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Author Topic: The Shiny Fortress - For a change - All Hail Shinyism! (Turn 2)  (Read 6153 times)

Shootandrun

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Re: The Shiny Fortress - For a change
« Reply #15 on: October 13, 2011, 02:40:06 pm »

Name: Bael Goldshaper
Age: 117
Skill:
  • Major: Blacksmith
  • Minor: Negociator
  • Minor: Persuador
  • Minor: Conversationalist
Preference: Gold
Hates: Any gold alloy
Background: In the Mountainhomes, Bael was rich. He was rich because he liked gold. He would buy all the gold bars in the city and make marvelous constructions out of it. Nobody knows why he likes gold so much, but a common story is that when he was young he was taken by a fey mood, and while he managed to survive it, he always liked gold alot afterwards - eventually, he even changed his name in honor of the metal.

Apart from that, he is quite normal for a dwarf. He decided to leave the Mountainhomes because there was too much sieges, and while they never got past the defences, sometimes they could be quite annoying. He hoped this new "Shiny Fortress" was going to be different.
« Last Edit: October 13, 2011, 03:17:49 pm by Shootandrun »
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Time Blossom

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Re: The Shiny Fortress - For a change
« Reply #16 on: October 13, 2011, 02:42:34 pm »

Uh, Shootandrun and Ahra?
Minor skills are social skills and should conform with your background.
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Time Blossom cancels everything: NaNoWriMo

Shootandrun

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Re: The Shiny Fortress - For a change
« Reply #17 on: October 13, 2011, 02:43:36 pm »

Yes, I read that, but since Ahra was accepted I thought it might be ok ^^ I'll change if I have to, it's not problem.
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evilcherry

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Re: The Shiny Fortress - For a change
« Reply #18 on: October 13, 2011, 03:13:00 pm »

Oops.

Both Ahra and Shootandrun should change their minors to social skills. You can leave them out if you feel uncomfortable with them. We are striving for a balanced set of players.

Shootandrun

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Re: The Shiny Fortress - For a change - (2 slots open before starting)
« Reply #19 on: October 13, 2011, 03:17:59 pm »

Done.
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Maxinum McDreich

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Re: The Shiny Fortress - For a change - (2 slots open before starting)
« Reply #20 on: October 13, 2011, 04:11:38 pm »

Still in need of players? :3

Name: Grig Stonehammer
Age: 26
Skill: Major; Record Keeper
Minor; Comedian
Minor; Consoler
Preference: Loves his meat!
Hates: Considers vegetable a form of torture.
Background: It never was supposed to be like this. Grig was supposed to be a warrior! Fighting off all that came and tried sieging their home! Bravely smacking a Goblin in the head, drinking ale in victory in front of a giant fire cooking wonderful, dripping meat. A hero!
Except that he was spotted writing without training and promptly put into a career as a Record Keeper. It was an accident, he swears! Random squiggles that somehow made words... and complex sentences and numbers...
So that was that. He makes light of the situation, and since that situation is his life, he makes light of life! Having experienced such horrifying tragedy, he's able to see eye to eye with other dwarf's in bad situations and, with a mixture of comprehension and humour, is able to cheer up even the most down dwarf.
Given the chance to leave for this new shiny fortress and experience adventure, Grig went for it and is on his way to be a successful adventurer...
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Pseudo

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Re: The Shiny Fortress - For a change - (2 slots open before starting)
« Reply #21 on: October 13, 2011, 04:41:30 pm »

So currently you have a recordkeeper, a blacksmith, an engraver (stonecrafter), a miner, a cheesemaker, and a mechanic?

Can I reserve if possible as a woodcutterhunter? This post will be edited later tonight for the character sheet...

EDIT:

Name: Murak Blockadeguard
Age: 42
Skills:
  • Major
    • Hunter
  • Minor:
    • Judge of intent
Preference: likes bronze
Hates: Absolutely detests oysters
Background: He was often considered strange by the other dwarves, as he would stay outside and hunt. (Indeed, he moved to the present location because the local forest had caught fire and been turned to ash due to a "foolproof" lava trap and as such he no longer had anything to hunt...)
His nickname is due to the fact that he seems to have an uncanny "eye" for ambushes, having run into every ambush that occurred during one of his hunts...

(note: based off an actual person in my current game...)
(note 2: Why on terra does half my fort dislike mussels?)
« Last Edit: October 13, 2011, 05:25:47 pm by Pseudo »
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The lady the dog the paper the boy writ hit bit knit.

English is weird.

Ochita

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Re: The Shiny Fortress - For a change - (2 slots open before starting)
« Reply #22 on: October 13, 2011, 04:42:16 pm »

Ah, let me make a sheet.

Spoiler (click to show/hide)
« Last Edit: October 13, 2011, 04:53:05 pm by Ochita »
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Hastur

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Re: The Shiny Fortress - For a change - (2 slots open before starting)
« Reply #23 on: October 13, 2011, 05:19:22 pm »

Name: Vallan Lombukog
Age: 44
Skill: Major: Woodcutting
Minor; judge of intent
Minor; masonry comedian
minor; persuadery
Preference: (likes raptors for their ferocity)
Hates: (raccoons for their thievery)
Background: Vallan has amnesia, but he can swing an axe pretty hard so woodcutting came naturally. He worked as a mason but found it boring, he set out on an expedition to start anew.
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Ahra

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Re: The Shiny Fortress - For a change - (2 slots open before starting)
« Reply #24 on: October 13, 2011, 06:26:45 pm »

*shrug* made him an conversationalist
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

evilcherry

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Re: The Shiny Fortress - For a change - (2 slots open before starting)
« Reply #25 on: October 14, 2011, 12:36:51 am »

Reached Cutoff. Sorry Ochita and Hastur, you are on the waiting list.

evilcherry

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Re: The Shiny Fortress - For a change - Off to shiny fortress!
« Reply #26 on: October 14, 2011, 04:59:23 pm »

"Quick. You lot are going tomorrow. And no need to carry your personal belongings." As you assembled, you are not even given the time to acquaint with your mates. They just pack you all, with food and supplies, that you later found out are just enough to get you to the fortress, onto a wagon. You are lucky enough to be given your tools of trade, as you reported to the organizer (and for that record keeper: you will be given enough paper and ink to continue with work, so you can just disregard that).

You are literally pushed out of your mountainhome the following day, with a pair of muskoxen. You are also luckily provided with a map to the place. It was a strange feeling with guards see you away in a sorry face, but with weapons firmly posed, gesturing to tell you never to come back.

A month later, you arrived at the point indicated on the map. It does not look like a place in need of migrants, if at all. The entrance, in various gold alloys, stands at about 30 cubits* tall, and 20 cubits wide. A dwarf, on guard outside the entrance, lead you inside.

The doorway leads to a wide corridor, which is almost a thousand paces long, until it opened into a central hall. The hall is almost fifty paces side, nearly a hundred cubits tall, and at least two hundred paces deep. A river runs through the centre of the hall, carrying a major proportion of the fortress' commerce. Shops lined the left side of the hall, selling all sorts of food and goods of all origins - dwarven or not. Housing stacks above the shops, extending many levels above the shops, linked to the river level by flights of stairs. There are line after line of benches and tables, on which - like every other fortress - many dwarves consume their food on them. You don't exactly hear industry, and they seemed to be in another part of the city.

The other side of the hall is more quiet. It is lined by a stone wall with very well engraving - a work in progress, as you see dwarves still labouring on scaffolding. Various offices opens on the lowest level, and there are several windows peeking from the wall, and some are even "considerate" enough to have a balcony for a good view of this quarter of the city.

The dwarf stopped in the middle of the hall. "Welcome to shiny fortress", he said. "You are the 2894 to 2900 immigrants as recorded. Take this," as he distributed a sack of coins to each of you, "and enjoy your hopefully long stay in the shiny fortress". He bowed to you, and marched back to the entrance, leaving you all puzzled. A few other dwarves then - pretty much forcibly - removed you from the wagon, and took it away with the pair of muskoxen.

You counted the coins, and find out each of you has 60 of them. They are, surprisingly, made of tin, and not really legal tender at least back in the mountainhomes.

You are left in this strange place, devoid of a way to get back home. So what is your next move?

*all natural units are with respect to dwarves.



Note: I'm sorry for throwing such a curveball. If you are really uncomfortable with such situation please let me know. And if I have not make that clear, you are now acting individually.
« Last Edit: October 14, 2011, 05:46:54 pm by evilcherry »
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micelus

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Re: The Shiny Fortress - For a change - Off to shiny fortress!
« Reply #27 on: October 14, 2011, 05:14:03 pm »

A well established fortress. Not too different from the Mountainhomes then besides the size and the ludicrious amount of decoration. Course there was always a reason for such beauty...Perhaps the dukedom was rich or they were just trying to hide some hideous thing...Best to get settled in...

Look for a cheap inn to stay in then look for a mechanic's workshop/factory/assembly and ask for a job.
« Last Edit: October 14, 2011, 05:24:36 pm by micelus »
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Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
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Sinpwn

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Re: The Shiny Fortress - For a change - Off to shiny fortress!
« Reply #28 on: October 14, 2011, 05:17:11 pm »

This... this this this... Is different.
The lean dwarf's eyes scanned the fortress, seeing ecstatic dwarves, a thriving trade industry and impressive architecture. But this was not all, for he saw that it was too good, nothing could be this peaceful. Every moment he would see a shadow behind a corner, the glint of blood slick ivory, the distant sound of a demonic trumpet...
Get a layout of the place, wander around the side passages and towards the rest of the fort. Inquire with the engraver's guild if they are looking for more workers on the way.
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Shootandrun

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Re: The Shiny Fortress - For a change - Off to shiny fortress!
« Reply #29 on: October 14, 2011, 05:23:08 pm »

Bael was infuriated the moment he saw the entrance. He managed to calm himself down before he insulted anyone, but this crime was not going to remain unpunished. The ones who did this were going to regret it. The blacksmiths of this city were going to understand you cannot mess with beautiful, perfect gold.

First, he had to find them. Then, he was going to join them. And then, he was going to take control of them. Yes. It was a good plan.

Find the blacksmith guild or the best blacksmith in the city if there is no guild.
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