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Author Topic: Frenzywork - Dwarven Fortress of Inequality (Story Fort)  (Read 2305 times)

Kipi

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Frenzywork - Dwarven Fortress of Inequality (Story Fort)
« on: December 27, 2011, 01:19:09 pm »

Welcome to Frenzywork, the dwarven fortress of inequality! Here every and each dwarf is treated basing on their contribution and value to the fortress. Are you a simple soap maker? Don't except any luxury or long life! Do you produce masterwork weapons and armors daily? Live like a king! It's not who you are but what you do that matters!


Embark information

This fortress runs with mostly vanilla version of the 31.25 version, though there are few modifications made; all underground plants ccan grow every season, custom reaction to produce steel directly from iron (uses the same amount of materials as iron -> pig iron -> steel route) and no aquifers.

The embark location is 5*5 big area. The catch is, the whole area is haunted! Of course we have river, soil, clay and metals as well. I reduced the number of caves to two to save some FPS as this fort would offer lots of FUN anyway.

Spoiler (click to show/hide)

The starting seven, also known as The Holy Seven, consist of miner, carpenter, stone crafter, mason, farmer, axedwarf and expedition leader. None of these are claimable.

As for the items I took food, alcohol and all the basic items, like cloth, glass and so on. The warrior also got a full set of iron armor, including both breastplate and chainmail, iron shield and iron axe. I also took lots of copper axe blades for traps

As for animals, I took two war dogs and one cat.


Caste System

This fortress introduces a special caste system to determine the worth of each dwarf; the profession of the dwarf determines the generic living conditions (above ground, soil layer or stone layer). After that the working ethics as well as other factors determine how much luxury you get. For example a woodcutters and carpenters live above ground. If you are mostly idling, haven't produced anything special and are in every way a dwarf that attracts no attention then you most probably won't have any kind of bed room. On the other hand, if you have very important person in your field of industry, you should except more luxury than average dwarf. The general rule of thumb is that the deeper you live the more important you are.

If two dwarves marry then their living conditions are determined by the higher status of both. Children heritage the status of their parents for the duration of childhood. After that, the worthiness decides their fate.

Here is the rough grouping of jobs and their living conditions:

Woodcutters, carpenters, wood crafting, hunters, fishers, animal handlers: above ground.
Butchers, leather, cloth, soap, bone and all related industries: first soil layer.
Food industry (except hunters and fishers): second soil layer.
Public meeting area, dining hall, hospital, military, jail: first stone layer.
Stone crafting, jewelry: second stone layer.
Masonry, mechanics, engraving, mining: third stone layer.
Metal working (including smelters): fourth stone layer.
Nobility: Fifth layer and deeper.

The above list is only a rough at the beginning, more accurate list will be posted when the fortress is shaping up.


Claiming a dwarf, AKA Dwarfing

You can claim a dwarf. What I need is a name, gender and profession(s). All claimed dwarves start at the lowest level of worthiness and will climb among their fellow dwarves during the course of the game. This means that, while you are still gathering the fame, you may and most probably will get another jobs assigned as well and no special wishes are granted. Gradually the claimed dwarf gets more important and will specialize to the profession(s) you have asked. I will keep on updating the status of each claimed dwarf, including what kind of special requests you can make.

Note that the starting seven can't be claimed!

If the above explanation doesn't make sense I can try to give better one.


Claimed Dwarves

Spoiler: DZA (King DZA) (click to show/hide)
A beekeeper of low citizenship status

Spoiler: Hugo (Hugo_The_Dwarf) (click to show/hide)
A soldier who also dreams of producing weapons and armors. Currently has a low citizenship status.

A mason who also dreams of becoming a hammerdwarf. Currently has a low citizenship status.

Spoiler: Uti (utilitarian) (click to show/hide)
The bookkeeper of the fortress with noble heritage. Currently has low citizenship status.

Spoiler: Zomara (Zomara0292) (click to show/hide)
A bone carver with affinity to bolts and who wants to become archer. Currently has low citizenship status.

Waiting To Be Claimed

Babylon (Babylon) - Engraver
? (GreatWyrmGold) - Soldier, prefer sword, and a soaper.
« Last Edit: January 03, 2012, 07:48:35 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..."

King DZA

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Re: Frenzywork - Dwarven Fortress of Inequality (Story Fort)
« Reply #1 on: December 27, 2011, 01:35:20 pm »

Name: DZA works fine.

Sex: Male

Profession: Beekeeper. The greatest beekeeper you can find.

Kipi

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Re: Frenzywork - Dwarven Fortress of Inequality (Story Fort)
« Reply #2 on: December 27, 2011, 02:03:13 pm »

Name: DZA works fine.

Sex: Male

Profession: Beekeeper. The greatest beekeeper you can find.

Alright, will give you him when I get one...
Just don't except much luxury at the beginning...  :P
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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: Frenzywork - Dwarven Fortress of Inequality (Story Fort)
« Reply #3 on: December 27, 2011, 02:58:39 pm »

From the Diary of Lokum Sunkenshields

1st of Granite, year 201

So, we have finally arrived to our destination. Seriously, I can't understand why the king wanted us to construct a fortress in the middle of nowhere. No, sorry, this isn't in the middle of nowhere, this place is far from that as well. And to make things worse this world is plagued by undead animals!



I must order Murkyring to prepare himself and be alert. And we need a shelter immediately. Wooden one should suffice for now...


6th of Granite, year 201

We need to hurry with the walls! The undead animals are attacking! So far Murkyring and the dogs have been able to keep those creatures away, but I'm not sure how long they last.




11th of Slate, year 201

The wooden wall is progressing and it's almost finished. So far Murkyring and the dogs have killed seventeen zombies and skeletons. Surprisingly most of the killings has been done by the dogs, leaving only two kills to Murkyring. Nevertheless I'm not saying that he has done a great job while keeping us safe.

Our miner, Lancefountains, is currently working with second floor. There we shall construct all our farms and food industry.


26th of Slate, year 201

The temporal palisade is ready! Our good mason, Kingoars, also constructed few weapon traps loaded with copper axe blades at the entrance. After we chain one of our dogs in there I think we should be safe enough.




28th of Slate, year 201

Our poor cat was killed today. The stupid creature wandered outside, I believe it was chasing some vermins at then. And suddenly, not far from our little fortress, a skeletal deer attacked it, ripping it in half. This means I must send Murkyring out there to retrieve the corpse, I don't want to have one undead more around here, there is more than enough of those already.




10th of Felsite, year 201

The farm is ready and the first plump helmet seeds have been planted. Lancefountains has already moved to work with food storage.



Now that we are a bit more safe it's time to give a bit thought to our living conditions and dividing. This is what I have decided so far; all industries and workers related to living animals and trees live above ground. All industries that does not belong to food industry and uses either plant or animal products live in first soil floor. Food industry goes to second floor, after which we shall have two empty floors for other uses. These uses I haven't determined yet.

First stone floor is dedicated to public services: dining hall, hospital, prison and so on. This also where all the soldiers will live. Second stone floor is for stone crafters and jewelers, third stone floor is for masons, mechanics, miners and engravers. Fourth stone floor is for metal workers, and under them is empty floor. Beneath the empty floor will come to housing of all nobles. All of us here right now deserve to live among the nobles, after all it's because of us that this fortress is possible.

Of course we will follow the guidelines set up by our king. This means that the status of dwarf affects how well he or she shall live. And, in some cases, how long. Working well and being valuable means better living conditions, it's really that simple. Of course, if you are only a trouble, we might as well kill you, after all we tolerate only dwarves who actually contribute to this fortress.


25th of Felsite, year 201

The food storage is ready. Finally we can move all our food supplies underground, where rotting doesn't occur due humidity and where it's safer.

I also sent our carpenter, Sealtributes, outside of the palisade to cut down some trees. I know she made a good job with the palisade but it also took all the logs she had cut down earlier, and thus we have nothing left to produce beds and bins from. I also know it's dangerous outside but Murkyring volunteered to go out with her to make sure she would return alive. How noble from him...


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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..."

utilitarian

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Re: Frenzywork - Dwarven Fortress of Inequality (Story Fort)
« Reply #4 on: December 27, 2011, 06:00:55 pm »

Name: Uti
Sex: Male
Profession: Pampered noble, but if that can't be arranged, military
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Kipi

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Re: Frenzywork - Dwarven Fortress of Inequality (Story Fort)
« Reply #5 on: December 29, 2011, 12:17:58 pm »

14th of Hematite, year 201

Murkyring had a terrible accident today. As I wrote earlier he was outside the palisade, protecting Sealtributes while she was cutting down some trees. Well, it seems like he wasn't paying enough attention to his surrounding and suddenly there were four undead animals between him and her, chasing Sealtributes down.



Fortunately she didn't get killed, otherwise I would mad executed Murkyring for the mistake.


16th of Hematite, year 201

Sealtributes has been complaining about the pain in one of her fingers as well as in her right leg. The leg itself is most probably just bruised, but it seems like the finger is broken. At least it's smashed open and looks terrible. I'm not a doctor though, as none of us is, so can't give more detailed diagnosis. And most certainly I won't try to fix the finger. But as I was able to see the bone through the smashed part I'm almost certain it's broken.



As I stated above, we have no doctors here, which means that she must just try to hold on and ignore the pain. There is no way we can fix the injury.


10th of Malachite, year 201

We received our first migrants today. Seven dwarves survived to our gates. Seven out of eleven, it seems like four migrants died during the journey in attacks of undead animals.



Of these seven dwarves one was recruited to be mason, two turned out to have some skills in metal working, one became butcher, one helps  Lancefountain in mining and one became stone crafter. One dwarf is still out of job but I believe we figure out something.

By the way, I decided that lowest floor of soil shall contain few stockpiles; furniture stockpile, trading goods stockpile, military equipment stockpiles and cage stockpile. This way we don't have to spend too much time in emptying the rooms from loose stones.


6th of Limestone, year 201

The storage rooms in the fourth floor has been finished. The quick progression is because of two miners instead of one.



Several industries has been started during last few days. Among them is masonry, carpentry, crafting and butchering. All of the workshops are still outside but those will be move inside to proper floor as soon as possible. And that depends on how quickly our miners work. At this point it just important to get those industries working so that we have proper furniture and trading goods when needed.

Off the record, I have to say that things are looking a lot better now than few months back. We have been able to secure our station here in the middle of nowhere, we have some of the basic industries running and we have even received the first migrants. In normal situation I wouldn't have thought this as an achievement but when considered that we are surrounded by undeads, the chance of survival was rather slim. But here we are, alive and kicking. From now on it should be much easier to continue.


28th of Limestone, year 201

Our population passed the milestone of twenty as eight dwarves arrived today. Of these eight dwarves thee attracted my attention; a fisher who also knows about medical treatments, thus becoming our doctor, a metal worker and jeweler. Rest of them are only lowly farmers, which means I have to figure out a job for them sooner or later. I think I go with later, after all we are still waiting our miners to finish up with the mining of basic areas.

Speaking of mining, this land has proved to be quite rich in terms of metal ores. So far our miners have reported several veins of hematite, one vein of tetrahedrite and one vein of bituminous coal. And that means we should get our metal industry ready sooner than later. That's good.


17th of Timber, year 201

One of our two stone crafters finished up the work with item that has a quality of artifact. In fact, I think this item should be considered as artifact. First artifact created in Frenzywork...

Back on topic, unfortunately the artifact wasn't created by any of us first seven, but instead by some random peasant who came after us. A pity but nothing can be done to that anymore so we should just try to accept the fact. The artifact itself is a crown made from hematite. The only decoration it has is a band made from hematite. Nothing more and still it has value of over 19000 bucks! The value is formed basically by the combination of material and quality.

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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: Frenzywork - Dwarven Fortress of Inequality (Story Fort)
« Reply #6 on: December 29, 2011, 03:10:23 pm »

18th of Timber, year 201

The caravan from mountain home arrived! And with them came the liaison! Wait... the liaison is a fisherdwarf? What in the name of Armok is our king thinking? Fisherdwarf as liaison?



Unless I'm totally mistaken no dwarf has ever been promoted to such an high position as liaison from such a low position as fisherdwarf. By the Armok's Beard, what's happening in mountain home? Are the times really that desperate? Well, I think I'm going to find it out soon enough, after all I'm supposed to meet this low-born bastard...


19th of Timber, year 201

The king is apparently gone mad. Why else he would organize a official lottery for several positions among nobility? But that's just what he did, the position of liaison, bookkeeper and manager are going to be reassigned annually from now on, and the dwarf is chosen by lottery. This is madness I tell you, madness! And, according to this pretender, each and every outpost should follow this method! Well, that's something which is not going to happen here in Frenzywork! It's more than enough that the mayor must be elected, according to the ancient traditions. And I don't care what the king thinks of it, this is our fortress!

After I got the answers I wanted it was time to do some official negotiations. Didn't request much, mostly food and alcohol, as well as lots of capable workers, and the liaison gave me a list of things the king wants to buy from us. Yeah, as if we are going to produce those items just because the king wants. I told the liaison that, as long as we don't have even the basic infrastructure we won't be giving a damn about any lists the king sends us. And to the top of that we are under constant invasion of undead animals, which won't make matter easier.

After I dealt with the liaison it was time to check with the caravan. There wasn't too much worth of buying but at least we got some more food and alcohol as well as some barrels, cloth and leather. Fortunately the caravan leader promised that next year there will be bigger caravan coming this way and as long as we keep on feeding the caravan with crafts and other products there is no reason to not send bigger and bigger caravans here.


3rd of Moonstone, year 201

I have ordered the construction of proper quarters to us first seven. The quarters shall be down in the tenth floor and each one of us shall receive a dining room, office and bedroom. With proper furniture, of course. Here is the plan of the floor:



While the miners are working with the tenth floor I have ordered our masons and carpenter to start working with the expansion of walled area. We have only a tiny area secured and we need a lot bigger one. After all we must have pastures inside the walls as well as housing for our peasants, wood stockpiles and so on. The current area is just way too small for all that. But this time we won't use wood for construction, instead the expansion shall be made from stone. Where do I need the carpenter then? Well, somebody must cut down all the trees preventing the construction, and our good carpenter is the only who knows how to do that properly. And by that I mean properly while dodging skeletal deers...


24th of Moonstone, year 201

We need more masons to speed up the construction of walls. Fortunately we had some spare peasants who were assigned to be masons. After all, they were only eating and drinking anyway, so at least they can earn their living now.


10th of Obsidian, year 201

The expansion of above ground section is finally complete. All the logs left behind by our carpenter has been collected and hauled to specific stockpile, making the whole process of producing wooden furniture a lot safer. We also have a pasture set up even though we don't have that many animals around here.



The noble quarters are almost ready, in fact the only thing still missing is the furniture. And now that our masons and carpenter have finished the walls they can fully concentrate on producing the proper furniture. Table, thrones, beds, that kind of thing. And perhaps few cabinets and coffers as well.


28th of Obsidian, year 201

The year is coming to an end. The first year of Frenzywork. I'm actually a bit surprised we survived this was, after all the local fauna hasn't been too friendly. Nor living, for that matter, I still haven't been able to figure out why we were supposed to build this fortress here?

Nevertheless of the dangers we have been able to secure and make a nice little fortress for ourselves. Of course most of the infrastructures and industries are still missing or working in temporal conditions but that has been unavoidable. At least this little fortress is relatively safe.

Next year we shall keep on expanding our fortress. Lots of new industries must be started, the defense system upgraded and military must be improved. After all, currently our military consist of one dwarf, Murkyring.
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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..."

Hugo_The_Dwarf

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Re: Frenzywork - Dwarven Fortress of Inequality (Story Fort)
« Reply #7 on: December 29, 2011, 03:58:34 pm »

I wish to be dwarf'd,
Male Axe Dwarf that uses two steel axes (no shield) and full steel armor.
High up Commander/Captain that explores the caverns and fights the greatest threats.
Name Hugo, Custom Professtion name, Limb Liberator.

And while he is not fighting or training, weaponsmith and armorsmith.
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Kipi

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Re: Frenzywork - Dwarven Fortress of Inequality (Story Fort)
« Reply #8 on: December 29, 2011, 04:16:14 pm »

I wish to be dwarf'd,
Male Axe Dwarf that uses two steel axes (no shield) and full steel armor.
High up Commander/Captain that explores the caverns and fights the greatest threats.
Name Hugo, Custom Professtion name, Limb Liberator.

And while he is not fighting or training, weaponsmith and armorsmith.

Alright, going to find a suitable dwarf for you...

At the beginning you will most probably be a weaponsmith and armorsmith who is also assigned to Murkyring's squad. This means you will spend most of your time working in forges, as soon as I get those built, and when there is emergency you will be called. Can't promise steel equipment yet as I haven't found any flux stone but I think it should be possible at some point, though not immediately.

While belonging to Murkyring's squad you will be using axe + shield combination, but after you have proved your worthiness as soldier you will get your own squad and then you shall be able to get two axes and custom profession name. Militia commander is already reserved, so unless Murkyring dies, you shall be militia captain.
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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..."

Hugo_The_Dwarf

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Re: Frenzywork - Dwarven Fortress of Inequality (Story Fort)
« Reply #9 on: December 29, 2011, 04:36:50 pm »

I wish to be dwarf'd,
Male Axe Dwarf that uses two steel axes (no shield) and full steel armor.
High up Commander/Captain that explores the caverns and fights the greatest threats.
Name Hugo, Custom Professtion name, Limb Liberator.

And while he is not fighting or training, weaponsmith and armorsmith.

Alright, going to find a suitable dwarf for you...

At the beginning you will most probably be a weaponsmith and armorsmith who is also assigned to Murkyring's squad. This means you will spend most of your time working in forges, as soon as I get those built, and when there is emergency you will be called. Can't promise steel equipment yet as I haven't found any flux stone but I think it should be possible at some point, though not immediately.

While belonging to Murkyring's squad you will be using axe + shield combination, but after you have proved your worthiness as soldier you will get your own squad and then you shall be able to get two axes and custom profession name. Militia commander is already reserved, so unless Murkyring dies, you shall be militia captain.
Sounds good to me, as long as I prove my worth
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Kipi

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Re: Frenzywork - Dwarven Fortress of Inequality (Story Fort)
« Reply #10 on: December 30, 2011, 10:31:42 am »

1st of Granite, year 202

The new year begun with the news of second artifact being created. Apparently one of our peasants decided to spend his time to creating an artifact instead of working. Now, normally I wouldn't have anything against this, but this artifact ended up being a wooden cup, more specifically a larch cup. And it had only a few bands made from larch as decoration.



Now, how valuable such "artifact" could be? No more than 2400 bucks. I claim that this dwarf just wasted his time as he would have created more wealth while actually working. Unfortunately no law considers this incident as crime so there is no way I can punish him directly. On the other hand, I noted the name down, Adil Razorslap, and when something comes up which may end up being lethal I know at least one volunteer.


8th of Slate, year 202

Third group of migrants arrived today, bringing twenty-two dwarves to our fortress. This is excellent thing, especially since there was few good smiths among the migrants. I have to interview all of them to get a better picture of talents each one of them possess.

The expanding of the fortress has slowed down somewhat, mostly because of our miners. I tell you, those two seems to spend more time sleeping, eating and having breaks than actually working.


16th of Slate, year 202

Finally our quarters are ready! It took much longer than I thought but at least we have a proper place to sleep, work and dine. I also ordered the construction of quarters to our chief doctor, after all he should be counted as noble.



I think I saw a hint of envy among the lowly peasants. Hah, serves them right, perhaps they will have better work morale now...


24th of Slate, year 202

New industry has been started today as one of our peasants, a lad calling himself as DZA, asked if it was possible for him to become a beekeeper. A beekeeper? Well, it has been quite long since I tasted a well-made mead in my mouth, so I don't see any reasons why I shouldn't grant this him what he want this time. Of course I warned him that, unless he is able to create a mead with special flavor which can't be found in any other mead across the world, there won't be much possibilities to advance in career while working as beekeeper. He acknowledged that so now we have our own beekeeper. I'm expecting the first sample of products made by Frenzywokr Meadery soon enough.


3rd of Hematite, year 202

Today our workers finally finished with moving the workshops and industries to correct floors. It took well over an year but at least now we can focus on other things as well. Getting forges ready and running is one of the major goals I have set for the rest of the year, as well as improving our military. I have few candidates under observation for soldiers, though I have to ask Murkyring's opinion first.

Oh, and before I forget, we were visited by elf caravan. They brought nothing of interest, so I just decided to send them away. No wood, no alcohol, just some cloth and crafts. I told them to come next year with better selection if they want to actually do some trading here.


14th of Hematite, year 202

One of smiths created a silver goblet today. The whole project was so special that he was able to convince other smiths to construct a forge for himself, after all we didn't have such thing ready.

The goblet is very valuable and well-made, the lad really put his heart to it. And, unlike both artifacts created before, this one had actual decoration in it; a image of general Zuglar Stoneflag. Good old Stoneflag, the slayer of hundreds of goblins and strange beasts. When we left the general had just retired. Now this is can be called as artifact!



Strange thing is, how did the lad actually make this? We don't have any coal around here, nor magma, and none of the logs are missing. What did he use to heat up the forge? Or perhaps I don't even want to know...


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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: Frenzywork - Dwarven Fortress of Inequality (Story Fort)
« Reply #11 on: December 30, 2011, 10:50:43 am »

Two dwarves have been assigned:

Spoiler: Hugo (click to show/hide)
Even though I don't have the materials to produce more military equipment yet nor have any forges ready I found this perfect dwarf who has only skills in weaponsmithing and armoring. So here you are, a future military hero who also produces equipment.

Spoiler: DZA (click to show/hide)
Don't get confused by the current profession title, DZA was the only dwarf who had skills with beekeeping as well. You shall concentrate on bees for now, didn't see any reasons to assign other farming related jobs at this point as I have more than enough food producers in my fortress.

This leaves only Uti as unclaimed. Don't worry though, as soon as I get a dwarf who fits for one of the noble positions you shall be dwarved.


Currently there hasn't been much of interesting events in Frenzywork, so the updates are perhaps a bit short and dull right now. Hopefully this changes soon enough.
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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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Re: Frenzywork - Dwarven Fortress of Inequality (Story Fort)
« Reply #12 on: December 30, 2011, 12:32:09 pm »

Exellent I will be able to make my own equipment, hopefully when I get two axes He grows attached to both and names them (or is that feature removed the naming part) also try to order in some helmet snake venom or GCS venom so I can have my axes poisoned (hopefully it doesn't rain there  :-\)

EDIT:
also once my dwarf proves his worth, can he have all his funiture bronze. He likes that
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Babylon

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Re: Frenzywork - Dwarven Fortress of Inequality (Story Fort)
« Reply #13 on: December 30, 2011, 02:11:12 pm »

I'd like to be dwarfed please.

Name:  Babylon

Gender:  No preference

Profession:  Engraver.
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Kipi

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Re: Frenzywork - Dwarven Fortress of Inequality (Story Fort)
« Reply #14 on: January 01, 2012, 11:44:57 am »

19th of Hematite, year 202

Our fortress is growing slowly. And I'm not only talking about the fortress itself but the population as well. You see, today another group of migrants arrived our fortress. Seven dwarves, bringing some animals with them. Among the migrants there weren't many who attracted my attention, in fact only two of them did; a high master metalcrafter and mason. Others, well, we have plenty of peasants around here anyway. But more peasant means bigger pool of workforce where we can draw workers for specific tasks when needed.


28th of Hematite, year 202

I drafted one of our peasants to be another carpenter and woodcutter. After all, we have this one copper axe in our stockpile waiting to be used. It's quite dangerous to spend too much time outside the walls so two dwarves should finish up all those cutting tasks faster than one, reducing the chance of deadly ambush. This also means that one dwarf more is actually earning his living around here.


14th of Malachite, year 202

Our fortress has has received the first child. A small baby girl was born today. Congratulations to the parents!



22nd of Malachite, year 202

Kingoars, our master mason, requested some work for him and his workers. When we discussed a bit about what our fortress would need that requires masons we came to the conclusion that our entrance system should be upgraded. And thus the plan was made to construct an expansion that will be trapped and which can be sealed in future. We will also build a new trading depot inside this section so that we don't have to let all those elven caravans inside just so that we can trade with them.



Later on we can worry about the methods of how the sealing will be done, so far the idea is to build doors which will be locked when necessary. The plan also contains the details of archer tower over the trading depot though the construction of it can't begin before the lower section is ready.

Kingoars was clearly happy about this project as it ensures lots of work for him and his subjects for a long time. So far the only concern is the undead wildlife, which has been surprisingly calm of late.

Speaking of the undead, I think there are fewer of those than when we came here. Did we really kill most of them or are those things gathering up somewhere? I don't know but I want to be ready if and when the assault comes.


23rd of Malachite, year 202

We got visitors today. It seems that humans were interested in trading with us. So, I ordered some crafts to be hauled to old depot and went on to meet the traders.

Before I continue describing the event I must remind that I was really going to do with honest trading with them. So, as I reached the depot I saw the merchants sitting there, laughing and pointing to different things. I got annoyed but this behavior and thus reminded them that they were visitors here. At this point the head merchant made some nasty comments of how our puny fortress shouldn't be considered to be worth of visiting as we surely don't have anything to offer. Here is the whole discussion we had:

Human: "So, you want to trade? I don't see what you could offer us. In fact I don't understand why were sent here in the first place."
Me: "We have lots of high quality crafts hauled here, I think those would be more than enough to pay all these things I marked for being traded."

Human: "Hah! This is all you got? Apparently your puny fortress is so poor that you should be begging us to come here."

Me: "Don't you dare to mock us! We have survived here for over an year already, constantly fearing for the assaults of undead animals. And during that time we have managed to produce more than any human civilization could at the same condition!"

Human: "And you think that should impress us? After all, you have what, forty or fifty, dwarves living here? Where we come from there are hundreds, almost thousand humans living. So stop that bullshit and admit we are superior to you. Perhaps you really should be us to trade with you?"

Me: "You want to see us begging? No dwarf ever does that! You have just insulted me and my fellow dwarves! Leave now, before I give an order we all regret! Or you regret at least!"

Human: "Fine, we leave. Let us just gather all our stuff."

Me: "You can gather all your stuff EXCEPT the ones I claimed already. Those items stay here as a compensation for your words."

Human: "And what about the payment for those?"

Me: "Forget that, you shall get nothing! No leave before I order all of you executed! Your skulls should make a excellent cups and bones bolts."

Human: "Now now, we shall leave in peace. But don't think that this incidents will be forgotten! You shall see that nobody, and I mean NOBODY, behaves that way toward us."

Me: "As you wish, but next time your kingdom should really send a caravan that knows a bit about diplomacy. Otherwise, don't bother coming here at all."

So, the result of the meeting was that humans left our fortress in furious, leaving behind some wood, gems, bolts and other things I had claimed for us. Nobody treats us the way these bastard humans did! In a way I'm not proud of what happened here today, but at least I defended our honor.


5th of Limestone, year 202

The first phase of our new entrance complex is ready. It offers us the possibility to lock down the fortress in case of emergency, keep the unwanted caravans outside of the actual fortress as the new depot was constructed in the middle of the whole entrance, and finally a bit better defense against larger ambushes.



Currently the doors must be locked manually, which means that someone must run there, lock the doors and return. At some point we should build a mechanical system to get the same result.

Now that the first phase is done it's time to move to the second. In this phase our masons will construct archer tower above the new depot
Logged
Room Values - !!SCIENCE!!

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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