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Author Topic: Areliton Ador, Community Fort - XXXXU: [The End]  (Read 34249 times)

plisskin

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Re: The Waterhalls of Drowning - A .18 Community Fort & Story
« Reply #45 on: March 05, 2011, 08:03:47 am »

I just rolled four men and two wimmenz, which should suffice. Customizing commencing.

I did end up getting 64x Windows 7 to work, btw, and it is glorious.
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Re: The Waterhalls of Drowning - A .18 Community Fort & Story
« Reply #46 on: March 05, 2011, 08:04:46 am »

Missed one  :P
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plisskin

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Re: The Waterhalls of Drowning - A .18 Community Fort & Story
« Reply #47 on: March 05, 2011, 08:46:34 am »

I CAN COUNT ARGH I SWEAR. FIVE men, TWO wimmenz.

Anyway, updated. The doctor no longer worships a god of Suicide but that doesn't mean he's any less of a Kevorkian. However, now Valrandir does and he's in control of designing the magma flow. I'm sure everyone will sleep easy in knowing that.

If all goes well, I'll update again today with a season's highlights!
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Re: The Waterhalls of Drowning - A .18 Community Fort & Story
« Reply #48 on: March 05, 2011, 11:54:11 am »

The only segment of actual diary I was able to obtain from these "Waterhalls of Drowning" was the following, unmarked and unsigned. Therefore, author unknown. It appears to be a transcription from an impartial viewpoint, likely assembled from multiple accounts of the same sequence of events and narrated as follows:

"The wagon had disappeared.

The Doc and Salmongod stared down at that surf-washed patch of rocky sand, mystified. The wheel tracks were right there, leading down the slope, cutting through the sandy loam until petering out somewhere around where the tiniest of waves lapped against the grains.

Salmongod removed his glasses, squinted, and then put them back on. The wagon continued to not exist.

The Doc tried to count on his fingers the barrels they'd unloaded, wishing they'd been able to haul his former office with them. One, two, three . . . something like fourty servings of meat, twenty hearty doses of booze, perhaps ten plump helmets. The anvil was accounted for and his cloth was safely wrapped up in the uncouth and crude storage area that Metalmilitia and Guudespelur had quickly hacked out just a dwarf's height beneath the undergrowth.



Nothing important was missing, right?

Guudespelur joined them with pick in tow, noting the necessity of sleeping arrangements for the coming night. They'd all be sleeping in the dirt if he didn't fell some of these bizarre bigleafed "Palm" whatchamacallits and get to planing out bed-frames. All he needed was a good sturdy board from the wagon to pare down into an axe handle and then affix a . . .

The three of them shared a moment of silence atop the cliff, staring down at that empty space with an eerie sensation. Whether it was the unprecedented disappearance of their entire wagon or the prospect of sleeping in the dirt until an axe could be acquired, well, I can only guess.

The sound of something gigantic screaming in fury echoed from the south which sent them scattering back towards the safety of their hole. It persisted for half a day. The Doc quickly organized the group into an impromptu meeting at the storage zone when they noticed that Valrandir was absent without a word as to his whereabouts. Eliza shrugged, holding several handfuls of prickle berries by the hem of her dress. Salmongod related to the rest the vanishing of the wagon while Taricus popped his head out of the hole and scanned the jungle for any sign of Valrandir, or the beast that had let loose such a terrifying wail.

A rustling in the bushes preceded the reappearance of the engineer with a steel crossbow resting on his shoulder and a peculiar expression. He gestured over his shoulder and let Taricus know that he'd procured dinner for the group for the next month.



It took Taricus an entire day to haul its monstrous corpse back to the dig, and another day and a half for Eliza to slash the damn thing up. It filled a quarter of their barrels with just the meat. Valrandir, apparently satisfied with this catch alone, set the crossbow aside and began setting up masonry and gear-making arrangements while Taricus learned how to tan hides. It was much more difficult and smelly of work than he'd ever imagined, but in the end he found himself with a workable slab of elephant hide fit for a suit of armor.



The miners continued their grunt work until a suitable soft industries sector had been carved out. "Suitable," as in, "functional." Not a single dwarf was looking forwards to working in such pitiable conditions. A semi-decent dining room was one of the highest priorities all seven.



When asked about what in the name of Armok they were going to do with sixteen rooms and no beds, Metalmilitia and Guudespelur shrugged and went upstairs to check on some commotion issuing forth from above. Almost everything; the eating surfaces, the chairs, the floors, the walls, the workshops, all carved out of salt. Just breathing down here seemed to suck the spit out of your mouth. Eliza had to keep swatting the donkey away from licking the table legs.



The Doctor, unfamiliar with floodgate mechanisms, was pounding on the wrong side of one after doing his best to follow Valrandir's installation instructions. Meanwhile, the mechanic was busy helping transfer comestibles from top-level to the newly established subterranean farming zone that Eliza was outfitting with various workstations. She seemed concerned about the mere 20 Urists of booze left.



By the time Valrandir had gotten the floodgate properly linked up, the Doctor was sweating and complaining loudly of his thirst. Upon activation of the gate he sprang from the prison he'd constructed for himself and hit the barrel.

Work, as always, contracted time: it was summer already and the farms hadn't even been planted yet. Their new home was nothing more than a pit with a hinged slab tossed on top of it:



and they were being forced to sleep on the cold hard ground. What had caused the wagon to vanish so neatly and simply? Even underground they could hear The Waters of Lamentation crashing against the conglomerate, bellowing like some manner of beast of its own. Something was very disquieting about those waters. If one spent too long looking at the waves, they could swear something was under there looking back.

Waiting.

Their hands now dirty, the seven wondered how long it would be before they had a true fortress that could be properly called a home."

OOC

Well! Our humble little hole in the ground is born. I've dug down far enough to get rock salt, limonite and lignite and I still haven't hit the aquifer, so we're probably not even going to have to deal with it for now. At the seasonal save I was irrigating underground farming. My next update will probably be at year's end since this early stuff isn't very exciting. If any Fun goes down I will document it.

My current plans are: build an enclosed surface farm zone, dig a trade depot with an attached drowning deathtrap, start digging down to see if there's an aquifer between us and magma, get food supplies running and produce some basic needs, work out some simple entryway defenses and get a barracks up.

I was extremely embarrassed to find out that we had no wagon to turn into trading axes and therefore chop trees into beds, or for fuel to start processing the copious amounts of coal we've uncovered. It looks like the next trading caravan is going to get a rude surprise: I'm seizing the goods we need from them.

And if it's the mountainhomes, well, those evil imperial bastards aren't going to make it out alive to send word of our survival.

Rrequests or suggestions for the coming seasons? Need any more pix? Just let me know.
« Last Edit: March 06, 2011, 07:02:01 pm by plisskin »
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Re: Areliton Ador - Community Fort - 1000U: [A Hole In The Ground]
« Reply #49 on: March 05, 2011, 02:10:28 pm »

male migrant please
let him get up to legendary miner then let him join the military, but keep the pick
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Re: Areliton Ador - Community Fort - 1000U: [A Hole In The Ground]
« Reply #50 on: March 05, 2011, 02:30:36 pm »

Well, things appear to be going well, I can only hope no Fun happens until at least the first migrant wave.

And here's the beginning of Doctor Enolic's journal, I hope to write these in parallel with what plisskin is writing.
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« Last Edit: March 08, 2011, 01:09:57 pm by CrimsonEon »
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plisskin

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Re: Areliton Ador - Community Fort - 1000U: [A Hole In The Ground]
« Reply #51 on: March 05, 2011, 04:21:11 pm »

male migrant please
let him get up to legendary miner then let him join the military, but keep the pick
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I will assert the assertion that you're asserting that he should have a very nice pick. It shall be done!
Well, things appear to be going well, I can only hope no Fun happens until at least the first migrant wave.

And here's the beginning of Doctor Enolic's journal, I hope to write these in parallel with what plisskin is writing.
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Fun stuff man. I like the Doc's presence in the place as "the reasonable one" to what will follow.

I forgot to mention: I had to, er, reload a save before I started the fort before I ever posted because a skeletal sea serpent crawled out of the water just minutes after I'd gotten people dragging stuff to stockpiles and bit Valrandir clear in half. Everyone else followed.

It'll be a few updates before things actually get interesting at all. Setting up is always a bit boring, but this fort's actual "fort" won't exist until we have a magma pumpstack and aquaduct spilling hot goo into the horrible ocean. The amount of potential Fun involved in the logistics of carving a living fort out of an offshore magma plug might be beyond my abilities as a player but this fort was meant to be a challenge all-around.
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Re: Areliton Ador - Community Fort - 1000U: [A Hole In The Ground]
« Reply #52 on: March 05, 2011, 10:16:45 pm »

You'd best be careful as to how you dispose of the spiesmerchants.  Having someone just flat-out murder them would cause a loyalty cascade.  So you'd best resort to the much more dwarven method of needlessly complicated traps.
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This fortress is turning into some kind of supervillain lair or something.
You do remember that you've been farming gigantic wingless dragon-fish for profit and Fun, right?

plisskin

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Re: Areliton Ador - Community Fort - 1000U: [A Hole In The Ground]
« Reply #53 on: March 05, 2011, 10:38:17 pm »

You'd best be careful as to how you dispose of the spiesmerchants.  Having someone just flat-out murder them would cause a loyalty cascade.  So you'd best resort to the much more dwarven method of needlessly complicated traps.

Drowning or cave-in trap is my plan. Probably the drowning trap.

Or maybe I should give them a welcoming gift: their own private beach tour of the Waters of Lamentation!*

*One-way admission only. The Rags of Paint not responsible for sudden unwelcome appearance of aquatic wilddeath.
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Re: Areliton Ador - Community Fort - 1001U: [A Hole In The Ground]
« Reply #54 on: March 06, 2011, 09:04:18 am »

Just started again and we just got some migrants, so Redpanda and Scaraban are going to be dorfed. I'll assume you both want males. Time to join the Fun! And remember, just because you're migrant doesn't mean we're suspicious of you!

EDIT: Three women and one man in this wave. I'll dorf RedPanda and if Scaraban is a bloody sexist wants to wait I'll dorf him next wave.
« Last Edit: March 06, 2011, 09:15:21 am by plisskin »
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Re: Areliton Ador - Community Fort - 1000U: [A Hole In The Ground]
« Reply #55 on: March 06, 2011, 02:32:06 pm »

Triple posting in my own thread. Oh well!

All right, finished the year. Unfortunately nothing very interesting has happened yet besides two migrant waves, an elephant mysteriously wandering into the dining room and its subsequent violent death, a marriage between two dorfed members and of course the easily foreseeable results of sealing the mountainhomes merchants in a seaside cave until they all went insane from the noise of the waves.

I'll update ASAP. Since nothing astounding happened all year it won't be an amazing read.

Is the impersonal narration working? I kinda prefer having a personality to go with it, maybe I'll adopt a random immigrant for myself to make things more interesting.
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Re: Areliton Ador - Community Fort - 1000U: [A Hole In The Ground]
« Reply #56 on: March 06, 2011, 04:19:45 pm »

I wouldn't mind having a personal narration. I am more used to those than the impersonal ones.

And I aught to write a journal, but perhaps after those two 5% assignments are turned in.
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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.

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Re: Areliton Ador - Community Fort - 1000U: [A Hole In The Ground]
« Reply #57 on: March 06, 2011, 05:45:24 pm »

 I continue my recounting of the early years of Areliton Ador:

 Apparently the year 1002U passed with great progress, and some confusion, with the introduction of a new element: defectors.

 

 The seven, harried by the flood of work necessary to establish self-sufficiency, had little time to properly receive the newcomers. Instead, the newcomers introduced themselves with a much-welcomed gift:

 

 The newcomers informed the seven that they were one of two splinter groups from Lashsavior who were informed of the founding of The Waterhalls of Drowning. When asked how they came by the exact location of the fort, Sodel said that it was on a map delivered by some bizarre means: a weak and starved mule had arrived to the gates of Lashsavior still carrying a dead dwarf, having bled out from a crossbow wound. He had concealed on his person some various recent historical documents and a map along with a letter from the queen herself stating that, "if all goes to hell" he should deliver the message to the Rags of Paint in Lashsavior.

 Of the newcomers, one put himself forth as their representative: RedPanda.

 

 He seemed amicable enough for a stranger but professed to know nothing of the queen's location or status. He immediately set to work helping fell as many trees as possible. From this first batch of lumber spawned two boons: beds, and absurd amounts of fuel for the forges. Within a month the metalworking industry had commenced and Taricus was at the helm of it. With every lump of raw coal two more were produced until the floors of the forges were covered in the stuff. Soot everywhere.

 A number of migrants were uneasy about their rooms being carved out flammable coal but Valrandir ensured them that elevating magma, sadly, hadn't yet commenced and that they had his every assurance their rooms would "remain . . . for all intents and purposes, secure." I understand that he quickly left the room before any further queries could be raised.

 More migrants arrived not long after. They numbered 16 in total. Of the newcomers, a fellow named Scaraban presented himself as an unskilled, but willing to learn, miner with a desire to slay the most impressive of beasts.



 He was handed a pick and told to get to mining out limonite and digging out a proper hospital.

 Now, it is a well-documented fact that The Waters of Lamentation are not only the largest body of water close to dwarven civilization but also the strangest. Its influence on sentient beings and animals both cannot be fully accounted for or explained. The halls of Areliton Ador witnessed the first signs of how the water itself was almost a being with thought and presence when an elephant quietly and calmly marched into their dining area and stood for several days without moving or making a sound:

 

 While not . . . immediately harmful, from what I understand, this elephant was disturbing the workers with its disquieting presence. They refused to continue to build on the hospital with it standing there. Like a shark its eyes followed their every movement. At the time the Rags of Paint had assembled a rag-tag sort of militia composed of strong and capable mining dwarfs. The fort came to the rapid consensus that the elephant had to be dealt with in the most immediate way, especially since some clumsy mismanagement on the part of the new work staff unfamiliar with the fort had allowed some 80 urists of food to become inedible and a breeding ground for disgusting flies:

 

 The militia, who momentarily called themselves the Colorful Coals, perhaps in homage to the stuff they'd been scraping out for the past months, flew into action:

 

 

 

 

 It is made of dinner and ivory.

 The Doctor was said to have been a stickler for cleanliness. He washed the halls of its blood without a moment's notice:

 

 Without a hospital to oversee he'd been feeling a bit . . . out of sorts, the Doctor. Construction had progressed slowly and he had little else to do with his time besides strike up conversation with Eliza during work hours. Effective at multitasking and capable as a dwarf can be, Eliza managed to oversee the production of booze, slaughter yet another elephant, bring plant stocks up 1000% from nothing and found herself a husband with fine standing.

 

 Many of the original seven were in attendance as a show of support. Everyone deemed it a token of good fortune.

 

 

 Not even the presence of undesirables could ruin the occasion:

 

 They were driven off by the Colorful Coals without incident.

 Their good spirits were interrupted only by what they all knew was coming:

 

 The Wet Papers had found them.

 

 The Doctor did his best to occupy this liaison with formalities and talk about potential alliances. He followed the Doctor everywhere he went, and Enolic could see him taking mental notes the entire time: calculating their defences, counting their stockpiles, coming up with what he would report back with to his superiors. None of the caravan members could return alive.

 A trade depot had been established some months ago in an artificially carved sea-cave with an easily barricaded door. The merchants were directed to unload their goods upon it which they did so warily, eyeing the waters carefully while they managed their cargo. The location was unorthodox, but I commend the Rags of Paint on their acute awareness of dwarven preference for mist: they found it exotic enough to file all in. The soldiers examined the rough corners of the cave and seemed to appreciate the chance to have such an excellent view of the hot equatorial oceanscape.

 

 Without warning, however, they found themselves unable to not appreciate it.

 

 
« Last Edit: March 06, 2011, 07:02:46 pm by plisskin »
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Re: Areliton Ador - Community Fort - 1000U: [A Hole In The Ground]
« Reply #58 on: March 06, 2011, 06:45:54 pm »

 I must note that this plan of action was not without some controversy even amongst the Rags of Paint.

 A hushed meeting was called by the original seven, with the addition of the now-trusted RedPanda and Scaraban. There was some disturbance amongst the workers: all involved knew that the Wet Papers couldn't be trusted and that if released would reveal their location to General Lanceboots and the loyalists of The Passionate Girders. While they had to be dealt with, not everyone could agree on how.

 A few noted the lack of an actual method of disposal. This meant that the caravan members would be left to starve to death in a hole. Few, if any, of the dwarves considered this a fitting method of execution for any member of their fellows, enemy or not. To die with so little dignity? Where was the function? Where was the throwing of a lever? But all the same, there hadn't been enough time to construct a properly dwarfy method of murder. An argument commenced: one side decreed that they should be left for dead, citing the importance of continuing with fort construction. The other side demanded that a properly dwarfy death be determined for their former countrymen.

 In the end, a sort of compromise was reached. The latter side of the argument ultimately won out when Guudespelur offered to personally cave the ceiling in on their heads. While the amount of rock available for such an effort was insufficient to guarantee death, the concussive force of the collapse would knock at least a few of them into the ocean. And besides, it wasn't the actual method of execution that mattered but the fact it had been the result of some form of elementary physics.

 Guudespelur, Redpanda and Scaraban set out to enact the plan:

 

 

 

 After the dust cleared, the miners looked down upon the wreckage of the former depot and found only two living things remaining: a merchant and a horse gone completely mad with fear.

 

 It was . . . unnerving. The horse immediately flung itself into the surf to its death, while the merchant seemed completely far gone. He did not move, he did not speak, he simply stared out at the ocean with droplets running down his face. Whether tears or surf, none could tell. When the depot was unbarred and the goods hauled out he still would not move. If pulled away from the sea he would struggle limply, then crawl back to where he could watch the waves throw themselves upon the rocks over and over again.

 Coffins were prepared.

 Meanwhile, the liaison himself had long since gone into a panic. Having been locked into the lower levels of the makeshift fort separated from his fellows, the realization that he was never going to make it back alive finally got to him.

 

 Perhaps as an act of protest, he began to fling his clothes off of himself while screaming about betrayal and loyalty.

 

 Doctor Enolic diagnosed his final cause of death as being a result of "the crazies."

 

 Mebzuth had left the building.

 The spoils of their act of defiance towards their kin were enticing, but the experience left a bad taste in everyone's mouth. If this were to happen again, it would need to be done with much more respect and elegance. I believe it was Valrandir who spearheaded the initiative of constructing a more polished, if less conspicuous, device for disposing of the next attempt of the Wet Papers to infiltrate their operations.

 

 An entire year had passed, and they now had a semi-liveable intermediary fort from which the true Areliton Ador could be constructed.

 Entryway defense was complete, as well as a tunnel connecting the fort directly to the deadfall zone for safer removal of future goods.

 

 As a historian, I am embarrassed to admit that my archives leading into year 1003 and beyond of Areliton Ador have been . . . well, they're what I'd call "highly incomplete." In fact, I do not possess them at all. All of the knowledge that I possess in regards to this place has been exhausted, as mine were bought from a rather shady looking Elf gypsy who professed to have visited the location. I suspect that any existing records may have been destroyed by some sort of natural or otherwise disaster that befell the embark. I can only imagine what lay in store for these hardy dwarves in the coming years.


CURRENT DWARF STATUSES

Doctor Enolic

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Eliza

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Valrandir

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Taricus

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Salmongod

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Guudespelur

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Metalmilitia

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Redpanda

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Scaraban

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Re: Areliton Ador - Community Fort - 1000U: [A Hole In The Ground]
« Reply #59 on: March 06, 2011, 07:09:54 pm »

Well, things certainly got up to speed with over 20 new people.

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« Last Edit: March 08, 2011, 01:09:06 pm by CrimsonEon »
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