Many forts have tragically ended before even their first year is complete. I believe that the urge to seek adventure in harsh and troublesome biomes is to blame. The players discover much to their dismay that the game kills them off before their turn is over. And so ends yet another succession game.
This game begins nestled between two dwarven civilizations, expanding the dwarven empire to encompass more of the region. It's not overly hostile or evil, so that the game may progress into adulthood.
The Imperial Picks send forth an expansion team to take hold of new land. On the mountains edge, there is a tropical swamp and a tropical jungle, both growing over an abundance of dolomite, known for it's rich iron deposits. Further, the surface of the swamp is sand, holding the possibility of a future glass industry.
It's hot, but not scorching, so the brook may provide water to plant crops and for fishing.
So with a song in their heart, the Oaken Lancers set forth to create the Outpost of Letterhide.
It seems the reports of a brook were false; all that remains is a series of freshwater ponds in the Certain Mire swamp to the north. We'll have to make due, and plan accordingly.
So our band of merry dwarves set to work. The mission is to dig in and start a plantation, and to that effect, we've taken four miners, two farmers and a woodworker:
Turn List
250 - AngleWyrm
save file251 - MrNuke
save file252 - filiusenox
save file253 - Dr. Ninja skipped
254 - MrNuke skipped
255 - AngleWyrm
save file256 - filiusenox
257 -