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Author Topic: Areliton Ador, Community Fort - XXXXU: [The End]  (Read 34253 times)

plisskin

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Re: Areliton Ador, Community Fort - 1003U: [The Art of Dismembering]
« Reply #105 on: March 10, 2011, 10:01:59 am »

Valrandir: "Humm, this whole apocalypse was just yet another of my dwarven dreams"
"Enought, WE MUST BUILD IT! THE WATER TOWER!"

How'd you guess?
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Re: Areliton Ador, Community Fort - 1003U: [The Art of Dismembering]
« Reply #106 on: March 10, 2011, 10:10:22 am »

Actually, if you remember who the migrant is (if not, just choose a random one) have him 'discovered' to be a spy and saboteur, with plans on how to kill the main group and all the sympathizers.
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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.

plisskin

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Re: Areliton Ador, Community Fort - 1003U: [The Art of Dismembering]
« Reply #107 on: March 10, 2011, 03:54:51 pm »

Actually, if you remember who the migrant is (if not, just choose a random one) have him 'discovered' to be a spy and saboteur, with plans on how to kill the main group and all the sympathizers.

BESMAR. I could never forget the lever-pulling skunk. Sounds good: canonized.
« Last Edit: March 11, 2011, 06:43:46 pm by plisskin »
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Re: Areliton Ador, Community Fort - 1003U: [The Art of Dismembering]
« Reply #108 on: March 11, 2011, 09:33:13 am »

The following is a barely legible and scrawled on booze and vomit-stained dwarven napkins. It is titled and underlined as "STUFF THAT DRUNKARD PALACEESTEEMS TOLD ME ONE NIGHT ABOUT HIS DAD." It appears to be an attempt at transcription of an orally-recanted tale involving a dwarf named Inod Palaceesteems, dwarf of Lashsavior and loyalist of the Rags of Paint, written down by someone with the initials of K.O.

 mORe bOOZE PlEAS.

 I'm tellin' you son . . . SON, YOu LISTENING?! I've GOT A STORY 'BOUT MY DAD. He was there okay? He was at Areliton Ador. He knew. I . . . think he was at Areliton Ador. It could've been Areliton Dedok. Or Uristaton Adil. Aluristatron Dedokdul? DWARVEN WINE.

 This place oversells their SWILL like it's SUNSHINE. And mind you I never TOUCHED elf wine, I NEVER trusted nuttin' but dorfmade fisherberry delicious. I tell you, if you think you've supped swamp whiskey you NEVA' did if it was HUMAN wiskeeeeeee. Human booze is no better than plonging ur head in a murky pool. Hoomans can't, they don't know the PH balance or the right knid of b . . . bubba . . . the bubbles. THE HEAD, the foam is all off, it's CRAP. Barkeep musta' been kidnapped as a wee'un and sold to the gobbos cuz this wine isn't worth whale piss. Yer pump helmats must've gone off before they even went in the barrul.

 Oh the story. I gotsh'a story.

 My POPS . . . o r was it my granpops? He was at Alruliton Adir. And he saw shum things. Mostly shum kidzsh. Kitsch. Kudzuuu. I'm getting sober. I'm feelin' furny*U

 [there is a napkin where the writing is completely destroyed by an unpleasant stain]
e h
 came on wave of fools looking for their deaths. I'm serious: he thought he was going to make a difference in this plashe. Place. He was a high0minded sort. Ahh, good dwarven cave-wheat bread. Sinks the dizzies. Anyhoo, he heard the story from ANOTHER guy in the place, and probably three or four of them now'thy thinkuffit. They prob'yy all told him. He arrived with the udders. OTHERS. He arrived with a crowd of sorts, a lump'o'em hardy guys from Lashsavior. Turns outthey heard the word. Word gets around. It got around.

 Kids'were growin' up that year. 1003 Urist. Or was it 1004? Hard to say in this day and age. So much dorven history behind us. Sad tales, losses, great battles. But them Waterhalls had bombed the CARP out of the . . . the carp? They carped the Wet Papers whenever they showed up for the first coupl'a years and it scared 'em good I think. Anyway, with no WORD from Arelotoon Adwor, there wasn't no reason to head out that way-likes so they figgured that the children would be their future:

 

 Damn kidzsh. All they do is dig around in the dirt. Can't cmplain though, they luv the boozsh. Suck it right up. Learn early. Good kidz. Good for Eliza. Heard she was a prime farmin' gal. Real hardy sory. Sort. Sorta, anyway.

 My paps, he found out that the Pags of Raint were still alive and punchin' skulls when the merchunts from . . . frum . . . eh?

 

 KATHOMLILMUN.

 Limnum?

 When THAT PLACE showed up. Yeah. Well, the four-eyed bookwormy type Salmongod, when that caravan showed he checked the records for any trace of a fort named that. Couldn't find it in the his-to-ree books. Checked the "Legends." No such place. Must'a been established recently, too small time to be written of with the BIG shots. So, they thought . . . will we risk it? Will we give away our see-kruh-see? They had to send a message out to the people. LIKE REAL BIG SHOT REVO-LOO-SHUNARIEZ.

 

 Those merchants.

 Not a witch, not a warlock, but I hear that trade depot was haunted. Spooky, EH?

 

 My pops said whenever he had to lug the goods back and forth from there he got a real chill. Hated the ocean too, my pops. Said it "wern't right." Man I would'a HATED living there I can't sleep at night thinkin' a narrow man'll be grabbin' my toes. Lell me. TELL ME you don't feel the same. I hav'ta look under theb ed.

 My pops said that word spread kwikly wafter the caravan came back alive freom the north. REAL quickly. The conspeer-a-tors wouldn't . . . I mean COULDN'T keep the word suppressed. It was too hard to ignoor the fact: halfway back from their trip, scheming and plotting to tell any loyalists of the Passionate Girders that Aroolitoon OOdooo was ripe for the picking, their appraiser looked REEAL cloase and spotted the monograms on the clothes they'd traded for:

 

 They'd had the previous caravans' clothing traded right backto them. That dusty coating? That was residue from the deadfall. Clever Rags of Rainjt sellin' the dead back to the living.

 Happy dwarves, they.

 

 My father said that on the way to the place, he'd had sum bad nightmares. Real bad ones. He'd had a vision almost-likes. In this vision some dwarf, a saboteur, had cleverly staged a trap accident. A miserable wretch, he wated for some of the workers to start grabbin' goobo goods off of the spike traps and then activated them. Three dorfs dead. Even a lil' baby. Terror and panic, flashes of horrible . . . terrible things. Misery and woe. Dwarves smashing doors off of their hinges. Coffinds being lined with the ded. I . . . du'wanna think about it. Almost as if a portent of the future, of things to come.

 BUT I DON'T BELIVE IN THAT HOGWASH.

 He tol'me that they'd made a real nice stat-shoe chamber for keepin' up spirits. And that some smart guy had engraved an engraving of a door between the two real doors.

 

 
Quote
Seriously, one of the engravers made the well-crafted image of a door in the middle of the two entry doors. I think we have a fortress troll.

 Woul'da bonkedm y head on that one.

 Meenwhile, my pops said wehn he arrived they were smashin' iron into the real deal!

 

 And smashin' genetics into the real deal.

 

 Nev'a would've visted though, not like my pops. I'm a conservatorvationist at heart. Conservative. Safe-sort. I like my booze, EVEN IF IT'S CRAP Y'HEER thAT BARKEEP

 [there is a spattering of blood on this napkin]

 aw shuddup how did I know the barkeep used to be a milita commander? got blood all over the older blood on my shirt now, thanks a lot. guess the wine here isn't THAT awful.

 as i wuz sayin i'd have stayed awayou k from any of those frontiers. i mean how d'youknow they won't run out of booze at a momen't snotice?

 
ng
 Just sayin'.

 Well, like I was saying, my pops showed up with a whole crowd. Lashsavior had heard the call, the living drfs of the Rags of Paint needed them and they rushed off into god-knows-where-this-place-was

 [There is scrawled here a side-note: "The Incidental Forests of Enchanting, check cartographer's guild"]

 22, the lot of them were I think.

 

 My pappy came prepared, not knowing steel production was already on the way.

 

 When they got all settled in down there they saw that a meeting was in progress, and not the good "lets booze until we're walking on the ceiling" kinda meeting. It was a serious one, everyone's faces all . . . you know. Seriouslikes.

 

 Everyone had come together to disdcuss the issue of how to deal with Besmar. Now, Besmar was just some ordinary dwarf before all this. Turns out they'd found some conspicuous papers in his livin'space in regards to the trap setup. He was being called out as a aspy. A SPY, I says! A SPY! What are they going to do now, eh? What do you THINK they did?

 Well, suffice to say, Bembul wasn't a happy dwurf. DOWARF. DWARF. Ach, my tongue on dwarven wine!

 Besmar had drawn up plans to activate the fortress defense systems next goblin invasion. That means innocent dwarves, like you and me, be gatherin' up filthy gobbo armor and sub-par gobbo weaponry and suddenly WHAM right through the guts a SPEAR. He'd been hidin' orders, written orders, from the Passionate Girders under a flagstone in his room. He was a stooge. A pigeon. A filthy marmot. A poisonous rat. Boy wouldn't live to see the day, my dadd Inod was certain with the way the rest of the fort had fire in their eyes. Besmar, the perfect little nobody, exposed as a traitor and worse than a gobbo in the eyes of everydwarf.

Just like my daddy had dreamed about. SPOOKY!

OOC

Just because I reverted the save doesn't mean there can't be Fun! I've put a poll up: Besmar is a filthy spy! How should he be dealt with? Vote and next update his fate shall be decided!
« Last Edit: March 11, 2011, 06:44:29 pm by plisskin »
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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #109 on: March 11, 2011, 10:35:54 am »

Drowning a fellow dwarf is too cruel.

Instead give him a chance of survival while also making him be somewhat indirectly usefull.

Pit him in the caverns, then seal them!

- Give him a wooden training axe.
- Burrow him in the carverns then seal the entrance
- Make him cut wood and gather plants
- Make him build himself a small hut enclosed with wooden walls, with a bed, chair and table inside.
- Put a wooden door on this
- Do not let him seal himself. Anything coming in the caverns must be able to path to him.

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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #110 on: March 11, 2011, 10:37:45 am »

So.. can I be dorfed?
Any male will do.

And If I can vote, I vote for exile to the caverns.
Abit like Dragon Age: Origins. :)
« Last Edit: March 11, 2011, 10:39:46 am by Ultimuh »
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plisskin

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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #111 on: March 11, 2011, 04:19:24 pm »

So.. can I be dorfed?
Any male will do.

And If I can vote, I vote for exile to the caverns.
Abit like Dragon Age: Origins. :)

Here you are!

Spoiler (click to show/hide)

Hammerdwarf and clothier.

Had to spend today's play-time on a succession fort, but I'll be back at it tomorrow.
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plisskin

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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #112 on: March 12, 2011, 12:52:10 pm »

Well, finally found the FPS-murdering caverns 75 z-levels down. Time to send Besmar on his pilgrimage to the bloody nether.

ADDENDUM:



Phase 1 of Offshore Base complete. On to Phase 2.
« Last Edit: March 12, 2011, 02:41:46 pm by plisskin »
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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #113 on: March 12, 2011, 07:20:54 pm »

The following mud-stained sheaf of paper was discovered glued to the ancient femur of a giant mole skeleton. It is untitled save for the name "Besmar" scrawled in a dull red and undated. The handwriting is almost impossible to make out, as if written while blind or with the off-hand.

 It doesn't matter anymore. I'm through. This is my confession. I am Besmar. I've been unjustly confined to the caverns beneath the most remote reaches of the world for a crime I did not commit. Please believe me, I protested. I told them it wasn't me. I told them I was innocent. Please, whoever reads this, you must believe me: I didn't conspire against the queen. I've been forever loyal to her. I've been betrayed. We all have, twice.

 The fort that toils above me was constructed in good faith. Good dwarves dwell there. Even good dwarves make mistakes. Theirs is a terrible one for which I curse their names, but in the end I cannot fault them. His forgery was too complete, too skilful, for them to believe me and not him.

 You see, dear discoverer of this minute scrap of history, I am a woman named Besmar Ossekvabok. But I am not the Besmar who betrayed the Rags of Paint. Besmar, for those who don't understand dwarven names, is unisex. Besmar Akrulgim was the true betrayer of the Rags of Paint. He lives yet, while I have been exiled. As I said, I don't blame my fellow dwarves: Akrulgim planted his documents in my room with the surname changed in a clever imitation of my own cursive. It must have been while I was helping clean up the remains of a goblin ambush. Once "discovered," I was sentenced to this fate.

 

 When I protested and stated my innocence, of course they wouldn't believe me. They wouldn't believe anyone with the evidence stacked against me. Plans to turn the fortress' own defences against it? I'd say I'm lucky they didn't murder me on the spot, but I'm far from fortunate. I was thrown into the unexplored deepest reaches of the caverns with a play-toy hatchet as my tool. Down here there's nothing but gloom and spiderwebs. I've yet to see an actual spider, but any dark corner could hide such a thing. I dare not consider what lurks down here with me.

 I know it's futile to even imagine that this note see the horrible light of day, and an even more distant dream that another dwarf read it under torchlight, but I must let my gods know . . . the ghosts, even. The darkness. Someone must know that I was not to blame. And if you read this, and above me Areliton Ador yet lives, and if somehow the traitor Besmar Akrulgim lives, do me honor: find him and let him suffer no less than you would a snatcher of children. Send him to his gods, whatever snakes he worships.

 I have felled some trees here, and plan to construct a makeshift home for myself if possible. There are edible growths here and with time I could grow my own crop. It is possible I could use some of the rubble between me and the sealed doors that lead back into the fortress tunnels to construct crude traps with which to defend my miserable existence. It is not a life. I may as well attempt to walk back to Lashsavior, ages away through impossible darkness as it is.

 Before I set out to collect the caps I felled before this short respite, I feel I must reminisce upon fonder times: boldly striving forth from Lashsavior with the hope of a better life, the horrid smell of goblin blood littering the battlefield after our militia struck them down. The sorrow and pity I felt towards the blindfolds my imperial kin chose to wear to block out the truth of the corruption that surrounded us all. Most of all, I remember my father's tales of heroes slaying the most imposing of beasts . . . lone warriors, with nothing but their wits and their fists overcoming the most impossible of odds. Perhaps I will be like them, down here. Perhaps I will find some way to live.

 It is a hope as distant as the stars to me now, but my only hope I suppose. I'm terribly thirsty and feeling horribly exposed, in every sense. Besmar, I pray to Armok, will be devoured by his own cowardice. I hope to meet him one day, in death, and slay him again. I will kill him in death, make him an un-dwarf, have him exiled from the realm of the gods and from the aether.

 It's time to go. Please, remember me not as a traitor, but as a proud and loyal citizen of the Rags of Paint. Whoever reads this.

 [The page and the bone itself are stained a gruesome colour beyond this point]

 

OOC

 I said I wouldn't revert even if I made a mistake, and lo and behold . . . I'd exiled the wrong Besmar. I hadn't checked the gender of the Besmar I'd picked and both had very similar skillsets. Naturally this discovery came after she was killed by a wandering skeletal mole. The true traitor still walks the halls, unbeknownst to our unassuming dorfs.

 1004 update coming soon.
« Last Edit: March 12, 2011, 10:44:44 pm by plisskin »
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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #114 on: March 13, 2011, 06:00:24 am »

Now that's a neat twist on two accidents. I have to say that I like this. I don't like that some people write off some stories because they break their unwritten rules. Some even refused to read to read Nist Akath because the storyteller used DFManager. Their loss.
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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 - 1004U: [Birth and Betrayal]
« Reply #115 on: March 13, 2011, 09:51:08 am »

* Epic Update *

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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #116 on: March 13, 2011, 11:52:23 am »

ARCHIVE CODE B334: EXPEDITION REPORT #4 -
ARELITON ADOR, BIRTHSITE OF THE RAGS OF PAINT
KUBUK OMUZATON, JOURNEYMAN OF THE ARCHAEOLOGIST'S GUILD

 TIMESTAMP: 15th Felsite 2011, day 41 of site exploration.

 Introductory thoughts for the day: Long days now spent beside the Waters of Lamentation: site has much to offer us. Interesting evidence here: much to discover about the social dynamics of a newborn nation. Dwarven society has advanced much in the time betwixt, but how much truly changes in dwarf society? My hypothesis comes in the form of a rhetorical question: how fast does rock evolve?

 [Personal note: I hope to publish my thesis on the subject. That two-urist Bembul hopes to steal my glory with his own suppositions that goblins and elves are close relatives by blood. Always playing to the majority, that populist prat.]

Continued by examination of the site reveals my original supposition about a skirmish having commenced consisting of no more than six dwarves and no less than thirty invaders. Goblins, most likely, given the circumstances: out in the middle of nowhere, cursed mountains to the north, and a fully functioning steelworks down below. Like flies to fertilizer, goblins come a-marching to someone else's wealth.

 [Personal note: Humanist goblin sympathizers must keep in mind that goblinkind is a leech upon this world. I don't understand the strange sympathies of humans sometimes. I believe this to be a modern phenomena brought on by the technological comforts that Humankind now enjoy courtesy of their long-standing trade agreements with us. Do they not remember that goblins are evil by their very nature? I blame their short life-spans, the lack of long-term vision and their brickheaded, misguided idealism.]

 The Rags of Paint seemed to have been working on a more functional defence system around the time of the skirmish. The entryway to the secondary on-shore fortress leading from the depot had been modified from an access tunnel into a deathtrap for invaders: a narrow bridge had been constructed with hidden shredding traps. On each side, a drop of more than seven dwarf-lengths into a delicately smoothed pit. Nasty stuff. Here's my impression of its initial construction:

 

 Modern alchemical dating sciences never cease to amaze me, even after thirty years as a member of the archaeologist's guild. Chemical tests indicate that the elven corpses preserved by the jungle peat are are indeed from the same year as the goblin skull found at the bottom of one of the murky pools: 1004U. The cause of death was easy enough to determine from the tarnished silver arrowheads jammed between their ribs. From the layout of remains discovered in the area it's not difficult to piece together the course of the battle that commenced here. The elves were unarmed and not armoured, at least as far as one can tell. Elven arms traditionally being made of wood means that termites, large roaches and other wood-devouring vermin will consume them well before they can be preserved by any natural means. I assume these were merchants, and that they were allowed to roam the surface in relative confusion as a sort of early warning system for the military of Areliton Ador. It was not an uncommon practice in that time, post-Age of Myth, especially with the political tensions of the time.

 [Personal note: My associates and I have taken to calling this age-old tactic "Elf radar." It is akin to the now frowned-upon "Kitten radar" practice still used by remote outposts in our more civilized times, which involves tying a kitten to a stick in hopes of luring hidden invaders out of hiding. Elves, being more difficult to tie to sticks, were left to roam the surface unaware and seeking the trade depot. It is a wonder elves did trade at all with our kind historically given the dangers, not to mention our vastly differing viewpoints on the uses of trees.]

 

 The elves were rapidly surrounded. Goblins are excellent ambushers, as history has shown. Naturally stealthy by their underhanded nature, although not quite as adept at it as Koboldkind.

 

 They were pursued and slaughtered with ease. I can find no evidence that a single arrow of elven make was fired, and thus can only assume that these elves were indeed unarmed. As I mentioned before the difficulty of finding solid evidence of elven weaponry is a difficulty for any archaeologist studying thousand-year-old sites, but it is safe to assume the elves perished quickly and painfully. Goblins are unforgiving.

 

 I have reason to believe that the fort itself entered the conflict when a group of incoming migrants, further loyalists to the Rags of Paint, unexpectedly arrived. Areliton Ador's population at the time can be estimated around 44, low for an up-and-coming civilization, and thus the protection of any parties interested to joining such a remote location would have been paramount. The militia at the time, as I have assembled from evidence found within the halls themselves, consisted of eleven well-equipped soldiers. The commander of the military Guudespelur and his entourage were clearly skilled warriors. Engravings of them wielding glowing picks can be put forth as evidence to the fact. The remains of the battle are clear enough as well.

 The battle, as best I can piece together, occurred as follows:

Spoiler (click to show/hide)

 The battle in summary: Guudespelur charged out alone against the sum of their forces, blocking every shot from over 7 bowgoblins to meet their footsoldiers in direct combat. As the rest of the military struggled to keep up with him he tore through three in a matter of minutes. Ultimuh, a recently recruited but already skilled hammerdwarf, managed to invert the skull of a goblin with a single blow from his finely crafted hammer. Scaraban was the dwarf who removed the head of the goblin that I first discovered at the bottom of the peat, cleaved it off cleanly with a blow from his pick. At some point two kobold thieves became embroiled in the battle when their hiding positions were discovered and provided a distraction for the forces of Areliton Ador as the goblins attacked them instead. The battle finished with more than a dozen dead and no casualties on the side of the Rags of Paint. Nor injuries, if one can trust the logbook of one Doctor Enolic.

 

 Accidents are inevitable, no matter the skill of the commander. The military remained stationed and on duty defending the collection of the elven caravan's goods and the goblin equipment as well.

 
Spoiler (click to show/hide)

 Unfortunately for the Rags of Paint, yet another unit of goblins had been watching the battle and had remained cautiously out of sight. They ambushed the collection efforts, as evidenced by our discovery of the teeth of a dwarven child on the battlefield.

 

 Truly a tragedy for Areliton Ador, as a dwarven baby was also stolen in the confusion. The father must have been devastated.

 

 

 [Personal note: Any goblin apologists of this modern age must only look to history to see what they're capable of and what levels of depravity they will stoop to. Goblins do not change, they do not evolve. I care not for the evidence collected by mankind. Goblins are experts at deception and lies, for they are all a goblin knows. If goblins have "begun to reform" as the humans claim, it is only that they are advancing the depth of their deceptions to fool modern man into believing them capable of benevolence and compassion.]

 These conflicts were clearly the defining events of 1004 for Areliton Ador, but they were not the only points of note. Record keeping manifests state that a metalworker named Solon was caught in a fit of inspiration and produced a very uncomfortable-looking bed constructed entirely out of silver:

 

 

 

 In their efforts to construct a pit for captured prisoners, there was some fault in the overseeing of the dig and a miner was crushed under rubble.

 

 Doctor Enolic's logbook shows that the injuries were not fatal: a kiln was rapidly constructed, plaster casts were made and the dwarf's injuries were healed within a fortnight. Enolic and his hospital staff, which numbered five, were very well outfitted for such a small fort. They even had a well nearby capable of desalinating the colloidal salty bog water. Marvelous!

 A note in the overseer's diaries states that the stolen dwarf child was replaced by another quite quickly.

 

 Their bookkeeper's notes indicate that he had begun to train in archery in spite of his myopia. Perhaps to spite his myopia. As a skilled lapidary and budding glassmaker he was able to construct what I can only describe as a pair of surprisingly modern "combat eyeglasses" which allowed him to practice his marksdwarfship with ease.

 

 Ultimuh, the impressive hammerman, appeared to also be a well-trained tailor. In his off-time he had secreted himself away for the construction of an excellently decorated hood in spider silk.

 

 

 The Rags of Paint seemed to be doing excellent on their own. I am aware that they performed some limited trade with the Wet Papers to send a message to their loyal followers remaining in the old empire, but after they received them they again turtled down and refused to compromise their ideals in the face of their civilization of origin. They absolutely refused contact with the caravan from that year. I found a curious pair of drawings in the bookkeepers office, dated at year's-end. The first showed a caravan liaison standing in the middle of the jungle with no accompaniment, admiring the bloody remains of a battle.

 

 The second showed him surrounded by goblins.

 

 As of today 15th Felsite I have not yet had the opportunity to investigate the efforts of Areliton Ador to build offshore. The effort would be . . . well, difficult suffice to say. It is not an easily accessible part of the site, as per design I assume. I must collect the other workers and come up with a plan of action. The true fort of Areliton Ador is not what I have searched here. These are the dusty hallways of their preparations to true glory.

 [Personal note: Night is coming. Will have to continue my report tomorrow. The workers are still disturbed by the sea, which I must admit I have not been looking forward to nearing. I hope to dissuade them of their fears that it is haunted, for such notions are preposterous.]

OOC

 Badass military we have so far. Our next effort is going to be constructing a gigantic pumpstack tower which will force lava out to sea and drop obsidian down about fourty Z-levels to create the plug for the offshore construction. As per Valrandir's instructions I'll be using the 3x3 FPS-plus pumpstack design and create a sort of giant magma trough/spout to pour it into the sea. No matter what my FPS will be murdered by this whole operation, but it'll be great to try. If the traitor Besmar doesn't screw everything up.
« Last Edit: March 13, 2011, 12:03:17 pm by plisskin »
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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #117 on: March 13, 2011, 02:29:53 pm »

Nice, cracking goblin skulls and makeing a nice artifact on one turn. What will I manage to do next?  :D
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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #118 on: March 13, 2011, 09:28:40 pm »

Nice, cracking goblin skulls and makeing a nice artifact on one turn. What will I manage to do next?  :D

Unfortunately the answer is "get an arrow through your skull defending windmill construction."

I'm truly sorry. Would you like another dorf? I was disappointed, you were a killing machine before that gobbo got a lucky shot.

EDIT: Oh dear! More forumite casualties! Find out who neeeeeeeext update!
« Last Edit: March 13, 2011, 10:27:37 pm by plisskin »
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Re: Areliton Ador, Community Fort - 1004U: [Birth and Betrayal]
« Reply #119 on: March 14, 2011, 01:47:34 am »

Nice, cracking goblin skulls and makeing a nice artifact on one turn. What will I manage to do next?  :D

Unfortunately the answer is "get an arrow through your skull defending windmill construction."

I'm truly sorry. Would you like another dorf? I was disappointed, you were a killing machine before that gobbo got a lucky shot.

EDIT: Oh dear! More forumite casualties! Find out who neeeeeeeext update!
FFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-
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