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Author Topic: Godentost, A Dwarven Planning Project (Community)  (Read 4158 times)

ushilzagith

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #45 on: September 13, 2010, 06:29:56 am »

I would actually really like if you did a journal entry as well. While Orkun might be the current leader, this hardly means that the other dwarves would not know what's going on. The more people who write down their characters, the more material everyone has.

Could we get pictures of the currently completed burrows? Preferably Stonesense, but I'm not picky.

From the logbook of Orkun Dakostnanir, leader of the New Hames.

The first autumn of our first year. This season always feels like the end of something, to me. I keep waiting for some disaster. This year though, things seem to be fine.

Minkot's pet project has been growing at a steady pace. He has confirmed that the Causeway will end up as much more than a bridge, but the true structure, allegedly based on the creatures of the nearby shore, will be built later. For the now, we are moving into our own homes as was the original plan.

Another set of migrants arrived less than three months after the first six. Four dwarves, three women and one man. He is a warrior, Urist Kodkûbuk. His wife, Eliza Tadzuglar is a weaponsmith. Excellent. Atírmörul is yet another stoneworker, something that any dwarven settlement needs. Finally, the planter Koganakath also claims some combat skill. For the time being, I let her concentrate on her civilian profession. Two guards is not enough, but we need to make sure our dwarves don't starve. We still don't have any medically trained dwarves.

---

It is mid-autumn. We suffered our first battle. Urist had picked up a hammer and Ghaz' skill with the axe was quite good. They were not particularly deadly foes, merely monkeys. This was just the fight we needed. Freakish little things, thieving pests so much like the goblins, but without all the dangers those bring along. The pests were going for Storlutoddom's works. Luckily, the stonecrafter's dog, Sazir, was quite enough to keep the pests busy. He killed one of those, allegedly macacus if my companions' knowledge of biology is as good as they say. The other monkeys ganged up on him, but by that time, Ghaz was already on them. An axe excels when fighting unarmoured opponents and this warrior's temper led him to bloodlust very quickly. Urist achieved litte today, but I have no intention to let him be belittled for this. I don't even know if he can stand good-natured ribbing.

More troubling is the fact that one of these macacus attacked Kol Athelmözir, our only woodworker and one my original companions. She beheaded the creature - Rithzâm be praised, the girl had an axe. However, if those bites were infected, she might well be in trouble. Sazir was also badly hurt - the monkeys kicked the poor pooch in the belly so much that he puked everything he had eaten these last few days onto the floor and spewed bile for hours later. Hopefully, Storlutoddom can care for the creature. Dieing of internal injuries is not the fate a loyal pet should have. I moved the crafter up in the list for the people who are to receive new homes. We should probably do a survey of how everyone likes their homes while we're at it.

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elizar

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #46 on: September 14, 2010, 07:20:16 am »

Knowing the profiles of Urist and Eliza would be good. And also whom they worthship and whose spheres they have, and perhaps the rest of the gods. I'm a sucker for DF gods :P

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A quick scan of the stocks menu shows that one of the dead pack animals has a bin full of silk cloth!  It is speedily unforbidden, and my moody glassmaker sprints off to retrieve his prize amongst the smoking, charred, blood-soaked ruin that is the outdoors, totally oblivious to the carnage that was instigated on his behalf.

MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #47 on: September 14, 2010, 04:28:20 pm »

Winter was uneventful except for the macaque visit. Spring came, and with it buzzards. I've dug a tunnel leading to a hole over a former mine room to make an underground farm. Currently growing plump helmets.

Spring has arrived, and with it, love is in the air! Our starting miners married (grats, Ron) just as the calendar turned. Not to be outdone, Asën the miner and Rovod the stoneworker tied the knot immediately after.

More migrants!
Dakost Tansazir, craftsdwarf.
Mörul Ruthöshstukos, brewer (Aramco will no longer perform this function) and single mother.
Zefon Artobfikod, 4-year-old son of Mörul.
Kol Dodókzaled, 7-month-old daughter of same. Talked with a sibling recently, apparently.

Glemt Akmamunib withdraws from society... She sat quietly drawing a quarry and shining metal bars. Not even a month later, Godentost had its first artifact! Àlildodók, a copper spear. It is circled with bands of alunite, and carved with an image of itself. You just don't see craftsdwarfship like this everyday. If it were to sell today at auction, I'd say it would be worth at least 7920 dorfbucks {Antiques Roadshow sound}. We now have a high master weaponsmith and a legendary weaponsmith. I sense a theme for this fort's future industry...

Àlildodók will go in a sealed warehouse on top of the bridge until a proper place for it or a proper champion comes about, and Glemt will get her apartment next for her accomplishments.

Lastly, elves. They came and told us to limit our tree fells to 111 per year and called me a butcher. We agreed anyway because I don't foresee us needing to cut 111 trees very soon and we still aren't prepared for even a hippie siege.

Lastly lastly, apartments.
Z-level 131:
Spoiler (click to show/hide)
Orkun's apartment is the one with the red door, and yes it is realgar. This leader lives on the edge! There are two nearly-unfurnished ones on the edges of the shot as well, they are Kol the woodcutter's and Mörul and her family's, respectively. The one beside Orkun's belongs to Urist and Eliza.
130:
Spoiler (click to show/hide)
Reading from upper-right to lower left: Ron and Mafol's apartment, Aramco's apartment (that's a kitchen and a quern in there), and Oddom's apartment (dwarves are carrying his latest trinkets to the depot).
129:
Spoiler (click to show/hide)
These ones are now more fully furnished and belong to, right to left, Bim Ometsåkzul, Ghaz Koganegen (aw, he's in love with his upstairs neighbor), Glemt Akmamunib, Asën and Rovod, and Ònul Koganakath.
128:
Spoiler (click to show/hide)
The two on the right don't have their beds in them yet, but will go to our remaining homeless dwarves. The one on the left end is Ineth the soapmaker's, whom I have also decided to give the glassmaking labor since his apartment is made of sand, and the one to the right of it is Minkot's.

EDIT:

Another update: Aramco and Ghaz are in love!

Urist Imiknorris, THIS! IS... YOUR DWARF!
Spoiler (click to show/hide)

Eliza:
Spoiler (click to show/hide)

Gods (our civ really seems to like circumflex accents):
Âtast is the goddess of thunder, storms, rain, lightning, trade, and wealth.
Thetdel Odês Thuveg (Thetdel the Monger of Pigs) is the god of festivals.
Rithzâm is the goddess of fortresses.
Deler Onolerib is the god of jewels and minerals.
Zes Zimäkil is the god of fire, volcanoes, mountains, and metals.
« Last Edit: September 14, 2010, 11:24:01 pm by MelloHero »
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Even if you have dwarves decked out in cotton candy they will still have fun with clowns.

MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #48 on: September 14, 2010, 11:06:56 pm »

Oddom seems to have a thing for Bastsan Websmiles, a human who visited the area nearly a millennium ago. He's engraved three figurines of the man. We'll keep them for the human caravan and the figurine of the fort's founding for the dwarf caravan. The others will be traded to the elves in exchange for a bilou.

It's now summer. One of the kittens that was born a few months ago adopted Dakost Tansazir as her owner. He calls her Kib.
« Last Edit: September 14, 2010, 11:12:53 pm by MelloHero »
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Even if you have dwarves decked out in cotton candy they will still have fun with clowns.

ushilzagith

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #49 on: September 15, 2010, 04:45:04 am »

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MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #50 on: September 21, 2010, 02:40:42 pm »

Sorry about the delay, readers, I've been (and will be for the next couple days) rather busy with school and life and stuff. Now, I have a question for everyone before our next update. I think I know the answer, but we'll pose it democratically anyway:

Migrate to 0.31.13, or no?
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Even if you have dwarves decked out in cotton candy they will still have fun with clowns.

Svarte Troner

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #51 on: September 21, 2010, 03:02:07 pm »

I feared the worst with this thread, but now that you're back, I vote migrate.
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That metal guy that pops up sometimes in places
To put it simply, Dwarf Fortress is the Black Metal of video games.

ushilzagith

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #52 on: September 21, 2010, 03:10:58 pm »

I am far too phlegmatic to care much, so don't wait for my vote.
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MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #53 on: September 23, 2010, 09:01:32 pm »

Sticking out on .12 for the rest of the game year, at least until we get more votes. This update shall be mostly text right now, as I'm at a friend's house. The arch is nearly done, as is an aqueduct for the future location of the well and water feature. I'll attach images to this soon and bump the thread when I do. In the meantime, here are some notes of our exciting summer!

Also, when we get a noble or a CMD, I'll take one of them and give them a journal.

SUMMER 1051

A house for all! All our apartments now have fully functioning doors!

We have found roughly where the aquifer is; it's a little higher than we'd anticipated (above all the apartments, the hole with the workshops, and the new quarry). We're going to dig an aqueduct out to the bridge for now and put the well there; hopefully we can lower it to a more vertically-central location later.

Expanding the quarry where we took our stone to make doors to increase the stone supply. I hope to get some walls put up so we can have at least some ring of defense in case anyone shows up uninvited.

Good news, everyone! 20 Malachite 1052 saw the birth of a baby girl to Eliza and Urist! Her name is Stodir Noramdakost. Interesting note is that the thoughts and preferences page says "She was born today, which makes her very young indeed!"

Fishery Worker Bim Ometsåkzul withdraws from society... She claimed Oddom's workshop and ran off to get supplies. Three kinds of wood, great, stone, good, and... leather. Balls. We're digging out an area for a butcher shop and building a leather works as fast as possible.

Human caravan!

A lasher in the human escort decided to do some hunting and just ripped a big fat elk doe in half on the bridge. For some reason no one will butcher it. Suggestions?
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Even if you have dwarves decked out in cotton candy they will still have fun with clowns.

Svarte Troner

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #54 on: September 24, 2010, 05:52:21 am »

Turn refuse/corpse gathering from outside on and put a corpse pile next to the butchery?
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That metal guy that pops up sometimes in places
To put it simply, Dwarf Fortress is the Black Metal of video games.

MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #55 on: September 24, 2010, 01:46:11 pm »

I'd considered that, but when the shop was built the first thing the butcher did was run off to chop up and prepare what was left of all the macaques.

Next update will include pics; sorry guys.
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Even if you have dwarves decked out in cotton candy they will still have fun with clowns.

Burnt Pies

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #56 on: September 24, 2010, 03:23:39 pm »

Buy some leather from the humans?
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I can read box now
Also, I am a bit drunk
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