pure coke already. That means I can order the smelters to start producing iron, and then pig iron and finally steel. And after that, it's time for steel armors for our soldiers.

It's 16th of Opal, and I was just informed that our miners have breached caverns bellow our fortress. I would never have thought such thing would be under our fortress.
For now I think the masons should forget the fortifications at the entrance and concentrate on walling the entrance of caverns. I have heard rumours of things that could be living down there, some even may cause the destruction of whole fortress! We must not allow such things to get access to our fortress before our military is ready, so we need to wall the entrance.

Spoiler (click to show/hide)

The entrance to the caverns was almost walled, when one of our masons saw strange creature lurking down there. From the descriptions I believe it's a creature called Troglodyte, or something like that. The fact is, it's not able to climb up the walls, so our entrance should be safe from it. But my masons don't believe me. The are too scared to go down there, especially if the see that creature there. Do I have to send my soldiers down there to protect them?

It took some time to convince the masons to go down and finish the walling. They were still scared, but did what I said. So the area is secure again. Now we have to think how to get pass the cavern without breaching to it again...

Spoiler (click to show/hide)

I got word that our smelters have run out of iron ore. I went to check and confirmed the claim. Then I visited our bookkeeper to see how much we have coal and how much iron bars. We have only around sixty iron bars, which is not enough for our purpose of making enough steel to fully armor our three soldiers. So, we have to find more iron ore.

I consulted with the miners, and it seems to possible to get pass the cavern. North from the entrance there seems to we solid, straight wall, hinting that there is area to mine through. I ordered the miners to try that.

Zon takes me, our fortress is now longer safe from the attention of kobolds! One sneaky fellow tried to enter our fortress, but was spotted by wardogs chained at the entrance. It attacked one of the dogs before fleeing. And immediately second kobold arrived at the entrance. I ordered the soldiers to chase the kobolds down. The second one got away, but the first kobold was killed by Fencedtower. The lad took some serious damage to body and left arm, so I need to set the hospital ready as soon as possible. The guard dog, who was able to damage the kobold enough to slow it down for our soldiers to catch it took also some serious damage. I don't believe it's going to survive much longer.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

The barracks was assigned to be our temporal hospital for now, as we don't have one ready yet. I also promoted Ravenchannel to the position of chief medical dwarf. Congratulations! Now, his job is to check and treat the wounds of Fencedtower

The child, Armorwaded, has just begun constructing something in one of our two carfting workshops. He collected two logs and bar of iron. I wonder what he makes, as there were no orders given to him to produce anything. Heck, the laws of our kingdom denies any children labor ordered.

Ravenchannel made the diagnose of the wounds of Fencedtower. It seems that the arm has already healed by itself, and the wounds in upper body were not serious enough to require any healing. That's relief. The dog is still alive, which is big surprise itself, considering all the wounds on it. I've even heard rumours of bets placed on how long it will take before the death claims the poor animal.

Spoiler (click to show/hide)

Few days left of this year, and I got report from miners that they have indeed managed to get past the cavern. That's good news for a change.

Spoiler: First floor (click to show/hide)
Spoiler: Second floor (click to show/hide)
Spoiler: Third floor (click to show/hide)
Spoiler: Fourth floor (click to show/hide)
Logged
Room Values - !!SCIENCE!!

Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Earthgrip - new heaven for dwarves (Community)
« Reply #13 on: September 14, 2010, 04:43:54 am »

Spring, Year 21

1st Granite
I got a word that the child is finally ready to show the result of his working. So, among several other curious soul, I went to see what it was. Turned out that it was mini-forge made from palm and decorated with palm and iron. A toy. What else could we have expected from the mind of child? But can't deny, it's cute one. And well made.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

21st Granite
It has been quiet lately, no sight of kobolds. So, I gave the order to initiate the construction of defense system at the ground floor. So far the plans only contain some walls to be built to narrow the route to the ramps, but later it will be expanded to contain other kind of things as well. We also need bigger storage room for furniture, so I order the miners to do some expansing there.

Spoiler (click to show/hide)

24th Granite
I just got a word that the hospital is finally ready. It's lacking containers but has enough beds to support even larger accident or war. Good. Now we can stop using the barracks as our hospital. It's not nice to have dying patients in middle of training soldiers. Distracts both parties.

4th Slate
New immigrant wave arrived. And this one is so much bigger than the last two. 21 migrants with nearly twenty animals decided to travel here, hoping we would let them in. And where are going to put them all? Again I ordered the whole caravan to wait at the hall. I will be there in a moment, I have to catch my writing equipment and a ceg of ale, as this one will take a while to sort out.

5th Slate
Not many usefull workers in this new migrant wave. One mason, one metal crafter, blacksmith, mechanic, farmer and weapon smith. Rest of the migrants are more or less useless to us right now. If I were able I would turn them all around and tell them to either return to mountainhome or find another place to live. But I can't do that. The queen has stated that every dwarf wanting to live in Earthgrip has to be allowed to enter. So no turning anyone around. Shame. That means I actually have to find them something to do.

On a side note, the expansion of furniture storage is complete.

1st Felsite
The first form of defence has been complete. Small walled path leading from the entrance to the small bridge above the ground. Next part will be to connect the bridge to lever built somewhere safe, which allows the sealing of the fortress.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

7th Felsite
The miners have completed the expansion of sleeping quarters. Dozens of new rooms has been carved, even though we only needed few after appointing the empty ones we had. But at elast we don't have to mine new rooms for some time... I hope.
So, now the miners will return on their task of finding magma. They have already went quite deep, so I wonder if it takes much longer to reach it.

9th Felsite
The first happy family event has just occured. Our cook Bridgedbold has just given birth to a healthy baby boy. I think congratulations are in order.

13th Felsite
Miners reported that they have halted their project due stone turning warm. That means only one thing. We have found magma! But still, we don't know excactly where it is, only that it's somewhere near. So, caution must be used for now on. Luckily I didn't have to tell that to miners, they knew it already.

19th Felsite
Our fisher has reported that there is elven caravan nearing the fortress. Elves? Do we actually have to trade with them? Lets see what they got first, then I will decide what to do.

21st Felsite
There was diplomat coming with the caravan. The crazy hippie wanted us stop cutting down trees. Crazy talk! Of course, we never complied. And I don't care about what they think of it, we need that wood. The diplomat left clearly unhappy.

Spoiler (click to show/hide)

The caravan itself did not have much that interested us. Well, besides wood, barrels and alcohol that is. But since those hippies, and especially their diplomat, showed their true nature, I ordered broker to just take everything we want and not to pay a damn to them. If they don't like it, bad luck. If they make trouble, I order the soldiers to escort them out. Cause more trouble, they will kill them. Just to annoy them as much as they have annoyed us with that ridiculous demand.

28th Felsite
The magma is located! And just not some small pool or pipe, but a whole sea of it! And there is some adamantine at the walls further away! Zon takes me, I just feel myself decades younger again! Sad thing is, the miners pierced the wall preventing the magma to flow in the tunnels. Good thing is, none of them got hurt and there is nothing we need down there except the magma. So, no harm done. Still, I believe we have to do something to prevent those monsters living in that hot liquid from entering our fortress.

Spoiler (click to show/hide)


Spoiler: First floor (click to show/hide)
Spoiler: Second floor (click to show/hide)
Spoiler: Third floor (click to show/hide)
Spoiler: Fourth floor (click to show/hide)
« Last Edit: September 18, 2010, 09:27:22 am by Kipi »
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Earthgrip - new heaven for dwarves (Community)
« Reply #14 on: September 14, 2010, 06:45:38 am »

Summer, year 21

1st Hematite
Today I officially claimed the title of mayor of Earthgrip. With the new title I'm allowed to demand better living quarters, office and personal dining room.

2nd Hematite
I have ordered the miners to mine out the the tower of pumps. The actual pumps will be placed later, when we actually have the components. But the mining part can be done right away.

15th Malachite
Again caravan of migrants has arrived our fortress. Does our queen believe that after year and half we actually are able to support unlimited number of dwarves? And worst thing is, I can do nothing about the situation. We have to accept the migrants, like it or not. At least this group was easy to handle, only seven dwarves and few animals. One cook, one brewer, one armorsmith and one weaponsmith. Three useless dwarves. And we have more than enough those useless dwarves. I think we should expand the military soon. At least we have enough dwarves for that.

18th Malachite
The armorsmith who came with the last migrant caravan was bold enough to immediately claim the only forge we have. She was babbling something about gods, at least I didn't understand a thing about it. Anyone coming close to her got fierce glance from her, so no one dares to approach her right now.

22nd Malachite
I understand now the behaviour of the armorer. She came from the forge hour ago, carrying with iron buckler with her. She said that she left the mountainhome because she was never allowed to produce such thing there, and was promised that here in Earthgrip she would be allowed. Well, I understand her, and what she produced may actually be usefull. At least it's beautiful, and is one more proof of the prosperity of Earthgrip.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

27th Malachite
We heard strange sound coming from the caverns today. When I made a peek through small hole left to the wall I saw strange bird. It looked like gull, but mishapen. And there were obviously toxic gas coming from it's mouth, as I saw things to die around it. Good thing we walled the entrance to the cavern, so this creature can not reach us.

Spoiler (click to show/hide)

14th Galena
The miner Wealthygates reported that the magma is now flowing to the basing of the incoming tower of pumps. Now, we only need to complete the components for total of seventeen pumps before we can thing of using magma as source for forges and furnaces.

19th Galena
Human caravan arrived at our gates. They were harrased by one goblin thief, but the guards of the caravan were able to finish it off.

22nd Galena
Dealing with caravan and diplomat was quickly over. The diplomat was just visiting our fortress to see how we are doing and if we are worth for sending caravan.
As for the caravan itself, for couple of trinkets, each one masterpiece, was enough to get wood, alcohol, metal and few empty barrels. Besides those, the caravan had nothing of interest.

25th Galena
I ordered the carpenter to construct wooden cages. We need to trap our entrance, as the goblins and kobolds seem to be more frequent here. Related to this I also ordered storage for cages to be built at the first floor of the fortress, just opposite of barracks.

It seems that I ended up winning the bet. The guard dog, which got wounded by kobold thief, is still alive. Missing one leg, severely damaged, and it clearly has lots of pain. But still, it's alive. Everybody believed that it would be dead by now. Well, everybody except me. And there it is, still guarding the entrance, it's mate with it. Strong, brave beast that dog is.
« Last Edit: September 18, 2010, 09:29:48 am by Kipi »
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Room Values - !!SCIENCE!!

Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."
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