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Author Topic: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)  (Read 16986 times)

Sneaky Walrus

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Re: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)
« Reply #15 on: September 26, 2011, 11:48:36 pm »

Howdy

Can I please have the mason/mechanic dwarf?
Named Alaric "the Mad"  :D

Lets hope I actually get to do something this time  ::)
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Kipi

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Re: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)
« Reply #16 on: September 27, 2011, 12:45:41 am »

Whoa!

Lots of dwarving since I went bed...
Nice to see my regular readers (from Evercage) here...  ;D

Give me Pagedentered. Change his first name to 'Urist'.

Sorry but Roboboy33 managed to make the claim before you. Any other dwarf you want?

I'll take the next male warrior that comes along. Name him Jacen.

You are in line!

I'll take the next available warrior, name them Conchobar

Male or female? If it's male then you have to wait for Jacen before I assign dwarf to you, otherwise you can have one of the female dwarves...

And I'll take the first available speardwarf that arrives, name him Edmus, last Edmus I had was the last survivor of a forgotten beast.
flesh fell from his bone while he was still alive, any-who, I'm finding this an interesting tale.

Male or Female?

Howdy

Can I please have the mason/mechanic dwarf?
Named Alaric "the Mad"  :D

Lets hope I actually get to do something this time  ::)

Hey, at least you were a mayor for a short time!  ;D

To everybody else:
You claiming have been heard and done!
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)
« Reply #17 on: September 27, 2011, 12:54:24 am »

24th of Hematite, year 101

Our miners have moved another flood down again. Currently they are working with storage section, where all the goods and products shall be stored. Our plans are to make the area efficient, just like the industrial area on the third floor. No, we don't care about curving halls or other luxury decorations if those mean worse efficiency.

Spoiler (click to show/hide)

The plan is to make line up all the storage rooms to the sides of huge hallway, which is connected to other floors by the stairs. This way there should be relatively quick access to the storage from any location of the fortress. This same layout shall be used in industrial floor as well.


2nd of Galena, year 101

While our miners are working down bellow we got our first set of migrants today.

Spoiler (click to show/hide)

The group of five dwarves were formed from two warriors, one holy dwarf and two peasants. Well, the warriors shall be useful here, and the holy dwarf may as well tend the wounded. For the peasants I have yet no plans, though I'm sure there will be something I can think of. The names have been added to my personal list so that I can keep track of who is doing what around here.


25th of Limestone, year 101

We got another group of migrants today. Five dwarves decided to travel across the world just to join our small community. Well, I don't mind, at least they brought a warrior with them!

Our population is now seventeen dwarves and dozen or so pets. So far everything is going fine, even though Karakzon and his fellow miner aren't working as fast as I would hope. Oh well, time to go down there again to speed up their working... again!
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)
« Reply #18 on: September 27, 2011, 12:55:44 am »

Shortened the latest update quite lot so that I can catch up with all the dwarvings and story. Two waves of migrants so at least there should be few dwarves to choose from...  ;)


EDIT:
Just to note that all immigrants will have all the jobs they have skills in enabled. When claiming you can ask to turn certain jobs on or off. I will also turn on some jobs for unclaimed dwarves, in that case I will list those skills in the dwarf list as well. Just remember that caste restrictions still apply, so unless you have a very good reason I'm not going to give dwarves the jobs their caste is not meant for.
« Last Edit: September 27, 2011, 01:06:17 am by Kipi »
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)
« Reply #19 on: September 27, 2011, 02:06:41 am »

15th of Sandstone, year 101

We have finally moved all our stuff inside. This is good so that we don't have to worry about any thieving animals or lesser beings anymore.

I also figured out why our miners were slow on working; apparently they were helping in the hauling and not mining. While I'm tempted to forbid all hauling from those two we already have everything inside already, so there is no pressing need for that. But if there comes any occasions when there is lots of hauling to do I may as well do that.

Now that we have our storage floor ready I ordered Karakzon to dig deeper to first stone layer. We need solid rock to build our workshops and we need a place to dine and gather, preferably inside. And I'm not going to have a dining hall in soil layer, we need solid rock for that.


22nd of Sandstone, year 101

Our miners have struck the solid rock! And it's rich for metals!

Spoiler (click to show/hide)

So far they have already discovered iron ore, tetrahedrite and native platinum! This bodes well, we are always in need of good metals for crafts and equipment!


6th of Timber, year 101

While our miners are working down there to make a decent dining room and meeting hall Alaric 'The Mad' constructed a trading depot outside. No, we don't have anything to sell right now and no, that depot will not be the final one but at least we have a place where we can guide the caravans to wait.

Spoiler (click to show/hide)


13th of Timber, year 101

We have lots of animals which we don't actually need anymore. So I decided to assign our butcher to become tanner as well so that no raw skin gets wasted after butchering.


19th of Timber, year 101

The caravan from mountain home arrived today!

Spoiler (click to show/hide)

Unfortunately we don't have anything to trade right now, so we just guided them to the depot where they can take a breath before continuing on.

With the caravan came also the liaison. We didn't have much to discuss yet, though I ordered some more booze from the next caravan. By then we should have something to trade for them, though I didn't dare to order anything else as the traders won't probably like to bring here stuff that we can't buy.


4th of Moonstone, year 101

The meeting area has been finished!

Spoiler (click to show/hide)

Of course there is no furniture at the moment, but that should be fixed when we get our workshops ready.

I also noticed that we were missing a place where we can store all those bones, skulls and other things produced by butchering dead things. Well, our miners are fixing the problem as I'm writing this. We also should establish a garbage dump somewhere outside.


7th of Opal, year 101

Praise Armok!

We finally got our first workshops ready to start the production!

Spoiler (click to show/hide)

Alaric is going to be a busy dwarf now that she shall begin producing all the furniture for our meeting hall. I already ordered thirty-one thrones, tables and around twenty doors. After she has finished with those she should start working on with the mechanisms required for traps.


22nd of Opal, year 101

The carpentry has been finished today! Finally Humortower can begin making of bins, barrels and beds. Yeah, I know that wooden barrels are not the dwarven thing but we have no stonecrafters yet so wooden ones have to do.

Our miners have also finished my request of personal office and dining room. I just have to wait for the furniture. That shouldn't take long I think, it totally depends on Alaric.

Spoiler (click to show/hide)


28th of Obsidian, year 101

It's the final day of year 101 and it's time to summarize the passed year.

The basic layout of the fortress is ready, our miners are now focusing on expanding the industrial sector so that we can start the serious production of crafts, equipment and furniture.

Speaking of production, we haven't been able to get much wealth thus far, mostly because our workshops have been working for so little time. But that will change next year, I'm sure of it.

Our population is seventeen dwarves, which is okay for a new fortress like this. But we really need more dwarves here to satisfy all the needs we have.

All the animals which are not pets nor have any use here have been butchered. And really, where would we need a yak cow or a horse? Better turn them to food and crafting materials than keep them alive.

Spoiler (click to show/hide)
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Sneaky Walrus

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Re: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)
« Reply #20 on: September 27, 2011, 02:20:55 am »

fires of industry?
 ???
GOGOGOGOGOGO!

seriously though
lets get to trap making!  :D
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Kipi

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Re: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)
« Reply #21 on: September 27, 2011, 03:34:20 am »

28th of Granite, year 102

Another group of migrants arrived today. And oh boy, there were lots of them! I counted twenty-two dwarves and at least dozen or so animals.

Now that I have finally managed to interview each and every one of them I see that there is lots of potential in these dwarves; there are mechanics, stone crafters, masons, smiths and even one warrior! I think we should get our industries up and running in no time!


5th of Slate, year 102

Oh dear!

I just noticed that even though we have metal workers we don't actually have any furnace operators. Well, that problem was quickly solved as I assigned the four dwarves with metal working skills to also operate the furnaces. Their first task is to turn all those bituminous coals to coal and then start working with iron. After we have enough iron they should produce few trap components so that we can secure our entrance better.

Now that we have enough dwarves living here we finally managed to expand our industries. We currently have forges and furnaces, carpentry, jewelry, masonry, mechanics and stone crafting up and running. Besides those we have also some basic food industries up and running, including butchery, tannery and still.

Spoiler (click to show/hide)

Also, now that we have another noble here I decided to appoint Inchedgems to the position of bookkeeper. I honestly can't bother with numbers, she can take care of that.


10th of Slate, year 102

Alaric has one of those moods I have heard lots of. She babbled something about Armok, it seemed like she was talking to herself. Now, she cancelled the construction of thrones in one of our masonries and claimed it to herself. I know events like this will usually result artifact of some sort so I ordered that nobody should disturb her and give what she wants. I'm quite curious what she will come up with.

Spoiler (click to show/hide)


15th of Slate, year 102

Alaric finally finished her construction. And she came out with shale weapon rack!

Spoiler (click to show/hide)

After further inspection I noticed that it's just that, a shale weapon rack with only some minor decorations done with shale.

Spoiler (click to show/hide)

Honestly, I was expecting more from it. Oh well, I think we should put that in the future barracks when our miners are done. At least an artifact like that should keep our soldiers in good mood...


24th of Slate, year 102

We have finally a place where our soldiers can train after being assigned to squad. As I promised the artifact weapon rack was placed in the middle of the room. At least Derm seems to be happy with it.

Spoiler (click to show/hide)

We also moved the depot inside and the old one was deconstructed. We should be expecting elven caravan soon. Mind you, I'm still considering whether we should actually trade with the pointy-ear hippies or just claim what we want. One option, which would definitely make Derm happy, is that we just slaughter the lesser beings and take all their possessions.


18th of Felsite, year 102

The elven caravan arrived, just like I expected.

Spoiler (click to show/hide)

We guided the merchants to our depot and then I gave Derm the order go there. After he was inside we locked the doors and Derm begun slaughtering the poor bastards.

Spoiler (click to show/hide)

The battle was over almost immediately as the elves had no chance against fully armored Derm and his iron battleaxe.

Spoiler (click to show/hide)

The order I gave to Derm was to only kill the merchants and their pack animals and to leave the caged animals alone. This resulted only four kills under his belt for now, but at least he got some live practice instead of training all by himself in the barracks.

Spoiler (click to show/hide)

When we went through the possession left by the dead merchants we noticed that there weren't much useful stuff for us. Wooden crap, some cloth, a bit of alcohol, seeds and food. The only interesting things were the caged animals; giant jaguar, honey badger, crow, cougar and a donkey. Otherwise the goods were mostly junk to us. Oh well, we can at least trade those things to humans. I'm sure they appreciate crap like more than we do.


2nd of Malachite, year 102

Most of our time has gone with hauling all the crap left by merchants to storage area. But that doesn't mean we haven't improved our safety.

We decided to place the lesser steel golem brought by Churchblockades to the last turn of the tunnel connecting the stairs to the entrance. It can move freely as it's not chained but we made Churchblockades to order it to stay and guard the area it was assigned to. So any threat that tries to enter our fortress must first get past the golem.

Right behind the golem we chained one of our war dogs we brought with us when we left mountain home. If something is able to sneak past the golem the dog will alert it, making the golem to attack any sneaky bastard. Simple and efficient!

Spoiler (click to show/hide)
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)
« Reply #22 on: September 27, 2011, 04:36:21 am »

22nd of Malachite, year 102

We received another group of migrants today. Seven dwarves with wide array of skills. That is good, we always need more workers here.


3rd of Galena, year 102

Our mechanics have finished constructing several traps at our entrance.

Spoiler (click to show/hide)

Now all our enemies must first get past the traps, then the steel golem, then the dog. And if all else fails we still have Derm training right next to the entrance and thus able to deal any stray wanderer who gets too far inside. I'm feeling a lot safer now, though I'm still expecting some weapon traps to strengthen our defenses.


4th of Galena, year 102

Our hospital is ready!

Spoiler (click to show/hide)

It will also serve another purpose for now; as long as we don't have bedrooms for everybody all the dwarves seeking a place to sleep can head to hospital and sleep there. That is, as long as they don't take any space from wounded dwarves. This should raise the spirit here somewhat.


13th of Galena, year 102

It seems that the drows have figured out our location. At least two assassins did, though they were trapped inside the cages when they tried to get past the traps. So far our defense system seems working well enough, but we need to get prepared for more. That's why I went to forges today and ordered the workers to hurry up with the iron weapon traps.

Spoiler (click to show/hide)


21st of Galena, year 102

Our woodcutter was going outside to get some more wood for bins when she spotted a kobold near the traps. Somehow it had managed to get past the first line of traps.

Spoiler (click to show/hide)

Unfortunately, before Derm was able to react, the little bugger ran away. Damn it! Now they know our location for sure. We should expect more visitors from them sooner or later.


23rd of Galena, year 102

Strangely enough the little bugger returned. Derm spotted it and begun chasing it down along with the steel golem. Now that was a sight!

Spoiler (click to show/hide)

Unfortunately it managed to escape again, even though was able to wound it a little. I know this because Derm returned frustrated and told me that the stupid creature had escaped. Crap!


19th of Limestone, year 102

Fifth group of migrants arrived here today. Eight dwarves and among them three members of Holy Cult of Armok! And do you know what that means? We have three legendary doctors in our fortress! This is the day of celebration, I never thought that they would send so important dwarves down here at this point! Later perhaps but only after a year and half since the foundation? Never thought that would happen. But ain't complaining here, that's sure!
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)
« Reply #23 on: September 27, 2011, 04:42:57 am »

Alright, I think it's time to explain one thing.

One of the changes in my mod was to make the holy dwarves better in medical jobs. I gave them better learning rate and natural skills in those jobs. While playing I noticed that I hadn't saved the raw file for dwarves before copying it to DF folder, and thus that specific change wasn't featured when I first started the fortress. No problems, I just copy the file to the save folder be done with that. This explains why only now we have holy dwarves with automatically skills in those jobs.

Now, the problem is, when I gave the holy dwarves the natural skills I forgot to edit the values. So, this is what they have:
Code: [Select]
[NATURAL_SKILL:DIAGNOSE:150]
[NATURAL_SKILL:DRESS_WOUNDS:150]
[NATURAL_SKILL:SET_BONE:150]
[NATURAL_SKILL:SURGERY:150]
[NATURAL_SKILL:SUTURE:150]

For those who haven't dealt with raws much those five lines basically give the holy dwarves immediately Legendary +5 skills in all five jobs. Not going to change anything anymore, so that's what we get when holy dwarf appears. At least I can explain it in story...  ::) :P
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Edmus

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Re: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)
« Reply #24 on: September 27, 2011, 06:45:56 am »

I'm loving this, oh and I'd prefer a male dwarf to a female, but i don't care all that much, as long as it's a speardwarf.
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Kipi

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Re: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)
« Reply #25 on: September 27, 2011, 06:52:49 am »

Alright, I see that the first male speardwarf is reserved to you.
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)
« Reply #26 on: September 27, 2011, 07:42:41 am »

15th of Timber, year 102

It was that time of year again when the caravan and liaison from mountain home should arrive. And like a dwarven water-powered generator they arrived in schedule.

Before they reached the depot we had already hauled all the bins containing crafts in there and I was standing there, eagerly waiting to do some trading.

For lots of crafts I bought some wood, titanium bar, raw glass, lots of alcohol, two decorated rune iron war picks for our miners, leather, cloth, thread and yarn. We had to give them nearly every craft we had hauled inside the depot but that was definitely worth it.

The meeting with liaison went as normal, I made some request and we received some orders from mountain home. The fun thing is, as the liaison mentioned, the trade I just made should be worthy enough to make us barony! Did I actually give them THAT much?! Well now, we shall see next year if the liaison was telling the truth.

Oh, and before I forget, the latest migrant wave brought another lesser steel golem. It was assigned to guard the entrance along with the other one, reducing the chances of anything getting inside alive...


26th of Timber, year 102

Now that we have a hospital it is time to think of how we can get water underneath it. The plan was made to mine out a tunnel that will lead to a reservoir right bellow the hospital. When the tunnel and reservoir is ready we shall haul all the stone away, after which the floodgates will be installed. The floodgates will be controlled by levers in meeting area. After all those are ready we shall connect the tunnel to river.

When the reservoir is filled the floodgates will be closed to prevent flooding. Only after all this has been done our miners shall mine out the holes where the wells will be constructed.

If all goes well we should have access to clean water in our hospital.


15th of Moonstone, year 102

One of our smiths has been taken by fey mood! Metal and mood, that's a combination which always means wealth! Especially since we only have iron and titanium available.

Spoiler (click to show/hide)


20th of Moonstone, year 102

Well well, the smith has finally finished the construction. She created a iron grate.

Spoiler (click to show/hide)

And again it comes with only minimal decorations. Only few spikes of iron? Are our dwarves really lacking of imagination? Don't really know, though at least this artifact has some serious value as it's worth of twenty-four thousand bucks. Or so our bookkeeper told me.


28th of Moonstone, year 102

Today is the day when our fortress saw the very first birth. One of our jewelers, Woundcuts, gave birth to a small baby girl. It was her third child actually, but the first that was born here in Combatbronze.

Spoiler (click to show/hide)


24th of Opal, year 102

Looks like our dwarves are breeding like rabbits. Today another mother gave a birth, but this time it was three children! Not one, not twins, but triplets! Two boys and one girl. I have heard of such births but never seen one myself. Poor mother, it will definitely be a hard time to take care of all three especially since one of the two boys is showing great potential of becoming a soldier.

Spoiler (click to show/hide)

The work with water reservoir continues. We are currently emptying the mined section from all the stones and gems. Soon we can begin the construction of floodgates.


28th of Obsidian, year 102

Second year has come to end and again it's time to look back to what we have achieved.

First of all we have had the first problems with other beings. So far it has only been few kobolds and some drows but I'm expecting more to come. Good thing is, we have some kind of defense line so at least we can fight back if it comes to that.

Our economy is booming, with all the crafts and furniture our workers have been producing. We also have basic housing in form of hospital and a place where we can eat and gather. Our miners are currently engraving the dining hall to make it prettier, which may take a month or two more to be complete.

The only real project we currently have is the water reservoir bellow our hospital. It has progressed well and I expect it to be ready soon.

Our population is fifty-eight dwarves, including four babies born here. Not bad after two years though I was expecting more.

Spoiler (click to show/hide)
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)
« Reply #27 on: September 27, 2011, 08:01:06 am »

Alright, uploaded the map to Map Archive.

Combatbronze, year spring of 103

I will also post the link on the third post as well. From now on I will upload the map to Archive yearly, during the first days of Granite.

Enjoy!  ;D
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Stronghammer

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Re: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)
« Reply #28 on: September 27, 2011, 01:02:33 pm »

It is I the Great Stronghammer, requesting Dwarfing as a great and awesome male smith or once again a glorious Noble. Lol i would have posted sooner but i just found you once again kipi.
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Kipi

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Re: Combatbronze, the dwarven Sparta (DFA 0.5.4 COMMUNITY)
« Reply #29 on: September 27, 2011, 03:02:34 pm »

4th of Slate, year 103

Oh crap!

We have an intruder coming! But it's not something we have seen before! Instead, it's huge, I mean gigantic, human zombie!

Spoiler (click to show/hide)

I ordered everybody inside and Derm to be stationed right behind the traps. If we can't cage it we must kill it, and only way to kill undead is to severe the head.


10th of Slate, year 103

I have good and bad news. The good news is that our traps worked and the zombie is now trapped inside a cage. The bad thing is, there is this huge miasma coming from that fouled thing, probably due rotting.

Spoiler (click to show/hide)

I can tell you, the stink is terrible! I don't really know what should we do to it, we can't leave the cage where it is right now as that would only scare all the potential caravans away. On the other hand we can't move the cage to storage since that would just cause our halls to become filled from the miasma. Perhaps we should just dumb the cage outside until we figure out what to do with it?


16th of Slate, year 103

Another group of migrants arrived today. Twenty-one dwarves this time, among them several warriors. When I interviewed them they said that they were sent here to make us big enough to earn the title of barony. So, the rumor was true then. By the end of this year we shall be promoted unless something terrible happens.

By they way, the undead giant has been dumped outside. There it shouldn't cause any problems by producing miasma. We still have to think what to do with it, we can't just leave it out there for eternity.


7th of Felsite, year 103

The wells are finally ready and no flooding has occurred yet. That only means our plans worked. That is good.

Now, the next task is to expand the entrance above ground. We need a walls to protect the garbage dumps and pastures and perhaps even a way to lock our fortress completely if situation gets that bad.


13th of Felsite, year 103

The elves are here again. They don't seem to know what happened to previous caravan. That's good, we can do the same thing to them as well.

So, once again we guided the elven caravan, this time three merchants, to our depot. They were a bit curious why there was still some blood splatters on the walls but we just explained that one beast brought by our own caravan last autumn escaped and it wasn't too friendly. Of course we didn't want them to realize what was going to happen.

Now, when the merchants were inside, Derm was once again ordered to enter and the doors were locked. Only shortly after Dermn knocked the doors and we let him out. He had slaughtered all the elves and their pack animals, increasing his total amount of notable kills to ten.

Spoiler (click to show/hide)

Ten kills means that Derm has deserved a title. And no, I'm not talking about title like Soulchopper, which he has adopted from somewhere, but an official addition last name. From the book of titles I took the title "the Round Sockets". Don't know if it fits to Derm as I took the title randomly. But it's not the title that matters but the getting it.

Spoiler (click to show/hide)


23rd of Hematite, year 103

We received another group of migrants today. Does our queen really think we can feed all these dwarves without problems? Well, despite what she thinks, I'm expecting some huge problems in food and alcohol side unless we do something.

So, six dwarves arrived, and the very first question they had was why we didn't have mayor elected yet? Apparently our population has grown big enough to require mayor. So, we held a quick election and I'm fairly sure everybody who were interested were able to vote. So, as the result, I was elected to the position of mayor!

Spoiler (click to show/hide)

I'm honored! On the other hand, I have done good job so far, so why should anybody else be the leader? Also, our workers are getting easier time as some of the quarter requirements have already fulfilled in my case. Now they only need to make a bedroom for me and add some furniture I'm still missing. Perhaps some decorations as well?
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."
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