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Author Topic: Tallguilds (Community Fortress)  (Read 3286 times)

Svarte Troner

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Re: Tallguilds (Community Fortress)
« Reply #15 on: September 20, 2010, 02:16:51 pm »

Dags journal:

I, Dag the Wise, have journeyed far across the terrifying mountains in order to establish the greatest kingdom ever to have graced the world. All of Dwarf kind will bow before me, as the first Glorious king of Tallguilds. Right now, the peons ignore me!! But, they will soon realize that I am the greatest, best looking, most intelligent dwarf to have ever been born. And I am not one to be ignored!!! Bow down before me!!! *Senseless scribbles take up the next couple pages*
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ushilzagith

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Re: Tallguilds (Community Fortress)
« Reply #16 on: September 20, 2010, 05:54:33 pm »


Doctor Amostemuth is sitting on a stone block, one she had recently finished carving out of the space around her. She is not a licensed psychologist, but she is by now convinced that this lot of sorry little hairy bastards is utterly insane. She had hoped that the bravado and the title-claiming that was exhibited during the cart trip was just boys putting up a show, puffing their beards up in hopes of seeming too tough for the local beasts to get at them. Now that they are at what that bald carpenter who assumed leadership duties states is a perfect spot to stop, things have only become worse. For the eigth time this week, she presses her right palm to her forehead and runs her hand through her hair, almost pulling on it.

Tazuk had openly objected to stopping in this hellhole. The deadly forest full of undead monsters is still far too close for comfort. Surely they could have pulled the cart into a mountain pass somewhere? Some zombie elephants seem to be on their trail. The living variety, trained for war or even when simply enraged, is a formidable threat. As abominations, defeating them would need legendary warriors.

At least the plans for the mining base itself are not completely insane. The dining room was made far too large to begin with, but the rooms are of sensible size, although she does think that the only damn doctor in this settlement should deserve at least a desk in her room.

Calming herself down, Tazuk returns to working the pick. Dariush is not a bad sort. The broker's eyes seem glazed over when he's looking at her and he does occasionally forget who the doctor is, acting as if she's some bloke he knows, but he can do his job properly. Duriel and Aurora, despite being giddy about this horrible place, have still managed to properly lay as many traps as Urist can make. They are not psychopaths, simply thrill seekers whose backwards logic dictates that more deadly lands are more wealthy, for they have seen less prospectors. Gatleos is a perfectly normal dwarf.
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Duriel

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Re: Tallguilds (Community Fortress)
« Reply #17 on: September 21, 2010, 03:53:50 am »

I'll take a migrant dwarf: preferably with military skills but any will do. Make them start training with a sword and shield. Emphasis on the shield.

I have added you to the waiting list.

EDIT:

Autumn

1001, 1st Limestone

The dry season has arrived.

I'm going to ignore the zombie elephants for now as they come and go but are not a threat.

Urist the Red apparently decided to have a small break, and steel production has stopped. It looks like I'll have take care of this myself...

Spoiler (click to show/hide)



1001, 14th Limestone

I made two steel serrated disks for the weapon traps. Urist the Red finished his break and steel production continues.

One of our war dogs gave birth to a puppy.

---

The traps have been finished, but our fortress still needs more protection.

Spoiler (click to show/hide)



1001, 13th Sandstone

There's a zombie Giant Leopard wandering outside. I'll have to keep a close eye on this one.

Spoiler (click to show/hide)



1001, 16th Timber

The supply caravan has arrived! And the liaison as well. I hope they brought good items...

Spoiler (click to show/hide)

---

Some dark gnomes tried to harass the caravan! Though the guards kept a close eye on them, and the gnomes failed to snatch anything. And nothing was killed.

We traded some of our mugs away for some booze, metal bars, a steel helm and some cages.

End of Autumn

(OOC: I'm quite surprised that this fortress has a zero fatality rate as of now. Including any wildlife/undead.)
« Last Edit: September 21, 2010, 04:38:19 am by Duriel »
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Dariush

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Re: Tallguilds (Community Fortress)
« Reply #18 on: September 21, 2010, 07:37:49 am »

Time sure goes past fast here. It was actually half a year since we arrived, but still every night I can picture the contorted look on Minkot's face as he leapt from the wagon, undead beasts wandering just outside circle of light made by our torches and the horror I experienced when I learned we won't be able to get any farther.
Now, this place feels almost like home. The trumpeting of zombie elephants and clack-clack-clack of undead paws on stones outside now feel soothing - the very sounds that scared the crap out of me not so long ago! My hallucinations about Tazuk are going away and, with steel production going full speed, I feel safe in here. Oh, the steel!...
It's been just half a year, and the iron I never knew we had started getting reworked into the material second only to adamantine in terms of usefullness for weapons. When I saw Urist the Red dragging large disk to the trap corridor, a whole lot of fears passed in my mind - the traders have arrived and we bought disks without me knowing; the traders were killed by undead and we salvaged the remnants; someone bought them beforehand and wasted out limited preparation money on those ridiculously overpriced machines of killing. Apparently, those fears were unfounded - we have our own steel now!

Duriel

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Re: Tallguilds (Community Fortress)
« Reply #19 on: September 21, 2010, 07:51:08 am »

Time sure goes past fast here. It was actually half a year since we arrived, but still every night I can picture the contorted look on Minkot's face as he leapt from the wagon, undead beasts wandering just outside circle of light made by our torches and the horror I experienced when I learned we won't be able to get any farther.
Now, this place feels almost like home. The trumpeting of zombie elephants and clack-clack-clack of undead paws on stones outside now feel soothing - the very sounds that scared the crap out of me not so long ago! My hallucinations about Tazuk are going away and, with steel production going full speed, I feel safe in here. Oh, the steel!...
It's been just half a year, and the iron I never knew we had started getting reworked into the material second only to adamantine in terms of usefullness for weapons. When I saw Urist the Red dragging large disk to the trap corridor, a whole lot of fears passed in my mind - the traders have arrived and we bought disks without me knowing; the traders were killed by undead and we salvaged the remnants; someone bought them beforehand and wasted out limited preparation money on those ridiculously overpriced machines of killing. Apparently, those fears were unfounded - we have our own steel now!

Actually, the traders left without any casualties.

Right after one of the caravan's guards killed a zombie cougar that was too close.
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dwarf -lover-

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Re: Tallguilds (Community Fortress)
« Reply #20 on: September 21, 2010, 08:30:11 am »

This looks really interesting, could I join the waiting list?
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Dariush

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Re: Tallguilds (Community Fortress)
« Reply #21 on: September 21, 2010, 08:45:02 am »

Time sure goes past fast here. It was actually half a year since we arrived, but still every night I can picture the contorted look on Minkot's face as he leapt from the wagon, undead beasts wandering just outside circle of light made by our torches and the horror I experienced when I learned we won't be able to get any farther.
Now, this place feels almost like home. The trumpeting of zombie elephants and clack-clack-clack of undead paws on stones outside now feel soothing - the very sounds that scared the crap out of me not so long ago! My hallucinations about Tazuk are going away and, with steel production going full speed, I feel safe in here. Oh, the steel!...
It's been just half a year, and the iron I never knew we had started getting reworked into the material second only to adamantine in terms of usefullness for weapons. When I saw Urist the Red dragging large disk to the trap corridor, a whole lot of fears passed in my mind - the traders have arrived and we bought disks without me knowing; the traders were killed by undead and we salvaged the remnants; someone bought them beforehand and wasted out limited preparation money on those ridiculously overpriced machines of killing. Apparently, those fears were unfounded - we have our own steel now!

Actually, the traders left without any casualties.

Right after one of the caravan's guards killed a zombie cougar that was too close.
My character was pondering how did we get steel, the actual trade isn't mentioned :)

Duriel

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Re: Tallguilds (Community Fortress)
« Reply #22 on: September 21, 2010, 09:15:01 am »

This looks really interesting, could I join the waiting list?
Yeah, sure!  :D What you'd like to be dwarfed as, or do you want to wait until migrants show up?

My character was pondering how did we get steel, the actual trade isn't mentioned :)

Oh, right. I forgot to mention that. I manufacture it with a coal-powered furnace at the moment, when Urist the Red isn't doing anything else, as he is our Furnace Operator at the moment. :P

And...

Winter

1001, 20th Moonstone

The caravan has left.

And they found a zombie cougar. I think the cougar doesn't stand a chance.

Just as I expected, they had no problem dealing with it.



1001, 25th Moonstone

We have to make some armor for our military to ensure survival. Tazuk volunteered to make some, and Aurora went to make two wooden shields. That seems a bit elfy to me... *

Spoiler (click to show/hide)



1001, 3rd Opal

Managing the fortress is becoming quite difficult without extra hands, so I hope we'll receive immigrants next year.

We expanded the dining room a little.

Spoiler (click to show/hide)



1001, 11th Opal

I realized that nothing grows in this completely dead forest, so we may run out of wood. The good news is, there are plenty of trees left.



1001, 20th Opal

Out of boredom, I planned a tower to be built to show our capabilities. Though I did not ask permission from Aurora. I really hope she doesn't find out...




1001, 17th Obsidian

Tazuk trapped himself while digging out the towers, and decided to have a break there too! That was just plain stupid. **

Spoiler: HERP A DERP (click to show/hide)

I'm becoming more nervous since this incident happened, but Aurora seems unaware of the huge digging project.

---

Dag the Wise dug a way out for Tazuk, so he could eat something after getting trapped. That was too close...



1001, 24th Obsidian

A Giant Jaguar zombie has come a little bit too close to our fortress. I might have to deal with this, but I still don't have a suitable weapon. Apart from this axe I'm wielding, but I'm more skilled with hammers.

---

The zombie lost interest soon after.

End of 1001

Fortress map

Unit list:
Spoiler (click to show/hide)

Fortress wealth:
Spoiler (click to show/hide)

OOC stuff:
*Since shield material doesn't matter at the moment.
**I messed that one up slightly.
So, the first year has passed without any serious incidents. Except Tazuk trapping herself and having a break at the same time.
Have not seen any skeletons yet, which is a bit strange. And undead are pathetically weak in this version. I think Toady should fix that one up.
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Urist Imiknorris

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Re: Tallguilds (Community Fortress)
« Reply #23 on: September 21, 2010, 10:04:31 am »

We seem to have what I call a "Zombie Apocalypse" map. There are no skeletons, only zombies. And they're everywhere.
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ushilzagith

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Re: Tallguilds (Community Fortress)
« Reply #24 on: September 21, 2010, 10:48:28 am »

Tazuk is chuckling at the dinner table. She is a fair bit embarrassed by her mistake, but realizes that laughing at it is probably the best way not to become a laughing stock herself. She does consider the project far too great a workload for one dwarf, but the doctor should be the most sane and practical member of the group, not someone who takes a nap wherever she might tire out. To make matters worse, it was that raving egomaniac, Dag, who rescued her. She does also suppose that she might have been somewhat put off by seeing plans for such a massive mining project on her birthday and thus was not very happy about the task, but this is nothing to actually mention.

"I got tired and lost track of time. Thank you, master Tobulrodum."

All things considered, things have been rather good insofar. No dwarf has been hurt yet, in fact Tazuk almost worries about her primary skillset growing rusty. The only situation which might have warranted a medic was a dog delivering a litter and she managed just fine by herself. The doctor has mostly been mining alongside Dag, although she did try her hand at armoursmithing in Moonstone. She had fretted about the prospect of ruining good steel, but judges her first works to be serviceable protective equipment, if not quite as fine as what a professional armoursmith would create. The undead still make her fret, but at least they are zombies, not those horrid physics-defying moving skeletons.
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Duriel

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Re: Tallguilds (Community Fortress)
« Reply #25 on: September 21, 2010, 11:09:19 am »

Some migrants have arrived.

Here's a list if anyone is interested:

Vucar Zegonol, Carpenter (Male)
Ducim Lolokabras, Animal Trainer (Female)
Bëmbul Oburtulon, Animal Trainer/Pikedwarf (Female)
Ber Sibrekthad, Jeweler (Female)
Olin Nåzomatír, Armorsmith/Blacksmith (Male)
Shem Ïtebalil, Weaponsmith/Bowdwarf (Male)
Lorbam Onilid, Armorer/Hammerdwarf (Male)
Iden Sibrekoshos, Jeweler (Male)
Sigun Rigòthtegir, Gem Cutter (Female)
Sibrek Sobìroddom, Stonecrafter (Male)
Sarvesh Feshtinthäd, Weaver (Female)
Äs Kûbuknoram, Glassmaker/Speardwarf (Female)
Reg Vúshkûbuk, Glassmaker/Biter? Swordsdwarf (Female) [Tuxman]
Inod Atírasol, Cheese Maker/Macedwarf (Female)
Lòr Vodrith, Cheese Maker (Male)
Melbil Logemnòm, Butcher/Speardwarf (Male)
Ducim Lekäs, Herbalist/Pikedwarf (Female) [DEAD]
Ast Edëmthad, Manager (Male)
Doren Athelar, Bookkeeper (Male)
'Dave' Udistadil, Architect (Male) [dwarf -lover-]

I'll put these at the first post too.

*She is probably going to die, as she is possessed and seems to ask for nickel silver, which I don't have.

I think we may have the first dwarf death soon. :(

Tuxman, I dwarfed you as the first dwarf I could think of. :P So tell me if you would like a different dwarf.

EDIT:

Year 1002

Spring

1002, 16th Granite

We have set up a hospital in case somebody gets injured.



1002, 2nd Slate

Migrants! They should prove useful.



1002, 10th Slate

Ducim Lekäs, one of the migrants has been possessed!

He doesn't seem to budge anywhere.

---

After we built a Clothier's shop, the possessed dwarf promptly took it over. She took some cloth, but now she just stopped for some reason. I think we don't have what she needs...



1002, 19th Slate

I have decided to hand over stonecrafting to Sibrek, as he is more skilled than I am.



1001, 28th Slate

Aurora appointed a bookkeeper today, so we can have a better look at our stockpiles.



1002, 3rd Felsite

More weapon traps were installed, and now I feel completely secure. Like the goblins would pay any interest in this pathetic hole...



1002, 14th Felsite

An elven caravan has arrived. I heard they sometimes bring exotic animals. I would really like one of those...

Spoiler (click to show/hide)

And Dariush, our broker is partying in the dining hall. Sheesh.

Spoiler (click to show/hide)

After some persuasion, she finally came over to trade, though she seemed a bit unwilling. Perhaps it was because she had to trade with some "bunch of filthy hippies"? But she made a sweet deal for some cages, including a Giant Desert Scorpion, more alcohol, plants and a bin of CLOTH?!

Let's just hope that they bring more animals instead of cloth...

And I no longer have the best room. Huh.



1002, 23rd Felsite

Aurora appointed Gatleos as our militita commander. I wonder why...

On the other hand, Aurora made me the first militia captain. Yay! But I need a barracks to start training.



1002, 27th Felsite

Ducim went insane, as she couldn't complete her work.



End of Spring

(OOC: Death is imminent. And I have a question: Do movies recorded with 0.31.13 work with DFMA? I know that 31.12 non-legacy movies don't work for some reason.)
« Last Edit: September 22, 2010, 10:31:57 am by Duriel »
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Dariush

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Re: Tallguilds (Community Fortress)
« Reply #26 on: September 21, 2010, 12:51:22 pm »

Giant Desert Scorpion.
Just a few
Giant Desert Scorpion.
We've got
Giant Desert Scorpion.
Too excit
Giant Desert Scorpion.
YES!!! THOSE PESKY ELVES TRADED US A GIANT DESERT SCORPION!!!

ushilzagith

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Re: Tallguilds (Community Fortress)
« Reply #27 on: September 21, 2010, 01:50:27 pm »

2nd of Slate, year 1002
I, Tazuk Amostemuth, chief medical dwarf of the Tallguilds the mining outpost of The Pillars of Sorcery, have decided to commit my thoughts to this book while firm of mind.

The event which spurred me to such was the arrival of a throng, that being the correct term for 'a whole bunch of dwarves', 22 strong. It seems all those who were insane or desperate enough to come to this horrible place for the promises of aluminium, silver and other wealth, yet smart enough to take the comparatively safe route around the accursed woods, survived well enough to come here in high spirits. Upon further questioning, it turns out that there are several warriors among the dwarves, though not all of them were actually armed properly. One of them actually claims to be an archer, even though bows are notoriously primitive, undwarven weapons. Their wagons had broken down while navigating the mountains - perhaps this is the reason Aurora rushed through the deadly woods rather than navigating the hills themselves? There appears to be no place to ford this damnable river upsream of our position. With that in mind, I shall propose to Aurora that she have our new masons construct a bridge near our entrance. We were lucky when the other group stumbled upon us, looking for a safe place to cross the river. Others might not find us quite so well when we are hidden like this.

I will be somewhat saddened by the arrival of one Olin Nåzomatír, a blacksmith already very skilled at making armour. However, this means that I will finally be able to rise to the position I have been toting to possess. A properly trained official chief medical dwarf under seventy years of age? There will indubitably be some who object to this. I can only say to let them offer their petty arguments. I shall draw plans for a rudimentary medical station on the third floor down (marked as floor 61 on Duriel's incomprehensible map), extending eastward. In case of a pandemic, there will be a tunnel with doors at both ends connecting it to the rest of the fortress that can be locked, although I doubt this will be necessary.

The doors in the sides will lead to rooms for people who need to stay in the hospital for long, while offices for the doctors shall be at the end of the hallway, possibly behind another pair of easily seal-able doors. Perhaps we should eventually look into glass windows between the clean rooms and central hall as well?

11th of Slate, year 1002
A poor pikewoman named Ducim Lekäs, one of the new people, is showing signs of madness. Every glance she directs towards me sends chills down my spine. It is almost as if there is something wholly alien about her, some dread thing with an agenda. She has locked herself into a clothier's shop. Perhaps we should bar it from this side?

28th of Slate, year 1002
We have a bookkeeper. Doren Athelar, one of the miners on their way to the mountains. He has agreed to stay, agreeing that this outpost will be an excellent location for a grand gate and potent fort between the wealthy mountains to the east and the dread forest. Miss Lekäs is still there, seeming more insane with every passing day. I believe we should construct a psychiatric ward into the hospital. Given the location and our population though, this would require the hospital being three times as large as it is now.

14th of Felsite, year 1002
Elves! Those filthy cannibalistic barbarians have found us? How could those things navigate the damned forest and detect our little hole in the ground? I suggested to Dariush that he should take a nice long break before meeting them. Those things are almost as loathsome as the undead. He did eventually make a purchase, however, at which point he lost his mind and started raving about managing to buy a giant scorpion off the elves. An impressive beast, but still... We shall most definietly need that psych ward.

I wonder... It'll probably be partially under or at least next to the river, so a name containing references to boating would make sense. Something that would readily sound medical even to a layman might also be in order. Koganikal, perhaps?
« Last Edit: September 21, 2010, 02:08:02 pm by ushilzagith »
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Svarte Troner

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Re: Tallguilds (Community Fortress)
« Reply #28 on: September 21, 2010, 02:06:54 pm »

I, Sir Dag the wise The Great have decided to write in my logbook today. A few months ago (years? I don't know anymore), I was helping the peons dig out my magnificent royal tower (designed, planned, and all thought of by me of course) when some dwarf decided to take a nap within my future throne room!!! The audacity of these dwarves! When I become king, all shall fear my wrath!!! This ignorant commoner will have to be dealt with soon enough. I will not stand for such insolence in my kingdom!!! The peasants will fear me!

It also seems as if my fortress has turned into a type of mental facility! Insane dwarves roam the halls! We must exterminate them! *The next couple pages are dominated by incomprehensible drivel*
« Last Edit: September 21, 2010, 03:03:16 pm by Svarte Troner »
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dwarf -lover-

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Re: Tallguilds (Community Fortress)
« Reply #29 on: September 21, 2010, 05:31:55 pm »

I would like to, if possible, be the fort architect? Mistêm Udistadil by name he was, if you could just name him Dave I would be oh so happy.
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