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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: DS on September 16, 2011, 07:06:54 pm

Title: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DS on September 16, 2011, 07:06:54 pm
From my fortress diary:

25th Moonstone, 182, Early Winter - Water flooding of the top of guildhalls began this month, but with the sealed passages between the buildings accidentally closed off, the dwarves (restricted to the interior of the halls, via burrows) pathed along the exterior avenues. Four dwarves perished when water flow pushed them off of the streets to fall many z-levels to their deaths. Additionally, one dwarf died on the surface, slain by a goblin ambush before the military could rush to protect him. The total fortress population has been reduced to 96, with no new dwarves having been born since 157.

Welcome to Nugrethshorast.

DFFD: Weatherwires (year 185) (http://dffd.wimbli.com/file.php?id=4983)
DFMA: Weatherwires (upper fortress), (http://mkv25.net/dfma/map-10717-weatherwires-upperfort) Weatherwires (lower fortress). (http://mkv25.net/dfma/map-10718-weatherwires-lowerfort) Also, the full and final map (http://mkv25.net/dfma/map-10823-weatherwires), dated 226, one full century after embark.
TOUR: Starts on page 35. (http://www.bay12forums.com/smf/index.php?topic=93279.msg2850102#msg2850102) It's extremely image-heavy, so beware.
ADVENTURE MODE SAVES: Explore the fort as an adventurer!
    Solon Townclenched, the last dwarf. (http://dffd.wimbli.com/file.php?id=5331)
    Vucar Tombdeath, plump helmet woman. (http://dffd.wimbli.com/file.php?id=5332)
    Osman the Puzzle of Poisons, forgotten beast. (http://dffd.wimbli.com/file.php?id=5338)
    Èzum Openeddoors the Robust Stoker of Lances. (http://dffd.wimbli.com/file.php?id=5340)
STORY: The Saga of Weatherwires (https://docs.google.com/document/d/14lQhE-rPk2H_kPA61WR5sp6xw0ifR196TjQFmBe8TEk/pub), extracted and presented in a single downloadable document.

Spoiler (click to show/hide)

The fortress is a collection of free-standing structures, carved from natural rock, and housed inside a hollowed-out hemisphere. The bottom of the grotto is the bottom of the upper cavern layer, and most of the structures have been carved to match the arrangement of pillars and cavern walls of the caverns. The entire project took the majority of the summer, with the outline of each layer having to be carefully calculated (there was a lot of math involved), and carved out before the next could be worked on.

Spoiler (click to show/hide)

As it turns out, the Merchant of Echoing (the fort's parent civ) was destroyed by goblins during the first few decades of world gen, so when Weatherwires was declared the Mountainhome (shortly after excavation began), no queen arrived - she had been dead for more than a century. With the duke (Kogsak Murdershot) dead in a recent tantrum spiral, the only 'royalty' left in the fortress, and thus in the entire civilization, was the duke's wife and four surviving children. At this time (around the year 135), I resolved to make the dome the last impregnable bastion of dwarfdom in the world.

Spoiler (click to show/hide)

Of course, once the dome was excavated, the massive amount of stone piled at its bottom was debilitating to my framerate, a problem which I resolved by flooding the entire affair with magma, pumped in from the adjacent magma tube. Many dwarves gave their lives in the excavation and flooding of the dome - I thought that my supply of dwarves would be neverending, between immigrant waves and new births. I could not have been more wrong.

Spoiler (click to show/hide)

In the hopes that the dwarves, sealed underground, might procreate and develop into an essentially limitless civilization, I organized them into clans. Each dwarf that was born in the fortress was given a nickname that was the same as their father's surname. The late duke's children were named princes and princesses, and given the nickname "Murdershot," in honor of their dead father, the last royalty of the Merchant of Echoing. A tantrum spiral or two later, the fortress population had dipped down to about 150, but no immigrant waves had arrived to replace the dead. I assumed then that the civilization's dwarven population had been exhausted, and all dwarves living in the fortress were, indeed, the last of their kind.

Spoiler (click to show/hide)

In 157, Kol "Languagemetal" Claspedrelief was born. His birth went unheeded for several years, until the following journal entry:

16th Obsidian, 164, Late Winter - All remaining stone dumped, and the bottom of the dome channeled out. The dome is finally contiguous with the upper cavern layer, and thus the excavation portion of the project (not counting housing within buildings) is complete. Also, the fortress, despite containing married couples who have produced children before, has stopped producing new infants. The only child left is Kol Claspedrelief, of clan Languagemetal, and at 7 years old, is the youngest dwarf in the fortress.

Spoiler (click to show/hide)

Since that journal entry, nearly two decades have passed. The fortress population has dwindled to 96, a combination of engineering accidents, pond grabber ambushes, and the occasional lucky goblin. Kol "Languagemetal" has been designated "The Youngest Dwarf." The surfaces of the four separate guildhalls have been flooded with water, to allow the growth of wild fungi. Eight guildhalls have been carved out of four free-standing structures, connected by a series of causeways. The royal family (of which a mere 3 remain) are housed in their own suites in the citadel located in the north part of the dome.

With no immigrants, no merchants, and no children, these dwarves are the last of their kind. Theirs is the saga of Weatherwires.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Vorthon on September 16, 2011, 07:12:44 pm
Epic. Posting watch for updates.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Banehallow on September 16, 2011, 07:46:33 pm

*Bracing for epic...*
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Foul_Soul on September 16, 2011, 07:52:27 pm
Wow man, I wouldn't dream of doing that.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: wypie on September 16, 2011, 09:11:03 pm
*slow clap*          epic
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Geen on September 16, 2011, 11:06:58 pm
Epic as Kirby's yarn.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Vehudur on September 17, 2011, 01:10:54 am
Epic.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: darkflagrance on September 17, 2011, 11:00:37 am
Your mountain home feels the way I think a Dwarven mountain home should feel: roughly hewn from stone, but strikingly elegant in its form and conception. That said, I look forward to the continuation of the diary, and perhaps screen shots of the completed, fully furnished mountain home's interior architecture in detail.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 17, 2011, 11:57:19 am
That said, I look forward to the continuation of the diary, and perhaps screen shots of the completed, fully furnished mountain home's interior architecture in detail.

I have a handful of these on my computer (posting from my phone at the moment), but they're all very limited in scope. Although, in-game, you can view the entire width and breadth of the dome, you are limited to a single z-level at a time (the dome itself has a radius of approximately 47 z-levels). On the other hand, Stonesense views give a much better impression of the actual fort layout, but are limited to a fraction of the dome at a time (I haven't figured out how to zoom out in SS, though, so that might be part of the problem there).

When I get back to my computer, I'll put up a few more screenshots detailing the individual guildhalls, and the layout of streets and buildings inside the dome.

And of course, thanks to everyone for the positive response.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Corneria on September 17, 2011, 12:03:20 pm
Why so many woodcrafters?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 17, 2011, 12:13:53 pm
The fortress is more than five decades old... I just reached a point where every living dwarf had had a strange mood. Many were children when they got moody, and claimed a craftsdwarf's workshop.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Madventurer on September 17, 2011, 03:31:29 pm
Going to share save?  :D
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: eccentricheathen on September 17, 2011, 09:48:37 pm
I recognize that this is bloody amazing!

However, I'm not grasping why the dwarves are no longer reproducing?  Is that an artificial thing or a result of all remaining dwarves being related, and thus not willing to reproduce with eachother?

Edit:  BTW, any Elven "fugees"?   :D

Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Corneria on September 17, 2011, 10:14:31 pm
I recognize that this is bloody amazing!

However, I'm not grasping why the dwarves are no longer reproducing?  Is that an artificial thing or a result of all remaining dwarves being related, and thus not willing to reproduce with eachother?
They'll reproduce with all non-parent/child/sibling relatives, so unlikely.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 18, 2011, 02:27:46 am
However, I'm not grasping why the dwarves are no longer reproducing?  Is that an artificial thing or a result of all remaining dwarves being related, and thus not willing to reproduce with eachother?

Completely unintentional. It seems to be a bug, actually. But I've decided to look at it as a feature. :)

Quote
Edit:  BTW, any Elven "fugees"?   :D

An interesting point I didn't bring up in the first post... in this world, there are no elves. The fortress is in a pocket world with no forests, so there are no elves. Also, the area around the fort is haunted, and plagued by zombie giant badgers. They were a plague during the fort's early years.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: FoiledFencer on September 18, 2011, 09:57:49 am
Bracing for the most epic tale in recent memory.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Madventurer on September 18, 2011, 10:57:23 am
So are you sharing a save file for everyone?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: NRDL on September 18, 2011, 11:15:52 am
Wow, a fort where there isn't a lot of procreation.  Cool.  I'm guessing the title is an allusion for the movie, "Children of Men"?  Posting to watch, you will continue this right?  And tell us if, by some miracle, more children are born. 
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 20, 2011, 10:53:55 am
Sorry about the delay in posting updates and screenshots - between school and moving I haven't had any time to boot up DF at all. Soon I'll be settled in my new place, though, and I'll be able to post with some regularity. For now, I thought I'd give the thread a bump for exposure, and to answer some questions.

Firstly, I won't be posting a save file just yet, mainly because there are one or two main projects which I would rather finish before sharing it. It seems silly, I know, but rest assured, a save file will be posted, eventually.

Also, the title is indeed a reference to Children of Men. The fact that there were many children being born each year, only to suddenly stop for no apparent reason, seemed very reminiscent of that film (I haven't read the book). Maybe I should make a bug report...
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 22, 2011, 12:27:55 pm
More screenshots!

A view of the southeast quadrant of the dome, which is mostly open air all the way to the cavern floor/underground lake. Several pillars are visible in this picture. Bear in mind that the placement of each one was dictated by the layout of the original cavern layer.
Spoiler (click to show/hide)

For reference, here is the cavern at about the time when I began excavating. The outline of the dome's 'equator' is designated here, mostly for my own reference at the time.
Spoiler (click to show/hide)

Compare the previous picture to these, which show eight out of the nine guild locations present in the fortress. There are two per building, mostly occupying vertically opposite ends of the structures. Each guild 'controls' (in my mind, there's really no in-game effect) a communal guildhall, containing a table and chair assigned to each member dwarf. Each dwarf additionally has their own bedroom, which includes at least one chest and cabinet (more, if that dwarf has many possessions). Additionally, each guild has a leader, who has a separate suite of two or three rooms.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

When the dome was initially flooded (with magma), it took a while - a couple days of real time, if I recall correctly. When it was finished, I was amazed at just how much magma it took to fill the damn thing.
Spoiler (click to show/hide)

Then, I drained it into the second cavern layer. That took a while, too.
Spoiler (click to show/hide)

When the fortress was still above-ground, the duke resided in quarters that had been carved out from the inside of the volcano's caldera. Each 'room' was merely a furnished ledge, exposed to the open air, connected to the other 'rooms' by seven z-levels of stairs. In these pictures, you can also see part of the caldera rim, as well as some of the lower parts of the old fort.
Spoiler (click to show/hide)

An interesting note - during the founding decades of Weatherwires, many engravings were made of a legendary beast named Usu Wavedpearl the Murky Deer, the mountain titan. Usu - a gigantic theropod composed of crystal glass - attacked the fortress in the summer of 151. I thought it fitting that Kib Waxpaddled, leader of my marksdwarves, and mayor at that time, should deal with the beast, seeing how he had been demanding crystal glass items for some time now.

A passing knifedwarf (part of a side project at the time; getting dwarves to be competent at using large daggers) by the name of Vabok Earthenfins killed the beast instead. The next year, I received this message:

Spoiler (click to show/hide)

In 152, a plains titan arrived and was slain. The incident passed without much notice (I was more concerned with the dumping of all magma-proof stone into the volcano). In the spring, I was notified that the world had passed into the Age of Heroes. And so, the dwarves of Weatherwires thrust the world out of myth, give it a swift kick in the pants past legend, and into the hands of heroes.

Concerning the fort itself:

I am currently sealing up the various side passages out of the dome, including the cavern layer itself. There will be various doors, operated by levers, which can seal the dome off completely. At that point, the lake can be drained (this is already in place), and allowed to dry. Then, the dwarves can be restricted to their burrows (safe inside the buildings, which are designed in such a way as to be entirely magma-sealed), and the dome can be flooded with magma once more.

This constitutes the last stretch of the second-to-last goal I had assigned myself with this fort. The final part will be to allow the fort to run its course, with the dwarves living out the rest of their natural lives, sealed away from the surface world forever. Hopefully the bug will break, and the dwarves will become fertile once more. If not... well, thus will end the tragedy and legend of Weatherwires.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Tevish Szat on September 22, 2011, 04:36:36 pm
As awesome as this may be, have you checked your d_init and save raws for the child cap?  try upping it... assuming you WANT there to be kids again.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 22, 2011, 05:11:04 pm
I have - changing the population and child caps have had no effect. Currently, they're so high as to be essentially meaningless. It would be fantastic for the dwarves to begin reproducing again, but at this point I'm resigned to watch the fort dwindle away.

Oddly, Dwarf Therapist always registers my population as one more than what it actually is. The extra dwarf is a child. Even more strangely, the child is visible in Stonesense, standing idly upon the bridge outside the fort. I've suspected for some time that these two bugs are somehow related.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Tevish Szat on September 22, 2011, 06:05:21 pm
Sounds like the trapped-in-stasis dwarves from Battlefailed's cursed arena.  I believe they were freed by using a utility to teleport them to safety, after several failed hilarious attempts to perform an in-game rescue.  One even had a strange mood and started on it normally despite having been levitated for years, indicating that in some ways, being trapped like that DOES stop time.  Dunno how that would stop dwarves from breeding with one trapped child, but it might
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 22, 2011, 06:18:58 pm
Well, the dwarf appears to be alive only in Stonesense and Dwarf Therapist. In game, he appears as dead in the units menu. I'll check the Mods forum and see if there's a utility which might help, though.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: NRDL on September 23, 2011, 09:37:45 am
A new type of ghost?  Visible only through psychic mediums, like DF Therapist?

In all seriousness, I hope your fort doesn't die a slow, sad death by lack of children.  That's not how a fort should end. 

Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on September 23, 2011, 01:18:49 pm
They're not all related or something, are they?  Or you didn't get too many babysnatchers that the childcap bugged?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Necro910 on September 23, 2011, 01:24:06 pm
That kid is very... odd. Circus, you could make a horror story out of this fort  :P
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 23, 2011, 05:24:15 pm
They're not all related or something, are they?  Or you didn't get too many babysnatchers that the childcap bugged?

No, the dwarves are all still fairly unrelated. Everyone in the fort is either an immigrant, or the child of immigrants. There are dwarves who still have no familial ties in the fort. There are dwarves who are lovers. There's even a married couple who has had children before.

It seems the strange child is named Zuglar Fountainclinches, of house Throwerlens. He doesn't appear on the units list (which in my past experiences has indicated child snatching), but he DOES appear in Dwarf Therapist, appearing just below his still-living brother.

Spoiler (click to show/hide)

Compare the population listed in DT to that which is listed in-game (one less than my last update, by the way):

Spoiler (click to show/hide)

Since I couldn't check out Zuglar's profile from the units menu, I had to get to it via his brother, Åblel. Oddly, unlike all of his dead siblings, the "z" for "zoom" lit up when Zuglar's name was highlighted...

Spoiler (click to show/hide)

...but when I zoomed to his supposed position (the exterior fort entrance), there was nobody present. (Please excuse the weapon traps defending the entrance - I almost never use traps, but then, this is my first megaproject, so I don't feel too bad about it.)

Spoiler (click to show/hide)

So, I checked Stonesense, on a whim, and...

Spoiler (click to show/hide)

There he is. Just standing there. He's been like that since I first noticed, shortly after I noticed that there were no babies in the fort anymore. He's not the only one, either:

Spoiler (click to show/hide)

None of those animals appear in game. They crowd the edges of the map, silently haunting me whenever I want to look at the fort in Stonesense. The entire situation is... bizarre, to say the least.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on September 23, 2011, 05:31:08 pm
I had this happen once before.  I have no idea what caused it, but it's certainly creepy...  I'm sure Toady could discover some bugfixes if he were inclined to look at the world save.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 23, 2011, 06:24:23 pm
27th Obsidian, 183, Late Winter

Tragedy has struck. Work on sealing the dome so it can be successfully flooded was progressing at a steady pace, until there was an accident concerning a wall being built without actually having any supports. Kol, the youngest dwarf, was caught in a cloud of dust following the cave-in - luckily for him, only his heart and guts were bruised. Dakost the carpenter, however, broke several bones, including his upper spine. Unable to draw breath, he suffocated minutes later.

Now there are 94.

UPDATE: I did a search through the gamelog, and found this:

Quote
A kidnapper has made off with the Dwarven child Zuglar `Throwerlens' Zefonakgos!

I can't be sure precisely WHEN this occured, although I suppose I could copy my save, abandon the fort, and check Legends mode. I just might do that.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: eccentricheathen on September 23, 2011, 08:39:40 pm
27th Obsidian, 183, Late Winter

Tragedy has struck. Work on sealing the dome so it can be successfully flooded was progressing at a steady pace, until there was an accident concerning a wall being built without actually having any supports. Kol, the youngest dwarf, was caught in a cloud of dust following the cave-in - luckily for him, only his heart and guts were bruised.

(http://www.simonsellars.com/images/children_diego.jpg)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: darkflagrance on September 23, 2011, 10:06:33 pm
27th Obsidian, 183, Late Winter

Tragedy has struck. Work on sealing the dome so it can be successfully flooded was progressing at a steady pace, until there was an accident concerning a wall being built without actually having any supports. Kol, the youngest dwarf, was caught in a cloud of dust following the cave-in - luckily for him, only his heart and guts were bruised. Dakost the carpenter, however, broke several bones, including his upper spine. Unable to draw breath, he suffocated minutes later.

Now there are 94.

UPDATE: I did a search through the gamelog, and found this:

Quote
A kidnapper has made off with the Dwarven child Zuglar `Throwerlens' Zefonakgos!

I can't be sure precisely WHEN this occured, although I suppose I could copy my save, abandon the fort, and check Legends mode. I just might do that.

Well, the kidnapping does indeed account for the phantom child in Dwarf Therapist.

Also, the peeks at the guild quarters, magma dome, and ducal residence were quite satisfying indeed! If I might make a suggestion however, consider generating caverns with higher OPENNESS in the future so that less work is required on hollowing out?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 24, 2011, 01:59:19 am
In all seriousness, I hope your fort doesn't die a slow, sad death by lack of children.  That's not how a fort should end.

Judging by the way my dwarves are acting when I restrict them to burrows, it's likely something horrifically fun may occur when the magma pumps are activated.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: NRDL on September 24, 2011, 05:44:10 am
Forts that have little manpower should compensate by having LOTS of traps and mechanisms, not to mention stuff like waterwheels, drawbridges, and other mechanical stuff, that can keep the fort defended and running with even just one dwarf.

Also, wardogs. 
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 24, 2011, 08:41:14 pm
Forts that have little manpower should compensate by having LOTS of traps and mechanisms, not to mention stuff like waterwheels, drawbridges, and other mechanical stuff, that can keep the fort defended and running with even just one dwarf.

Also, wardogs.

I do indeed have quite a few traps and mechanical things - nearly 350 mechanisms, including a large windmill farm, quite a few screw pumps - although not all are for fortress defense. So far, the weapons traps have been sufficient. As for war dogs... my framerate is problem enough. I try and keep the animal population to a minimum.

For those who are interested, I've posted annotated maps of the upper fortress (http://mkv25.net/dfma/map-10717-weatherwires-upperfort) and the dome (http://mkv25.net/dfma/map-10718-weatherwires-lowerfort) onto the DFMA (I've also added these links to the first post). For the sake of keeping the maps relatively small and easy to view (reduced loading times, etc.), I've split the fortress between the upper and lower parts. I will continue to add relevant points of interest, and I can answer any questions about specific parts of the fort.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: NRDL on September 24, 2011, 11:11:47 pm
Ok...is it possible for you to mechanize your entire fort?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on September 24, 2011, 11:13:33 pm
Runesmith should allow dragging other creatures into your civ.  Perhaps 'recruiting' a merchant will allow more babies?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 25, 2011, 12:20:02 am
I've done flooding rooms (magma and water), and long bridge switchbacks, which have proven pretty effective. It wouldn't be hard to automate something like that (with pressure plates), but it's not a priority. Ambushes come rarely, and sieges even more so. It's almost as if the entire goblin population has been exhausted by repeatedly throwing itself at my fort for almost 80 years.

As for using Runesmith... the only merchants who come to my fort anymore are from the humans. Not a single forest or jungle grows on this little pocket world, so there are no elves. There is another dwarven civ, if I want to reclaim, and it's possible they will actually be able to have children. It might be interesting to bring breeding humans into the fortress and have an essentially legendary dwarven ruling class and a vast, dirty human peasantry. I suppose it couldn't hurt to "recruit" a few humans, although everything I've done up to this point has been completely vanilla, excluding things like Dwarf Therapist and the visualizers.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: NRDL on September 25, 2011, 12:23:01 am
I like the racial class system, do it.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on September 25, 2011, 12:24:35 am
Copy the save and see how it goes.  I think if you try, you could convert your fort into a human settlement, as dwarves slowly die off and the vagrants suddenly find no one holding the whip.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: NRDL on September 25, 2011, 12:26:29 am
Yeah, good idea Girlinhat, separate forts, please post what happens in both of them. 

This could potentially be a mega-challenge, as inscribed in the wiki. 
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 25, 2011, 12:59:53 am
It would be interesting, for sure. By the time the youngest dwarves finally began to die of old age, the humans would undoubtedly be quite numerous. Assuming, of course, the breeding bug doesn't affect them, too. I'll make a backup and try it, and if it doesn't work, I can simply revert to the earlier save. I even have plans for additional housing involving another elaborate digging project, back when children were being born.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: NRDL on September 25, 2011, 04:29:11 am
You can also mod dwarves to never die of old age, like elves and gobbos.  You just have to be very careful and use your human serfs wisely. 
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 25, 2011, 11:24:20 am
I probably won't go that far, simply because (unlike recruiting human merchants to live in the bowels of the fort) it seems like it would make the game less fun. How many forts reach a point where a dwarf dies of old age? If I have the opportunity to reach that point while still keeping things 'dorfy' - which, IMHO, living in a hand-carved rock city that is periodically flooded with magma qualifies as - I don't think I should rob myself of that end. Though, based on how long dwarves live, I honestly doubt it will reach that point.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Crustypeanut on September 25, 2011, 12:48:58 pm
I must've missed it, but why exactly do you periodically flood the city in magma? I mean.. its awesome.. but I'm just curious why?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on September 25, 2011, 01:10:43 pm
150 to 170 years.  Most migrants are on the order of 50 to 80.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Musashi on September 25, 2011, 03:05:28 pm
I must've missed it, but why exactly do you periodically flood the city in magma? I mean.. its awesome.. but I'm just curious why?
Why not?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 25, 2011, 03:20:19 pm
I must've missed it, but why exactly do you periodically flood the city in magma? I mean.. its awesome.. but I'm just curious why?
Why not?

This man has the right of it.

Originally, it was to get rid of all the non-magma stone in a manner quicker than dumping. Now, it seems like a waste to have all these perfectly operational screw pumps and never use them.

If I had to give an answer: aesthetics. It's like Venice, except with magma instead of water.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on September 25, 2011, 03:33:00 pm
You can set up a water timer if you wish, there's designs on the wiki for a 100 step increment repeater.  If you made it 12 step, with the last step adding to a binary counter, then you could link up some AND gates and end up with a calendar.  It might not actually be specific on the time of day, but it'll flip over every day.  Link this to your flooding mechanisms, and you can reliably release magma at the start of every winter season, or such.  If any part of your embark freezes, then you can use that to jump-start the timer to be extremely precise, by toggling temperature to abuse the freezing and timing.

It's a megaproject in itself, but the capacity for automated magma bathing is enormous.  Added to this, that it won't care what's happening.  Your dwarves could be all dead, or they could be loitering in the overflow channels, and it'll perform as systematic as ever.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Crustypeanut on September 25, 2011, 03:35:06 pm
XD Nice.. nice, well, I figured you had some particular use for the magma, rather than aesthetics.  Like purging the area of everything thats not magma proof just for the shits of it.  :P

How long does it take (in game) to fill and empty the fortress of magma?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 25, 2011, 06:14:36 pm
Concerning the filling of the dome with magma, it's hard to say. Let's check my journal:

1st Galena, 149, Late Summer - PULL THE LEVER

15th Malachite, 150, Mid-Summer - The volcano has drained to the lowest pump level, filling the dome nearly up to the pumps themselves. Only 45,000 stones listed in the stocks menu, a lot of the dome was dug out of magma-safe rock, apparently.


Keeping mind that when the dome was first filled, its volume was smaller (I hadn't connected it to the top cavern layer), and there were a number of leaks (it actually was connected to the top cavern layer), so it might take more or less than a year to fill now. In any case, the flooding was a success, when compared to the amount of time it would have taken to merely dump all the stone by hand:

1st Galena, 156, Late Summer - Mass dumping of all remaining stone (besides stockpiles of obsidian and marble) continues, with about 23,000 stone left to be dumped. In the same time (approximately 5-6 years) that it took to construct the pump and windmill system (which liquefied approximately 60,000 stone), the dwarves have dumped approximately 20,000 stone - of course, additional areas have been excavated and stone added to that total in the meantime.

To give an idea of just how much magma we're talking about here, this is a very zoomed out profile of the fortress, showing the points to which the dome fills and the caldera drains.

Spoiler (click to show/hide)

And I've had long-term plans to mechanize certain parts of the fort - including flooding of the dome - since excavation began. It is a relatively low priority at the moment, that's all.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 27, 2011, 10:34:00 pm
A tragic, yet unsurprising update while I continue to finish the dome's seal (this is nearly done).

19th Moonstone, 184, Early Winter - I returned to the fort after dinner to find that Monom Bistökasob, a weaver, had died of thirst while trapped on top of a single tile of land amidst 6-7 deep water. How he got there is a mystery. The lake's drain has been closed off, to prevent further dwarves from somehow pathing into the area. Current population: 93.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 28, 2011, 12:59:10 am
The dome is finally complete!

I have been working on this project since early June, and about six decades have passed in-game. The amount of time and effort I have invested are hopefully evident in the scope of this project. Not in sheer size, of course; Undergrotto, which was a great inspiration to me for this project, surpasses it by far, not to mention many other megaprojects of such vastness. Instead, I aimed to create a city that was defined by the layout of the cavern layer below, and that would develop organically as the dwarves carved it out of the rock and eventually made it their home. In this goal, I feel I have had great success, and I would like to share it with all of you.

So, for those who are interested in taking a look at Weatherwires, here is the save file (http://dffd.wimbli.com/file.php?id=4983) on DFFD. I've also added this to the first post in the thread.

At the time of this save, the dome has been completely sealed off from the surrounding caverns with walls, doors, and floodgates, but has not yet been flooded with magma - I figured I'd share the save BEFORE a possible catastrophe. These are the last 93 dwarves in their entire civilization, after all.

I plan on continuing the story of Weatherwires (I have a few new goals, as discussed previously in this thread, muahahaha), but I look forward to hearing your guys' reactions to the fort. Please let me know what you think of it!  :D
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Crustypeanut on September 28, 2011, 01:13:45 am
I have one question - what fps do you get? This is such a massive fort (both in actual size and awesomeness), I can't see it being very high..
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 28, 2011, 01:39:41 am
Remarkably good, actually! When none of the pumps are active, I usually run about 25-30, sometimes as high as 40. Once the pumps activate, however, things drop to around 2 or 3... at best.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: NRDL on September 28, 2011, 01:49:02 am
Looks awesome.  Can't wait to see how these dwarves survive ( if they do so at all ). 
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 28, 2011, 11:24:36 pm
17th Galena, 185, Late Summer - In the final stages of beautifying the fortress, five blue peacocks and Reg Violencedoor, a stonecrafter, were flushed over the edge of a causeway and fell to their deaths. The fortress population is now 92, and all that remains before the magma pumps can be activated is for the water to dry.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 29, 2011, 11:18:32 am
So a dwarven caravan came through - the first in years. I used Runesmith to switch two merchants to my side, and one of them promptly dragged the one-humped camel it was leading to a cage, stuffed it inside (along with all its goods) and is now hauling it down to the animal stockpile within the dome. Strange.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on September 29, 2011, 11:19:45 am
...was the camel carrying any caged animals?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 29, 2011, 11:30:42 am
It was, I'm pretty sure. Also, I can't enable labors on the merchants, except through Runesmith. Is this normal?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on September 29, 2011, 11:32:03 am
Did you change their merchant tags and any appropriate civilization tags?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 29, 2011, 11:36:23 am
I changed their merchant flags, which made them switch from @ to smileys. However, under the "Civilization" trait, they have a value of 68, the same as every other dwarf in the fort.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on September 29, 2011, 11:40:04 am
Curious, and to be honest I haven't messed with it overly much.  Compare against a regular dwarf's flags and see if there's any differences.

Also, you now have quantum cages.  Cages within cages.  The next step is to put a cage inside of itself.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 29, 2011, 11:44:32 am
Also curious, that my fortress population is still listed as 92, despite the addition of two merchant dwarves. It appears that, no matter how many visitors I recruit (I would assume this includes humans), the dwarves will never actually view them as fortress natives.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on September 29, 2011, 11:46:24 am
Try saving and reloading, perhaps?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 29, 2011, 11:56:22 am
No change, but I think it is because "Merchant" isn't a job category listed in the "z" status screen. If I enable a labor for the merchants and they gain a regular job, they may be incorporated into the fortress population.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on September 29, 2011, 12:01:54 pm
It's possible.  Runesmith can further retract and add skills, though it usually only updates the profession when they get a level up or something to trigger a check.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on September 29, 2011, 12:06:45 pm
Yeah. Currently, I've enabled hauling on the two merchants. I would have enlisted more, but a goblin siege appeared at almost the exact same time - all the military dwarves were slain, along with five or six other merchants.  :'(

In any case, I've got other stuff to take care of today. The next block of time I have, though, I'm going to PULL THE LEVER and then things are going to get FUN in !!WEATHERWIRES!!.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 01, 2011, 12:25:12 pm
11th Opal, 185, Mid-Winter - With a safe amount of backup supplies stockpiled beneath the central mesa, a certain lever in the map room is designated to be pulled. As if by providence, Domas Tanineth, known as "Tickcities," of clan Murdershot, Queen of Weatherwires and the Merchant of Echoing, moves to pull the lever that will flood the entire dome with magma.

Spoiler (click to show/hide)

As the dome floods with magma, I will be taking screenshots in both DF and Stonesense, and posting them along with relevant journal updates or other vital information.

My question - would this be better placed in a new thread, or should I just keep posting updates in here?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on October 01, 2011, 12:28:30 pm
1: Is this suicide?
2: Keep going, don't stop until it's too late, and then continue to keep going!
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 01, 2011, 12:31:27 pm
1: Is this suicide?

No. All the buildings in the dome are specifically designed to be magma-proof, and the insides of the buildings are all designated burrows. Unfortunately, many dwarves keep using the exterior walkways...
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on October 01, 2011, 12:36:26 pm
Dwarves will walk through an un-burrowed area to reach their burrow.  You can set the dining hall, bedroom, and jeweler's shop as a burrow, and your jeweler will wander between the three freely.  Use traffic designations to help usher dwarves to preferred walkways.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 01, 2011, 12:47:52 pm
Done and done. As it turned out, sometime in the past I had designated all the exterior walkways as high traffic, and all the interior magmasafe passages restricted, and then I forgot about it. That's been fixed.

The first area to be flooded is the northeastern quarter, between the guildhall claimed by Gloveowners and Gearguild, and the dome wall. As it fills, the magma spills out of the relatively enclosed area and through the serpentine passages between pillars to slowly fill the adjacent areas, including a major avenue (a dwarf is visible walking that street in the SS screenshot).

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on October 01, 2011, 12:52:26 pm
So this is basically submerging like Atlantis?  Except it's underground, and it's magma instead of water?  So, dwarven Atlantis?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 01, 2011, 12:56:59 pm
I suppose so, if you want to think of it like that. After the flooding is complete, only the tallest structures (the ring-shaped temple, and Murdershot citadel) will not be completely submerged.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 01, 2011, 01:04:52 pm
In this pic you can clearly see how the relatively open area on the upper right fills far quicker than it drains into the rest of the dome. Eventually, it will fill completely and spill over the adjacent guildhall.

Spoiler (click to show/hide)

I chose not to drain the underground lake during the second flooding. I need some way in the future to be able to seal the water off completely, and I figure the best way to seal it off in the first place is with magma. Cave-ins were not an option, since I'd have to cave in parts of the dome's structures, and pumps would have been a hassle.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 01, 2011, 01:19:18 pm
Quote
A section of the cavern has collapsed!

My decision to leave the lake undrained now threatens disaster. Occasionally the magma will obsidianize a square of water that is not joined to any support, causing it to plummet a single level down to the bottom of the lake. However, in minutes the magma will reach a part of the lake that is directly above literally all of my stockpiles. Food, booze, stone, wood, animals, tools, everything.

Thus, I have decided to drain the lake and hope for the best.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on October 01, 2011, 01:20:15 pm
Terraforming...
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 01, 2011, 01:24:28 pm
Lake is drained, and disaster averted.

Terraforming...

More like petraforming, but yeah. How did you mean it?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on October 01, 2011, 01:42:21 pm
The entire scale of the project and the goals it sets forth.  It just screams "this is dwarves changing the earth".
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 01, 2011, 01:44:24 pm
Unfortunately, due to another series of cave-ins, the seal on one of the drains was compromised, causing magma to drain prematurely. I've had to halt flooding of the dome so the seal can be repaired, which will give me an opportunity in the meantime to fix the lake drainage issue.

The entire scale of the project and the goals it sets forth.  It just screams "this is dwarves changing the earth".

Ah, thanks! It's the largest DF project I've ever attempted, and I'm happy with how things are turning out so far.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: darkflagrance on October 01, 2011, 04:15:46 pm
The entire scale of the project and the goals it sets forth.  It just screams "this is dwarves changing the earth".

I agree with this. The chance to read about grand-scale endeavors such as yours is one of the few reasons I still read the Dwarf Mode forums.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 01, 2011, 04:24:53 pm
I agree with this. The chance to read about grand-scale endeavors such as yours is one of the few reasons I still read the Dwarf Mode forums.

The only reason I continued the project when I was bored with it (which has happened a few times) was the hope that people like you would enjoy reading about it.

Draining continues - the buildup of magma in the northeastern dome takes a while to equalize into the rest of the fortress. However, as the magma recedes, I've noticed something quite fascinating:

Spoiler (click to show/hide)

Those are tiles of red sand, where originally there was only bare rock. I believe this is a result of first flooding with water, thus producing muddied stone, which then becomes muddied floor fungus/cave moss. The magma burns away the vegetation, which results in red sand (no idea why it is specifically red, but it seems to be the same fortress-wide). As an additional side effect, the mud has been removed, so instead of having brown colored tiles of fungus, they are the proper yellow/teal when they grow back in!

CORRECTION: As magma recedes from the actual cavern floor, there are tiles of silt. It appears that the red sand is only present when the original tile (before irrigation) was raw stone. This could be used as an exploit to produce glass on maps with no sand - only rock, water, and magma is needed.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on October 01, 2011, 05:39:20 pm
Does cast obsidian count as "rough stone"?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Karakzon on October 01, 2011, 06:04:42 pm
could you write out a small essay about how you planned this endever?
Ive always wanted to do somehting as obsurdly complex as this but never got round to it, and i feel inspired to at least try when i next get a damn load of free time.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 01, 2011, 06:18:18 pm
Does cast obsidian count as "rough stone"?

Yes, I'm sure of it. Natural stone, either smoothed or rough hewn (cast obsidian functions in every way like natural stone, I believe), seems to be sand-able. Engraved floors are also probably usable for this as well, though you run the risk of angering the engraver.

could you write out a small essay about how you planned this endever?
Ive always wanted to do somehting as obsurdly complex as this but never got round to it, and i feel inspired to at least try when i next get a damn load of free time.

Sure, when I have time. Unfortunately, I don't have many screenshots of the designation/excavation process, but it would be easy enough to explain. I'm afraid it would turn out to be a rather long essay, though.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: darkflagrance on October 02, 2011, 12:34:04 am
By the way, any updates on getting the recruited merchants to become "fuller" citizens of the fort? Maybe conscript them into the military if worst comes to worst?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 02, 2011, 12:41:11 am
So far, neither the merchants or their guards can be enlisted in the military, or have their labors altered in-game. I've been using Dwarf Therapist to enable or disable jobs, but otherwise, not much progress has been made.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: NRDL on October 02, 2011, 05:44:31 am
So long as the assimilated dwarves can be used for labor, it's fine.  You just need a bigger workforce to replace your dying natural dwarves, like serfs, during the feudal era. 

Do this with humans, it'll be awesome. 
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Karakzon on October 02, 2011, 12:27:45 pm
Thanks DS.
and i bet youde still get an awesome readership.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 03, 2011, 01:46:36 am
Thanks DS.
and i bet youde still get an awesome readership.

Ah, well, I'm taking a composition heavy course this semester at college, which kind of monopolizes my essay-writing time. I'm sure I'll be able to put up something, though.

As for updates, I've fully recruited the last two dwarven caravans that have come around. I don't recall caravans visiting in the past, but that might be due to me turning off certain alerts during dome excavation long ago. As before, no new children have been born. The problems encountered during the Second Flooding have been fixed, and I am currently waiting for the lake to drain completely before the dome can be flooded with magma once again (this time, hopefully, without any major problems).
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 04, 2011, 07:11:56 pm
So far, 19 merchants have been recruited to the fort, along with all their goods. So far, they've proven to be useful as nothing but haulers (even then, I can only alter their labors via Dwarf Therapist). The caravan guards, however, despite not being able to be enlisted in the fortress military, can have their labors altered in game, and have been having strange moods - the first the fortress has seen in decades. Among the new artifacts are The Ferocious Shame, an adamantine figurine of dwarves; Dreamedbeaks, an obsidian throne; and Failedhushed the Music of Balding, a light yellow diamond coffin.

With all known leaks fixed, a new seal in place at the bottom of the lake, and the ability to completely drain water from the dome, flooding can commence as soon as some hauling jobs have finished. Should be sometime tonight, and of course, I'll have screenshots.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 04, 2011, 11:54:22 pm
It's the year 190, mid-spring, and flooding has commenced!

Spoiler (click to show/hide)
Spoiler (click to show/hide)

That's the cavern floor, one of the lowest points in the dome. The magma on either side of the isthmus occupies what was originally a lakebed. I've set up a system by which the lake can be drained or filled with water on a whim. Obviously, in preparation for the dome's filling of magma (this being the third time this has been attempted), the lake has been drained of water.

Going is slow, so it might not even be all filled by tonight. Or tomorrow.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on October 04, 2011, 11:59:28 pm
Can you assign bedrooms to the recruited merchants?  If so, can you provoke a marriage?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 05, 2011, 12:06:09 am
Yes, so ostensibly. I've done it before, when I attempted an 'arranged' marriage between the eldest Murdershot girl and another dwarf born in the fortress. They did become lovers, but never married, as they both died in the great tantrum spiral of 135. I've had the dwarves working nonstop since I've started recruiting the merchants, so it simply hasn't been a possibility, or a priority. Now that the dome is flooding, and all the dwarves are living inside it (which has long been my primary goal), I can start work on all these other things.

In this pic, you can see how the magma clogs up on the right, slowly spilling along the avenue and draining into lower portions of the dome.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 05, 2011, 12:48:16 am
It's getting hot in here...

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on October 05, 2011, 01:02:42 am
Well, just to confirm, these are merchants that you cheated in via Runesmith.  Is it possible to assign them a bedroom, or is that covered in their "fake citizenship" deal?  If it's possible, then you should push them towards marriage and see if they produce beardlings.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 05, 2011, 01:08:34 am
Yeah, that's what's throwing me off. They appear on lists to assign them rooms, but not on the lists to assign them to squads in the military. They participate in fortress activities, such as parties (which are thrown frequently, and are heavily attended), and are making friends in the fort. I'm currently digging out a new suite of rooms in the barracks, which will house naturalized merchants.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 05, 2011, 01:53:17 am
While the new rooms were being dug out, the game paused. "Digging designation cancelled: warm stone located."

Oh, dear dwarves. Soon, all your stone will be warm.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: NRDL on October 05, 2011, 02:03:41 am
What's the current dwarf count?  The converted sentients must be put into a separate list. 

Also, if it's ok with you, all your really notable dwarves should be closely inspected.  Pwetty Pwease. 
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 05, 2011, 12:03:42 pm
So far, 33 dwarves have been converted, and added to the previous 92 citizens, for a total of 125 dwarves.

And I'd be happy to provide more information about particularly notable dwarves (the royal family, Asmel Nirsazir, and Vabok Earthenfins spring to mind), once the dome is finished filling. My FPS is hovering around 2 right now, which makes doing just about anything tedious.

As the magma finally begins to spill over the top of the "red" guildhall (the Gearguild and Gloveowners clans have furniture crafted from blood thorn and goblin-cap), the next open area between structures begins to fill. Murdershot Square, located between two guildhalls, the central mesa, and the citadel, is usually a pretty high-traffic area.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 05, 2011, 09:25:30 pm
I've hit a snag.

The game crashes consistently around the same time, the 6th or 7th of Hematite (early summer) in 190. I've reproduced the crash three times so far, but I have no idea what causes it.

I've got plenty of backup saves from earlier seasons (going back to the beginning of 188) that I can revert to if necessary, not to mention the save on the DFFD, but I was wondering if anyone had any workaround ideas. It's a shot in the dark, but I just thought I'd ask.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on October 05, 2011, 09:39:08 pm
errorlog?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 05, 2011, 10:02:16 pm
Nothing. I'm restarting from before the flooding began. I should reach early summer within a relatively short span of time, and then we'll see what happens.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Girlinhat on October 05, 2011, 10:05:26 pm
Whatever it is you're doing, the universe doesn't want it.  It tried to dissuade you with ceased population growth, and then with FPS and slow singular deaths.  The forces of nature itself would rather rend themselves asunder than allow your progression.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 05, 2011, 10:10:13 pm
Poetic. Much like the man in my profile pic, I spit in the face of the forces of nature.

...in DF, at least. IRL, I enjoy backpacking, and have a healthy respect for those sorts of things.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: NRDL on October 06, 2011, 06:14:26 am
If only there really was a way to Reanimate your dead, natural dorfs...

But, since you can't, just keep doing convertions. 
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 06, 2011, 11:08:54 am
If only, right?

It's late spring in the alternate save, so I'll be encountering the bugged date very soon.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 06, 2011, 11:47:30 am
It's the 13th of hematite, and no crash yet. I'm going to wait another season or two before I commence flooding in order to have enough backup autosaves.

In the meantime, a little humor:

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 06, 2011, 07:22:34 pm
It's midwinter in 190, and the dome has begun flooding... again.

Hopefully, things will go correctly, this time.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 06, 2011, 10:29:13 pm
Flooding is progressing nicely. While it continues, I thought I'd post the results of an experiment I conducted during the first flooding, after the dome was first excavated, concerning the magma-safety of nether-cap.

3rd Moonstone, 149 Early Winter - Showing 69,500 stones. The magma has begun to reach the entry hall to the Murdershot Citadel, which contains an array of crafts and buildings made of nether-cap, in an attempt to test nether-cap's magma-resistance.

21st Moonstone - All of the nether-cap buildings and items remained unharmed! Buildings which contained items, such as the coffin containing the remains of Id Zonlerom, remained unharmed, but the items inside spontaneously combusted from heat. The same for loose items: syrup boils in barrels, copper weapons melt in bins, and the gem bin currently contains 8 'magmas' and 2 !!rough light yellow diamonds!!. A hen in a nether-cap cage bled to death, ostensibly from the heat.

14th Hematite, 153, Early Summer - A cyclops has arrived. Three megabeast attacks in three consecutive years? He was easily slain by the same dwarf that slew the previous two. Also, the nether-cap bins, after cooling back off, reveal interesting results: the bin which contained a copper shield, which melted into a glob of molten copper during the flood, now contains a single unit of 'copper.' This stone can apparently be designated to be melted. Also, a gem bin, which contained 2 rough yellow diamonds and 8 other gemstones originally (which melted into 8 units of 'magma,' and the diamonds spontaneously combusted) now contains, again, the original 8 gemstones. The gems are cut - I don't recall if they were originally or not. Further tests must be conducted.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: NRDL on October 07, 2011, 01:28:11 am
Please give us a natural dwarf count, with a separate list of converted citizens. 
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 07, 2011, 11:24:28 am
Nothing has changed since the last count except for the addition of a single caravan, about 6 merchants with as many guards.

Unfortunately, the crash occurred again while filling. However, it happened at almost the same time as the last, relative to when the pumps were activated: approximately one season. I still don't know what's causing it, but the fact that the crash is both reproducible and predictable means that I might be able to find out.

First I'd like to rule out my own computer as a contributing factor. I will post a save on DFFD, taken at the moment flooding commences. Anyone who wants to participate would download the save, run it, and approximate the date or month of the crash, if it occurs at all. If it happens consistently, we can be sure my computer itself is not the issue.

So, who would be interested in taking part in this experiment? At the very least, it would give you a firsthand look at the magma deluge.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 07, 2011, 11:09:48 pm
Here is a link to the bugged save, via DFFD: http://dffd.wimbli.com/file.php?id=5029 (http://dffd.wimbli.com/file.php?id=5029)

For people who are willing to run the save for me and see if they get a crash, it is imperative that you don't modify anything in the save. Just let it run, and if you get a crash (or don't get a crash) sometime in early 191, post about it here. Of course, you can cancel the pulling of the lever and have fun with the fort on your own, knock yourself out, but for the experiment, it's important that nothing changes.

Any takers?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 08, 2011, 01:00:48 pm
Just bumping this thread for exposure, in case anyone who might be interested hadn't seen the previous post. I'm conducting secondary experiments to try and isolate the crash, but I'm still looking for people to test the flooding crash. I'll probably post a thread in the General Discussion forum if no one here volunteers, since I know that forum gets more traffic, and has a different poster demographic.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: sirdanilot on October 08, 2011, 05:43:51 pm
Lately, I had been flooding my fortress with magma as well (because it was already dead anyway), and every single time it would crash at some point. Perhaps there's a point where the game cannot handle the flooding anymore and just shuts down?

As much as I'd love to, I'm not going to download your save because my computer can already not handle a little fort with 100 dwarves, let alone a huge megaproject fort with an intricate pump stack. It would completely obliterate my FPS.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 08, 2011, 07:28:41 pm
Understandable, and no worries.

It's interesting that you've had a similar problem, though... perhaps it is related. I have considered flooding the dome bit by bit; activating the pumps for only a few days, letting the magma settle, and then starting again. It's entirely possible that that would solve the problem.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Blue_J on October 08, 2011, 07:35:55 pm
Out of curiosity, could you give a rough estimate of the volume of magma you've got when the crash occurs? I just need to reassure myself that some stuff I'm planning shouldn't exceed the magma limit....
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 08, 2011, 07:39:19 pm
Volume? Hmm... it's hard to say. The dome doesn't fill evenly, and it's difficult to estimate by any easy means. To give you an idea, I've got 9 separate pump stacks (not actual stacks... more like rows). These pumps run non-stop for somewhere between 2 and 3 months before the crash occurs.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 09, 2011, 04:40:06 pm
I've been filling the dome in bursts, letting the pumps run for a week or two, with time in between for the magma to level out. So far, no crashes to report. The entire process is extremely tedious, and there's really nothing else to report.

There are currently 135 dwarves in the fortress in total. 93 of those are actual citizens, while the others are recruited merchants and their guards. The 24 merchants are actually the most numerous profession in the fort, at the moment.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 11, 2011, 10:59:25 pm
So far, the flooding has been successful, if extremely slow. As an offering to my fortresses gods (a diverse bunch, the chief deity of which is Onol, the yak goddess of the mountains), all the cages containing goblins and trolls have been placed somewhere which will be very hot, very soon.

Spoiler (click to show/hide)

As well, construction of the new dining hall, located at the bottom of a hollowed out portion of the central mesa, has been recently completed. The hall itself is currently below the surface of the magma.

Spoiler (click to show/hide)

The highlight of the dining hall is Stukosâtrid, an adamantine statue.

Spoiler (click to show/hide)

As I have been 'recruiting' every group of merchants that arrives at the fortress, my current population is 158. It feels a little like cheating, but oh well.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 12, 2011, 11:25:31 pm
My setup (detailed in the previous post), didn't go at all as planned. The cages melted before the prisoners could bleed to death, and a small horde of partially melted, occasionally on fire trolls and goblins burst forth into the heart of the fortress. The invaders left broad trails of blood and grease behind them as they poured into Murdershot citadel, and the red guildhall.

Spoiler (click to show/hide)

Oddly enough, all the goblins ran north, into the citadel. The prince himself, armed with a masterwork adamantine battle axe he had named the Kingdoms of Satin (go figure), and clad in the artifact adamantine breastplate Healrelieved the Flag of Zeal, stood alone in defense against the foul creatures. He slew three, his first kills since he began training.

Spoiler (click to show/hide)

The other goblins were slain by the legendary warrior Libash Dippedurns the Ageless Deep of Rhymes, who has sixty-three notable kills, and wields The Orb of Fires, a masterwork adamantine spear. The carnage reached nearly all the way to the Murdershot memorial chamber, where there is basically a constant party (1 z-level above this screencap).

Spoiler (click to show/hide)

The real danger came in the form of several trolls (one of which was fully on fire) who stormed the red guildhall.

Spoiler (click to show/hide)

While the prince was busy defending the citadel, the rest of the military was scrambling to make their way to this guildhall. Nobody was there to defend it... nobody, except Cog "Gloveowners" Hammerfuture, furnace operator.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Cog fought off two trolls simultaneously, while the other fiends went through the building, smashing nest boxes and statues. By the time the military arrived, the furnace operator had suffered no more than a few bruises.

An especially exciting part of the whole affair was when Onol Inkswallowed the Worried Feral Berry of Rasps rushed out of the guildhall and onto the causeway to fight a troll. The two dueled along the edge of the avenue, just adjacent to a drop into the magma.

Spoiler (click to show/hide)

In the end, there were no casualties, except a few toppled buildings and a peacock that got set on fire. There is, however, a curious matter of a stack of 33 molten copper lying where the cages were, previously...

Spoiler (click to show/hide)

And, as always, the dome continues to fill...
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 13, 2011, 12:21:41 am
Spoiler (click to show/hide)

Uh oh. I'd forgotten about that. I hope poor Cog doesn't get too upset.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Karakzon on October 13, 2011, 04:47:30 pm
Nice man.

I guess you didnt make a dedicated prison?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 13, 2011, 06:53:32 pm
It's one of the last things on my list. I've been without a Captain of the Guard for a long time. I figured I couldn't afford to lose any more dwarves due to justice mishaps. It'll be reinstated soon, I think. As for a prison for the invaders... well, the cage traps are a recent addition. They usually don't make it past the other traps, anyways.

So, no more bug! I let the game run all day while I was at school to see what would happen, and here it is:

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)


These are seven consecutive z-levels showing the patterns of flooding once the magma finally reaches the tops of the buildings. I'd bet that the entire dome will be finished flooding sometime this evening. The sheer volume of molten rock involved in this process is truly staggering.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 15, 2011, 01:21:42 am
The dome would have been filled with magma by now, but the volcano has been drained down to the level of the pumps. There are currently 2-3 levels left below the 'high magma mark,' so to speak.

Taking advantage of the absence of molten rock in the upper fortress, I've been carving out what will soon be the only entrance to the fortress. When the volcano is filled to the normal level, it will be submerged beneath magma - however, when the top few levels of the volcano are drained off (via a brand new Fuck-the-World device, a la Boatmurdered), it will be accessible for as long as the magma remains low enough.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Kogut on October 15, 2011, 01:25:21 am
post-to-watch
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 15, 2011, 12:41:26 pm
The dome is filled! Mostly. The last layer is made up of 1s and 2s, but it's essentially there. I've uploaded a map (http://mkv25.net/dfma/map-10754-weatherwires) to the DFMA. Viewing it in this format is really stunning, since you can actually see the vast quantities of magma that are involved.

Currently, I plan on finishing the main entrance, letting the caldera refill, testing to make sure that everything works, and then draining the dome. In the process, I will make a series of DFMA maps that give a full and complete tour of the entire fortress, meant primarily to orient people who haven't been keeping up with this thread. Also, within the next week or two I'll go through and detail the more famous dwarves, since people have asked about that, I think.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Protactinium on October 15, 2011, 02:57:40 pm
This epic is epic. Amazing story so far, helped a lot by your good descriptions of it all. I tip my hat to you.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 15, 2011, 07:11:16 pm
Thank you very much! In my opinion, part of the fun of DF comes from the communal sharing aspect, so I'm glad you've voiced your appreciation of it.

I've increased the size of the area viewable in Stonesense to 100x100, but it still isn't enough to get the whole dome in a single shot. Unless there is someway to zoom in and out (I haven't seen anything to suggest there is), and so long as the entire map screenshot function is broken, I'll have to settle for taking multiple individual screenshots in Stonesense.

In this case, I've taken four shots in Stonesense from different angles of the artificial magma sea. Visible as well is the temple, the top of the citadel, and the bridges connecting them to the only current exit from the fortress. None of the shots fully capture the entire dome, but together they give a pretty solid idea.

The first picture is oriented to the northwest, and the point of view rotates 90 degrees clockwise afterwards.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 15, 2011, 11:56:00 pm
In my haste to finish the filling of the dome I did not account for one thing:

Magma pressurization.

Spoiler (click to show/hide)

On the upper right, there, is the prince's quarters. His bedroom is built over a channeled out vein of hematite, covered over with steel grates. When the dome was filled to the level of the pumps, the pressurized magma spewed up through the grates with such force that it struck the ceiling. The room flooded within seconds. Luckily, Prince Asmel had just left the room to fill his waterskin...

Spoiler (click to show/hide)

...but now the magma is flowing down the adjoining corridor and into the rest of the citadel.

The city was designed to be magma-proof, but the red guildhall is now much, much hotter than it was ever meant to be. Molten rock flows up ramps and into the stairwell...

Spoiler (click to show/hide)

...and drops down to begin filling the farms.

Spoiler (click to show/hide)

Nish Degzasit rushes down the long, long corridor to the map room, where he will pull the lever that ceases the pumps.

How many dwarves will die in the heat before he gets there?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Kogut on October 16, 2011, 12:26:54 am
"Magma pressurization" - AFAIK there is nothing like magma pressure.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 16, 2011, 12:38:35 am
"Magma pressurization" - AFAIK there is nothing like magma pressure.

I'm not sure what you mean. If you're saying there is nothing in DF quite like magma pressure - in that it is a terrifying and horrific phenomena to come across unexpectedly - I would only partially agree, since it would be quite similar to a few other things in the game.

If you're saying that there is no magma pressure... I would direct you to the pictures in my previous post, and the movie I am about to post to the DFMA.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 16, 2011, 12:50:14 am
This (http://mkv25.net/dfma/movie-2387-magmapressure) is the face of pressurized magma.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 16, 2011, 01:13:51 am
Unfortunately, there's a bug. The game crashes every time the magma gets pressurized and surges into the inside of the buildings (I've tried it 3 times). I got a dwarf to the lever in time to stop the pumping before the last layer filled up, and so far, no crash. Disappointing.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: durbu on October 16, 2011, 03:48:19 am
"Magma pressurization" - AFAIK there is nothing like magma pressure.

AFAIK magma doesn't pressurize by itself (water does), but it can be pressurized simply via pumps.

When the dome was filled to the level of the pumps...

Also, this fort is epic. Though it would've been awesome to see an epic fort go down just because of infertility :D
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 16, 2011, 12:19:40 pm
Also, this fort is epic. Though it would've been awesome to see an epic fort go down just because of infertility :D

I agree - I kind of regret recruiting all of the dwarven caravans, but it kind makes sense for a dying race to seclude itself and pull back into one solid, impregnable fortress. Also, the birthing problem is a bug, so I kind of feel justified in using a utility to expand my ranks.

However, I do have a plan to construct a second fortress to house all of the mercantile immigrants. It will be completely separate from the dome - kind of like the Dwarven upper class / Human lower class scenario presented earlier in this thread, except with 'native' dwarves / 'recruited' dwarves. I have two reasons for doing this - one, to properly house all of these new dwarves in a way that doesn't ruin the aesthetic quality of the dome, and two, so that I can recreate the original scenario (prior to recruiting merchants) to some degree.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 16, 2011, 03:35:07 pm
19th Obsidian, 196, Late Winter - A goblin siege came quick and thick enough to bust through the weapon and cage traps. Onol Closechannels, the last remnant of the once-great clan Laborlured, was slain by a goblin swordsman before the military could make it to the defense. Onol was the last of seven children to perish in Weatherwires.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: peskyninja on October 16, 2011, 03:54:30 pm
You should have built some windows. ;)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 16, 2011, 11:32:51 pm
You should have built some windows. ;)

I'm not quite prepared to have that level fun just yet.  ;D

From the fortress log:

16th Timber, 197, Late Autumn - In my attempts to develop a set of statues representing the full dwarven pantheon, I've been enabling certain crafting skills on dwarves that worship gods of whom I do not yet have statues. A brief summary of the pantheon of the Merchant of Echoing is given here, in the format of "name-representation-portfolio."

Onol - yak cow - mountains.
Ral Coppercanyon - female dwarf - metals.
Ilon Crushseizes - male dwarf - war, fortresses.
Risen Boulderrock - male dwarf - minerals.
Idrath Silverrocks - male dwarf - trade, wealth, jewels.
Thir - female dwarf - balance.
Amug the Rumored Owl - male dwarf - lies.
Baros Buriedplagues - male dwarf - rebirth, death, murder, day, light.
Iltang - female dwarf - misery, torture.
Thoth the Labyrinth of Whispers - male dwarf - night, dreams.
Thiken the Vigor of Lessons - female dwarf - speech, persuasion, poetry, writing.
Medtob the Virtue of Shell - female dwarf - charity, sacrifice, generosity.

Statues of all except Ral, Thir, Baros, and Iltang have been produced by masons, blacksmiths, potters, or glassmakers in the past. Newcomers have been found who worship Ral and Thir, but apparently there are none who follow either Baros Buriedplagues or Iltang in any measure.


The order of the list above is the same as they appear in legends mode, though it seems to have no effect on the personal faiths of particular dwarves. Ilon Crushseizes is the most popular god in the fort, so he seems to be a sort of patron deity. On the other hand, Iltang and Baros Buriedplagues (who has what I consider to be an extremely interesting portfolio) lack any followers, so far as I can find.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Crustypeanut on October 17, 2011, 03:41:09 am
Which god do you consider the "Head God" of the pantheon? Personally I'd say Onol, as he's the only one that represents Mountains.. even though he's not respresented as a dwarf.  Ilon could also be a good head god, as he represents war and fortresses, as well as actually being represented by a dwarf.


Derp, missed where you said Ilon was the most popular one.  XD


You know, this thread has inspired me to try a long-lived fortress myself, see if I can get the same problem to occur.  I don't plan on regularly flooding a huge dome with magma, though :P  2 fps is not something I could handle, thats for sure.  Right now, I have my cap set to 1000, and it often runs that high in the early stages of a fortress.  Its hard to keep up..

Plus I'm also playing with the Fortress Defense mod with all of its goodies.  Haven't gotten to the War Elephants yet though..
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 17, 2011, 06:00:52 pm
I figure Onol is either a chief deity, some kind of progenitor elder god. All statues of Onol include dwarves prostrating themselves before her, as opposed to the various statues of Ilon where he's making faces. It could be skewed, too, by the fact that my head mason and blacksmith both worship him, so naturally I have many statues of him, and few of Onol. It would be ridiculously painstaking to go through and count the number of worshippers for each... if only there was a utility for that.

And yeah! Taking away the population cap in the beginning would allow you to have a RIDICULOUS amount of dwarves, though that mod would certainly curb your growth.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 17, 2011, 11:45:57 pm
A goblin siege has just arrived. Coincidentally, the magma has just reached the top of the caldera, and the sealed passage isn't working properly, so I'm going to have to drain off the top few levels so construction can be done.

I should note that the magma will drain off onto the plain outside the fort, which the goblins must cross in order to reach the bridge.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 18, 2011, 12:12:35 am
Spoiler (click to show/hide)

The goblins siege was broken easily by the traps, so it looks like the drainage won't do much except clean up the exterior of the map for me.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 18, 2011, 02:30:36 am
Thought I'd take this chance to give some background on one of the fort's most important dwarves: the queen, Domas Tickcities.

Spoiler (click to show/hide)

Domas Tickcities is one of the most long-lived dwarves in the fortress, and currently the reigning monarch of the last remnant of the Merchant of Echoing. In the early spring of 126, Domas and six other dwarves (founding a group known as the Diamond Cloisters) embarked upon the volcano known as the Fire of Channels. They struck the earth and founded Nugrethshorast, Weatherwires in the dwarven tongue. Among the seven were also Kogsak Murdershot (carpenter/woodcutter) and Logem Buriedboard (cook/brewer, currently the only other surviving member of the founding seven). Domas herself was the mason of the group, as well as possessing a skill at appraisal. That very spring, she and Kogsak became romantically involved.

In the summer of the first year the first group of dwarves immigrated to the fortress. Among them was Udil Bandwires, a dwarf with some skill with a battleaxe, and Tun Towerhollow, of no real repute. Due to poor living conditions in the winter of 127 (and the death of a pet, if I remember correctly - this happened sometime early this past summer, 2011, so it's been a while), Udil threw a tantrum and slew Tun with her copper battle axe. To prevent further deaths, Domas Tickcities was appointed to the position of sheriff. In a brutal beating, she slew Udil with only her fists. Shortly thereafter, she was removed from the position. To this date, this has been Domas' only kill.

Domas and Kogsak married in the autumn of 131. In the early winter of 132, Kogsak became the baron of the Diamond Cloisters. Due to the lack of any other royalty in the Merchant of Echoing, this made Kogsak the only ruler of dwarves. In 133 he rose to the rank of count, and in 134 the rank of duke. Domas bore him 5 children:

Èrith Futuredagger, eldest daughter, b. 132 d. 150
Cog Archwayward, second eldest daughter, b. 133
Avus Prestigecrafted, youngest daughter, b. 134 d. 136
Asmel Deathchannels, eldest son, b. 135
Olon Stakeesteemed, youngest son, b. 136 d. 151

In early 135, the massive dome project was designated - layer by layer, the outline of the dome was calculated and drawn. Due to a despondency amongst the citizens of Weatherwires, massive parties were thrown, and idleness became the norm. Friendships formed, and lovers multiplied. It was during this year that the old dining hall was graven with images by the master engravers. Various masterwork crafts and equipment were made by the dwarves. Unknown to the dwarves, this year would be the last of an era for the Merchant of Echoing.

In the late autumn of 135, the goblin civilization known as the Scorpion of Recreations attacked the Diamond Cloisters at Weatherwires. The goblin Stozu Nobleticks led the attack. Though the siege was broken quickly, seven dwarves who were outside the fortress perished in the attack. Later that season, the dwarf Stukos Girderopen was struck down by the dwarf Udil Rimlulls the Purged Contingency with Fallengrasp the Poetic Illnesses. This was the only dwarven kill made with the Purged Consistency (a silver warhammer), but it makred the beginning of a legendary tantrum spiral which resulted in the death of the majority of the population at that time.

Due to the death of many of his friends, in the midwinter of 135, Kogsak Murdershot went insane. He refused drink, and died of thirst later that winter.

Domas Tickcities endured the tantrum spiral, and has survived so far, being the last remnant of the dwarven monarchy.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 18, 2011, 09:35:46 pm
6th Moonstone, 198, Early Winter - The draining off of the top levels of magma, despite resulting in a scorched wasteland outside the fort, has not yet revealed the would-be primary entrance to the dome - the volcano refills only slightly slower than the magma is draining. Expansion of the drainage tube should solve the issue.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Karakzon on October 19, 2011, 08:51:56 am
If you get realy low on dwarves, you can always reclaim and see if that fixes the bugged births issue.

But that would be a real last ditch thing if you wanted to keep it going ide say. :P
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 19, 2011, 05:54:41 pm
I had actually considered that eventuality. There is another dwarven civ (just one other), which was also wiped out during world-gen. I won't abandon the fort when things are going pretty strong. Once I tap into the HFS, things might get to that point, but at that point, the new version will likely be out and I will just start a new fort.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 19, 2011, 11:17:10 pm
I keep underestimating the rate at which the volcano refills. The method of drainage will have to allow for a really massive amount of magma to flow out of the caldera at once, otherwise it will take years for the seal to be broken.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 19, 2011, 11:59:38 pm
Vucar Nokzamkikrost, Miner has died after colliding with an obstacle.

And then, his corpse and pick melted into the sea of magma that currently covers the floor of the second cavern layer. One would think that I had learned how to properly designate the digging of channels over empty space. Apparently not.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 20, 2011, 12:49:44 am
Spoiler (click to show/hide)

The merchant who was tasked with making a statue of Ral Coppercanyon produced over 60 silver statues, none of which were of her only worshiped deity, and about a third of which were of oysters. It turns out that the merchant absolutely hates oysters, so I suppose that's the reason why, but now I've got about 20 silver statues of oysters. I had the remaining statues melted back down into silver, with the idea that I might have an 'oyster room' at some point.

Now the merchant is furious, and throwing tantrums. In the pic above, the merchant was wailing on Ineth Lensbeaks, matriarch of the Thunderbridge clan. She once had seven children, and has been the mayor of the fortress for much of its history, as she is now. The merchant currently has been having the 'Attend Meeting' job, but then throws a tantrum and beats the mayor. Now they are in the hospital, and it is only a matter of time before she flies of the handle again.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 22, 2011, 02:18:42 am
Sorry about the lack of updates (for anyone who checks this thread regularly, which I doubt). My piano professor, who was on sabbatical this semester, dropped back in for a surprise lesson and I had to scramble to get a piece ready to present. Occasionally school just takes up all my time, so I have to drop DF for a while. Though, the fact that you can drop it entirely and pick it up again weeks later without any losses in game is one of the reasons I prefer it to all other games (coughcoughWoWcough).

Anyways, I've installed a series of one-tile drains, sealed with nether-cap floor hatches, which connect the magma tube with the second cavern layer, which I might as well start calling the sewer of Weatherwires. All drains lead to the second cavern layer, both water and magma, so the entire cavern is littered with obsidian walls. The bottom z-level of the cavern is a layer of obsidian, which is under a layer of water, which is under a layer of obsidian, which is (currently) under a lake of magma about five or six z-levels deep, and quickly filling as the drains do their work. Near where the water lake was drained from the dome, the walls are encrusted with blocks of obsidian which formed during the second filling, when magma and water flowed through that drain simultaneously. The entire area is just a disaster zone, really.

Spoiler (click to show/hide)

Now that the top of the caldera is drained, I can fix the entry-way so that it works properly. Also, adding more one-tile drains will make the draining process quite quick indeed.

As well, I have been adding many ropes and chains around the fortress in preparation of the appointment of a dwarf to the captian of the guard. The recent beating of Ineth Lensbeaks was more serious than I though, as Ineth was also the manager of the fort. Production ground to a halt before I could figure out what was going on (she's been the manager for many decades now). Justice must be served (the merchant deserves a solid beating), but about half of the fort is guilty of some crime or another that has gone unpunished since the last time I had a captain of the guard, when this happened:

Spoiler (click to show/hide)

So, I plan to lock down the entire fort so I have as many idlers as possible. Once dwarves begin to be chained up, I need to have as many others as possible able to provide food and water to those imprisoned. It will be a dark and dangerous time for Weatherwires, when a reckoning-long awaited finally arrives.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 23, 2011, 12:34:11 am
It's mid-winter in the year 200, and as the second century draws to a close, the dwarves of Weatherwires might be reflecting upon what has been accomplished in the past seven and a half decades. An excavation project unlike any other has been successfully planned and executed, amidst tragic and terrible setbacks. Nearly every threat that happens upon the fortress is destroyed, including two titans, a hydra, a dragon, a minotaur, and countless forgotten beasts.

Work will continue through the turn of the year - too much still has to be done for any celebration to be allowed just yet. When, in 226, the fort reaches its hundredth year, there will be plenty of time to party.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 23, 2011, 01:42:41 am
Spoiler (click to show/hide)

Avuz Siguneral, Woodcrafter has died of old age.

Avuz Tourvessels was born in 50. In the midsummer of 133, seven years after the fort was founded, she settled in Weatherwires.

In the midsummer of 136, in the midst of the Great Tantrum Spiral, the mayor, Rigoth Hazecraft, went berserk with rage. Avuz slew her with only her fists.

In 146, Avuz created The Fair Dagger, a spore tree cup. Thereafter, she produced countless masterwork wooden bolts for the marksdwarves' practice.

Now, she has died, at the age of 150. She may have been the oldest of her kind, born scant decades after the crushing defeats at Whiskergloves. Her death marks the beginning of the end for the dwarves of the Merchant of Echoing.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 23, 2011, 01:51:40 pm
As the caldera finally reaches the highest levels, I am preparing to export a series of local images to post on the DFMA, which will show the fort in various stages of magma-submersion. So far, I'm planning on dividing the fort into upper and lower parts (as I have done before), instead of having many full maps. This is what I have in mind:

1. Upper Fortress, passage to Dome sealed.
2. Upper Fortress, passage to Dome revealed.
3. Dome, magma level: full.
4. Dome, magma level: mesa.
5. Dome, magma level: standard.
6. Dome, magma level: lake.
7. Dome, magma level: n/a (with water lake reinstated).
8. Lower Caverns, empty.
9. Lower Caverns, mid-deluge.

These nine maps will have points of interest interconnected with hyperlinks, ideally in such a way that they form a comprehensive, but easily navigated view of the fortress. When followed in order (not absolutely necessary, but recommended), these PoI will form a guided tour of the entire fort, through its various stages of magma-filling.

As well, I will work in, at particular points, various bits of lore and history of Weatherwires, including anecdotes concerning important fort events, or descriptions of statues, engravings, or particularly important dwarves.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Protactinium on October 23, 2011, 02:03:56 pm

Avuz Siguneral, Woodcrafter has died of old age.

Her death marks the beginning of the end for the dwarves of the Merchant of Echoing.


That sentence gives me shivers, man. I love tragedies.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Relapse on October 23, 2011, 03:27:29 pm
Wow this is an excellent read. Just went through the whole 11 pages, with my game paused in the background playing the music. Keep it up, 'twas inspiring.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 23, 2011, 11:21:19 pm
Thanks for the encouragement and appreciation, guys.

does it have a lava spewing phallus, though?

Not explicitly, hah. There is plenty of lava spewing going on everywhere else, though...

The traps on the surface have been deconstructed, and their components transferred into the stockpiles beneath the dome. A few of the green glass axe blades had dozens of kills, with one getting nearly one hundred. The dwarves have retreated through the sealed passage, their paths covered by the rising tides of magma that flood what is now the only way in and out of the dome. The dwarves of Weatherwires, are now alone in their plight, sealed off from the world outside, forever.

The dome was meant to be a utopia - a spectacular city of hewn stone amidst an ocean of magma, where dwarves would not fear for death by goblins, or titans, or nameless evils beneath the earth. Now their utopia has become their grave, the final resting place of an entire civilization. From this point forth, if any visitors should happen upon Weatherwires, all they will find is an abandoned fortress built into the caldera of a volcano, littered with priceless gems and finished goods that were left behind by a race that disappeared overnight.

Now, the final stage of the fort can occur: the draining. The first point of drainage is the hole atop the central mesa. When drained to that level, the tops of all the buildings will become accessible. Since they have been previously flooded with water, they were muddied, and grew swaths of fungus. As discovered earlier in the thread, (http://www.bay12forums.com/smf/index.php?topic=93279.msg2653899#msg2653899) when magma is applied to muddied stone that has been allowed to grow fungus (not constructions, as I have discovered), it burns away the fungus and leaves behind a tile of soil - in my case, either silt or red sand. Thus, the tops of these buildings, once the magma recedes below them, will first be covered with a layer of ash, which will deteriorate into sand or silt, and then begin to grow fresh fungus. This is extremely desirable from my point of view, as aesthetics are an important part of this fortress, and muddied tiles are perpetually brown - not the teal or yellow of cavern fungi.

Here are a few pics of the draining:

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 24, 2011, 12:31:21 am
A goblin siege arrived. They stormed the bridge, expecting the same row of traps... only to find an empty swath of obsidian blocks, stained with the blood of the countless sieges before them. Now, the foul invaders stalk the corridors of the fortress they were never able to breach, their enslaved trolls idly smashing in doors as they walk by.

Spoiler (click to show/hide)

Meanwhile, deep beneath the surface, the magma continues to drain.

Spoiler (click to show/hide)

As the molten rock recedes, the top of the Gearguild and Gloveowners guildhall reveals itself, its top a plain of scorched ashes, silt, and sand.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: xar23 on October 24, 2011, 05:01:57 am
Amazing fortress, thanks for sharing.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 24, 2011, 12:09:15 pm
So, the trolls are wreaking havoc as they run rampant through the upper fortress. They've already destroyed the entrance to the sealed passage in their rage, and now they're smashing all the coffins, strewing about the corpses of hundreds of dwarves. It's only a matter of time before they make their way to the windmill farm atop the mountain... with that destroyed, there will be no way to power the magma pumps, if I should want to fill the dome at any point in the future.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Wannazzaki on October 24, 2011, 12:11:16 pm
And so DF strikes back against the megaprojects with something many would consider insignificant. You could Runesmith them away?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Protactinium on October 24, 2011, 12:16:43 pm
No, the tale should unfold organically. Tragedy is tragedy, decline is decline. If you brace yourself for a known end and then suddenly get killed prematurely, that's fate robbing you of your honorable last stance.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 24, 2011, 04:42:26 pm
I've already used Runesmith, but that was to both counteract a bug, and it can be justified in the context of the storyline. Using it to negate a legitimate and unanticipated threat would dilute everything the dwarves had worked on to this point.

It is impossible to foresee exactly what will cause the dwarves' final downfall, but it would be poetic irony if their abandonment of the surface for the safety of the dome was the very thing that eventually led to their demise.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 25, 2011, 12:08:53 am
Spoiler (click to show/hide)

Asob Medtobedtûl, Ghostly Miner has risen and is haunting the fortress!

And the Trolls have, so far, only crushed approximately one eighth of the coffins. This may become an issue - certain ghosts have not been showing up in the memorial engraving menu. Meanwhile, draining continues...

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 25, 2011, 11:57:16 am
The trolls have slowed their destruction. In the absence of any resistance, they seem content to take their time. So far, seven ghosts have risen, and five have been put down. The two who remain do not appear on the memorial engraving menu, but luckily, relatively harmless - one is a restless haunt, and the other is a secretive poltergeist. One of the others that returned from the grave was of the murderous variety. If that one had not appeared on the menu, it would have spelled a slow, inevitable death for the entire fort.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 25, 2011, 07:29:32 pm
Spoiler (click to show/hide)

Litast Lanlariden Assarmerig Lelum, Swordmaster has died of old age.

Litast Birdspaddled, who would later become known by her earned title, the Circumstantial Clarity of Waning, settled in Weatherwires in 129. As captain of the Silvery Princesses (the fortress' swordsdwarf squad), she was the most skilled with a sword - however, for some reason, she never wielded one into combat after a certain point in her career, preferring instead to bash her enemies senseless with her shield, while her squadmates made for the kill.

Now she has died, at the age of 157, undoubtedly one of the oldest dwarves still remaining.

However, her body was not immediately interred. I quickly discovered the problem - the various unused coffins in the dome had been 'claimed' by the exhumed dead still on the surface. Rather than build rows and rows of empty coffins, it has been decided that all dwarves, upon death, shall be cast into the heart of the earth from whence they came, to be one with the molten rock, and have a slab engraved in their memory.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: darkflagrance on October 25, 2011, 10:33:30 pm
I love the air of slow decline and death your stories have; they instill in my mind images of a civilization simultaneously great and doomed to die through tangible tragedies, like Litast's death, tragedies not the fault of dwarven action but merely the inherent failures of their existence. I have in my mind a vision of solemn and nobles dwarves going about the hallowed business of preserving the spark of civilization inherited from their long-gone forefathers, even as the filthy trolls despoil the very tombs that represent their connection to the past (and their near-futures).
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 26, 2011, 01:18:44 am
Indeed, this story turned out to be much more of a tragedy than I ever intended it to be. The unexpected factors that come into play while playing DF really make the game what it is, though, IMHO. I can feel things slowly winding down, although I intend to have the fort last at least until the next update is released (believe it or not, this was my original pre-embark goal).
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: darkflagrance on October 26, 2011, 02:33:43 am
Incidentally, would it be impossible to assemble a small group of the best military dwarves to fight for the surface and keep the old tombs purged of goblin filth, or alternately sequester a few old dwarves to bear arms for the defense of the sepulchres? A small amount of military training, door manipulation, and picked battles can occasionally skew the battle in favor of the dwarves, after all, and it might assure a fiercer end for those of Litast's ilk.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Kogut on October 26, 2011, 02:57:13 am
Maybe I should make a bug report...
Yes, you should.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Madventurer on October 26, 2011, 06:36:31 am
This is Dwarf Fortress at it's best.
Imagination + A bug (Only in DF!) + Random factor = Great Story!

This is fun to read, and I have kind of awesome feeling when picturing this in my mind.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 26, 2011, 10:17:56 am
There's still plenty of military left, and every one of them is Legendary in practically every combat skill (except for weapon skills, most are only Legendary in one). As it stands, something will have to be done about the trolls, in any case, since they're just milling about the up/down staircase leading through the sepulchers, and not actually doing anything. It'll give me a chance to repair and "troll-proof" the sealed passage, too.

The magma has drained low enough now for all of the exterior walkways are completely accessible. The fortress now appears to be a series of free-standing structures with canals of molten rock running between. Pretty cool, so I think I'll wait a while before continuing the next stage of drainage.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 26, 2011, 11:36:45 pm
One of the several side passages that lead from the surface to the dome, previously walled up, was opened, and two dwarves rushed through the claustrophobic, labyrinthine mines to meet the trolls in combat. Two dwarves... Vabôk Earthenfins the Tight Mechanisms of Whirling, and Libash Dippedurns the Ageless Deep of Rhymes. Both are the last survivors of a brutal experiment which took place during the early years of Weatherwires. A group of fresh immigrants in 148 were enlisted into the military, and - to their dismay, I'm sure - equipped with large iron daggers which had been scrounged from goblin thieves. During 149, Libash distinguished herself as a troll-killer, using weapon she later named the Languishing Daggers. Vabôk, however, has a more distinguished record - in 151, 152, and 153, he slew the mountain titan, the plains titan, and a cyclops, respectively. After his third kill, he was named militia commander, and has remained so ever since. With only Libash to train with, the two became legendary knife-users, then legendary wrestlers, and then legendary speardwarves. The two currently wield two artifact adamantine spears (both have over sixty kills), to great effect:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Needless to say, they made quick work of the trolls.

The rest of the military moved to secure the fort's primary entrance, while the civilians went about the work of hauling corpses down into the dome. Since the dwarves were already up there, I didn't see any reason why they wouldn't deconstruct all the coffins in the upper fort and transfer the dead into the dome. Also, I am in the process of sealing the windmill farm, as well as fixing the new dome entrance so that it is troll-proof:

Spoiler (click to show/hide)

Since up/down staircases and grates do not 'hold' magma (it always recedes into the empty space beneath), this area can be filled with magma, then drained, and be accessible to foot traffic the moment it is cleared without having to wait for the molten rock to dry. When the caldera fills, anything the trolls might be able to destroy will be below the surface of the magma. The blue door at at the end of the grate walkway is Syrupsever, a nether-cap door, beyond which is the passage to the dome.

I am currently deliberating on what to do about the duke's tomb:

Spoiler (click to show/hide)

It is a side chamber adjoining the highest ledge of what was once the quarters of duke, during Weatherwires' heyday. Now, it is a lonely place, barely travelled, even by the duke's widow, and seems forgotten by the dwarves.

The statue before the tomb is an exceptionally designed image of Kogsak Murdershot the dwarf and dwarves in marble by Domas 'Murdershot' Tanineth. The dwarves are refusing Kogsak Murdershot. Kogsak Murdershot is making a submissive gesture. The artwork relates to the fall of the dwarf Kogsak Murdershot from the position of duke of the Diamond Cloisters in the midwinter of 135.

Kogsak was removed from the position of duke when he was stricken with melancholy during the great tantrum spiral of that year. He starved to death later that winter.

The problem here is that, unlike the various other coffins in the upper fort, the duke's tomb cannot be deconstructed. Tombs cannot be assigned to dead dwarves, so his resting place must remain where it is, unless he is to be interred into the vast rows of coffins being constructed in the dome. However, his tomb may then be despoiled by trolls when they next arrive, so something must be done about the situation.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Kogut on October 27, 2011, 02:21:48 am
AFAIK you can remove tomb and dwarves will move body to new coffin.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Ieb on October 27, 2011, 05:16:40 am
Yeah, but you can't make a tomb out of it. It'd just be like a normal burial casket or sarcophagus and this noble obviously deserves better than to be removed to some burial spot that couldn't even be designated properly as his. Even if you'd mine a proper larger room for the guy.

Maybe you could just seal the tomb with a wall?

Also, damn you for making me want to play a 'Last Dwarves' setting.
This is some good stuff. Hope you figure out how to fix the no-breeding thing, or at least go down in some glorious manner.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Karakzon on October 27, 2011, 06:20:37 am
could do it, youde have to do it on a one by one dorf basis, and forbid the noble dead guys body etc.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: furlion on October 27, 2011, 08:25:47 am
Stuff like this is why DF is one of the greatest games I have ever played. Just imagine all the new shenanigans that will be possible in the next update!
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: NotPete on October 27, 2011, 09:57:35 am
Maybe just sealing it off would be the best. Perhaps with a bridge instead of just a solid wall, so you could open it later.

Also, this place would be great to visit later, as an adventurer.  :)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Karakzon on October 27, 2011, 10:42:49 am
unless you just dig the stairway leading up to it so no dwarves or trolls can travel up their. Though that leaves it open for despoilisation by dragons and other flying critters.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 28, 2011, 02:13:41 am
The transfer of graves from the upper fort into the dome continues. My stocks menu shows a little less than 650 coffins, most of which are used. It's impossible to know for sure (without meticulous counting), but I'd estimate my death count at around 575. However, the new 'coffin gardens' are placed 'outside' the buildings in the dome, so if the affair is ever flooded with magma again, things might get a little messy. Then again, with the bugs I experienced last time flooding occured, I doubt I'll try it again.

When I first began conceptualizing the dome, I planned on building platforms in the deep, and then collapsing soil layers from near the surface into the grotto so that underground plants could grow atop the buildings. I abandoned that entire plan in favor of simply flooding the tops of buildings with water to muddy them. Happily, with the magma flooding, those buildings are now topped with layers of silt or red sand (no more mud, which makes things brown and ugly), and are quickly being covered with floor fungus and cave moss, not to mention various large fungi.

Also, quite unfortunately, the mines which I had dug into the only adamantine vein on the map have flooded with magma. In order to explore the caverns, I smoothed walls and carved fortifications to reveal unexplored areas. Some of those areas in the second layer are quite filled with magma, so the stuff dripped into the deepest mines and has now rendered the adamantine vein temporarily unavailable. However, I already had plans in place to obsidian-cast layers of the magma sea in order to obtain adamantine which was adjacent to magma, so this is not really a huge problem in the grand scheme of things. Once dwarves have been permanently sealed below, that project can begin.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 28, 2011, 10:07:34 am
During a double ambush, the three squads guarding the entrance - the Silvery Princesses (swordsdwarves), the Silvery Skunks (macedwarves), and the Lone Lashes (lashdwarves) - were drawn out of what was once a heavily trapped corridor and out onto the circular grassy area before the bridge. At that moment, a third ambush appeared: a line of goblin bowmen, stretching the entire length of the bridge. The military rushed forth to slay the intruders, without any sense of self-preservation. A quarter of the way across the bridge, Eral Languagemetal the Lonesome Square of Furnaces, nigh-invincible mace lord and patriarch of the Languagemetal clan, dodged off the side of the bridge. He miraculously survived the impact, breaking both of his upper arms and his left lower arm despite a fall of 7 z-levels.

Ònul Inkswallowed the Worried Feral Berry of Rasps was not so lucky.

Spoiler (click to show/hide)

Born in 72, he migrated to Weatherwires in 142. Enlisted into the military, he was given a steel shortsword and quickly racked up an impressive kill list of 59 goblins and trolls, the last of which was slain upon the bridge only moments before he dodged a silver arrow and plunged to his skull-crushing death.

Of the original dwarves (before merchants and their guards were recruited from caravans), 86 remain. 103 of the recruits remain, though most of them remain without rooms. Whenever a citizen dwarf dies, however, the room he was assigned in the dome becomes available, and is distributed on a first come, first served basis. One more room has just become available.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: darkflagrance on October 28, 2011, 10:21:33 am
unless you just dig the stairway leading up to it so no dwarves or trolls can travel up their. Though that leaves it open for despoilisation by dragons and other flying critters.

Without a normal path to reach the tomb, I doubt that even flying critters will path up there.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 28, 2011, 10:27:03 am
unless you just dig the stairway leading up to it so no dwarves or trolls can travel up their. Though that leaves it open for despoilisation by dragons and other flying critters.

Without a normal path to reach the tomb, I doubt that even flying critters will path up there.

It's a moot point in any case, as I'm pretty sure the dwarves at Weatherwires have slain basically every single wandering megabeast that was in existence.

For the situation with the duke's tomb, I've had the dwarves dig a new stairwell that leads from an antechamber in the sealed passage to the lowest level of the duke's quarters. Then, the main entrance will be walled up. In this way, even when the seal is in place, the tomb (and the highest levels of the caldera fortress) will be accessible from the dome, should any dwarves wish to go there.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 28, 2011, 08:40:33 pm
A group of merchants, possibly the last visitors to the dome, just left the fortress with magma on their heels. (http://mkv25.net/dfma/movie-2389-thelastmerchants) I've seen magma surges from the volcano come up through those grates before, and I was kind of hoping for something spectacular to happen when the merchants went across (with 7/7 magma immediately below their feet), but all of them made it across safely. Moments later, the entrance was sealed with magma.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 29, 2011, 07:37:58 pm
Yet another dwarf has fallen victim to the unstoppable grindstone of time.

Spoiler (click to show/hide)

The year is 205, and Zasit Veiloil has died of natural causes at the age of 154. Zasit, while being a legendary engraver, is most noted for serving as the bookkeeper of Weatherwires since 138, when he migrated to the fortress, until 177, when he was relieved from duty - due to a minor injury, if I recall correctly. In 182, he became romantically involved with the fortress thresher, Èrith Boatsflashed (current age: 146), by whom he is survived. He was not as prolific as other engravers in the fort, but was one of the chief engravers of the dome, and many of his masterworks can be found about the megaproject.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 29, 2011, 09:17:35 pm
With the dwarves now completely withdrawn from the surface, and the magma at a level low enough to make the entire dome accessible (except the floor, of course), the time has come for the justice system to be reinstated. There are a handful of offenders who will require beatings (the upstart merchant who wailed on the fortress manager, for example), although most criminals are guilty only of the violation of production orders. There are 42 chains or ropes throughout the fortress that have been designated for use for justice, so all that remains is the appointment of a captain of the guard.

The captain should be a child of the fortress, not a merchant or guard, and most of the original immigrants are far too strong and skilled to dole out non-lethal justice. The captain must necessarily have few or no combat skills, of course. After reviewing the possible candidates, there is one dwarf who stands out at as the prime choice; Zon Ironfirst, youngest daughter of the Gearguild clan.

Spoiler (click to show/hide)

She is equipped with the ritual weapon of the past captains: an unnamed, exceptional quality adamantine warhammer with a terrifying and unbelievable history.

Spoiler (click to show/hide)

Zon is appointed to the position of captain of the guard, her squad appropriately named "The Magical Hammers," and she is set loose.

For too long, the judgements set forth by the dwarves have gone unpunished. Justice must be served.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 29, 2011, 10:59:18 pm
Several dwarves were chained, and already the cruel hand of the law has struck down its first victim. Tosid Topfloors, a merchant born in 135, starved to death in her chains. The injured party, Ineth Lensbeaks, is presumably meting out indiscriminate revenge upon the newcomers.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 29, 2011, 11:08:41 pm
My previous statement is now obviously incorrect. A second dwarf has died of thirst, Libash Tradedslapped the Mute Bodice of Whiteness. Libash served as a marksdwarf for many years, however, has been essentially an expert hauler for many years, since that squad disbanded. The dwarves must see the justice system as some kind of twisted natural selection.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 29, 2011, 11:59:47 pm
Id Craftsfang, Bone Carver has become the third. At the moment, I have over a hundred idlers, and dwarves in chains that desperately need food and drink... and yet, not a single 'Give food' or 'Give water' job has been generated. These actions (or lack thereof) seem inconceivable for a dying civilization, though I am sure there must be some explanation, from a narrative point of view.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Russell.s on October 30, 2011, 12:05:50 am
Could it be that apathy about their looming, some would say inevitable, extinction is finally kicking in? They see the dwarves in chains, starving and dehydrated, and can't even summon the will to feed them, knowing that they too will be in the same position eventually, unable to fend off death, essentially trapped in their fortress- the last of the dwarves?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 30, 2011, 12:16:24 am
Perhaps. The idea of the dwarves seeing the fate of their civilization reflected in the image of a chained, starving, dehydrated prisoner is certainly poetic.

The thresher, Èrith Boatsflashed, has died of thirst, mere months after her lover died of old age. She goes to join him in the dwarven afterlife, undoubtedly ecstatic to the end.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Xenogenic on October 30, 2011, 07:32:22 am
Hey, great story! Been reading it for a few days now. Of course not to ruin the poetic environment, but the magma wiki recommends a food and drink stockpile within one square of the chain to help avoid starvation... turning barrels off on the stockpiles would ensure it's still realistic... you know, someone throwing the inmate a meal and drink just within reach of his chain (instead of a whole barrel).

Or just let the criminals die... but wouldn't magma be a more fitting end than starvation for the criminals of a fort such as yours?
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Mapleguy555 on October 30, 2011, 11:30:29 am
You, sir, are an Alien Mastermind sent to [Your World's name here] to save the Dwarves.
For this, I clap you.
*clap clap clap clap*

Also, cake.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 30, 2011, 11:47:22 am
Hey, great story! Been reading it for a few days now. Of course not to ruin the poetic environment, but the magma wiki recommends a food and drink stockpile within one square of the chain to help avoid starvation... turning barrels off on the stockpiles would ensure it's still realistic... you know, someone throwing the inmate a meal and drink just within reach of his chain (instead of a whole barrel).

Or just let the criminals die... but wouldn't magma be a more fitting end than starvation for the criminals of a fort such as yours?

Oh ho, I'm quite aware of such workarounds. In fact, nourishment has been provided to two dwarves who are imprisoned - Zuntîr Basementlocked, and Thîkut Sealrift, the fort's legendary brewers. In this case, I decided that they were too important to the fort's survival to let die, and the fact that they are quite popular within the rest of the fort (each has many friends), it made sense that they would be provided with food and drink.

As for the magma punishment... well, there might be a time for that still, perhaps.  8)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 30, 2011, 01:15:09 pm
A handful of other have withered away in their chains. Most of the fallen are merchants or guards, though one stands out amongst the others: Led Tattooedfence, chief blacksmith. Led was personally responsible for the dozens of steel grates, doors, and statues that adorn the fortress. His metalwork was matched by none, and yet the dwarves of Weatherwires saw fit to let him die of dehydration in a forgotten corner of the fortress. Led was 138.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 30, 2011, 03:40:13 pm
As another several dwarves pass away, the process of reclaiming the lowest mines has begun. By draining water onto the magma sea immediately surrounding the adamantine vein, I can create an obsidian caisson and obtain as much of the metal as can be safely mined out.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: shadowclasper on October 30, 2011, 03:54:38 pm
Man, this feels like Children of Men DF version >>
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Malarauko on October 30, 2011, 06:08:30 pm
Great project. Great writing.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 30, 2011, 11:38:44 pm
Another goblin siege has wiped through the fort. The goblins stood idly at the base of the bridge and in the fort's main entrance hall (which used to be trapped), probably quite confused. I imagine the leaders of each squad putting forth theories about where the entire civilization has disappeared to - they could not know for sure, since no goblin has ever penetrated as deep as the dome and lived to tell of it.

While their overseers stood by and argued, the trolls entirely demolished the axles and gear assemblies that transferred power from the windmill power plant at the mountain's peak to the water and magma pump stacks in the deep. About 1/3 of the windmills have also been destroyed, along with many of the doors that sealed the pumping areas and a handful of the pumps themselves. A few trolls made it as far as the magma pumps that, decades ago, filled the dome. For a moment, perhaps, the furry, horned beasts stared into the vast abyss beyond the ruins of the pumps, dimly lit with a red glow from the sea of magma far below, and a glimmer of comprehension of what the dwarves had accomplished flashed briefly through their primitive minds before they turned and retreated to the surface.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 31, 2011, 09:41:02 am
Until this point, two of the original seven dwarves still lived in the fortress. These individuals have lived through multiple tantrum spirals and countless sieges. Now, only one remains.

Spoiler (click to show/hide)

This year, 207, marks the death of Logem Buriedboard, chief cook and brewer of Weatherwires, at the incredible age of 165. Born in the year 42, in the midst of the dwarves' relocation into the mountains from the ancient fortresses, Logem was already 84 when she came to the fortress. Thereafter, she produced innumerable masterful roasts, and ensured a steady supply of alcohol for all. Now that she is dead, the fort is down both a brewer and a cook, permanently.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on October 31, 2011, 10:23:57 am
Something strange, tragic, and yet wholly within the realm of what I've come to expect, has happened.

Domas 'Murdershot' Tanineth, queen has suffocated.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

By zooming to the location of the queen's cleaning job cancellation, I can deduce, fairly easily, what happened.

Domas Tickcities, on a whim, decided to do some cleaning. She entered her son's bedroom and climbed the stair on the north wall. The stair was originally built in order to access the few layers of the pump stack when it was being built and serviced. It's a fairly standard pump stack, with an adjacent access stairwell that allows access to the pumps via two doors at every z-level - except for a few z-levels, next to the prince's quarters, which share a common wall with the pump stack. At some point, some blood got all over this part of the stack (probably while mining it out), including the tile the door is built upon - it was this tile the queen wanted to clean. There has been blood here for a while - why the queen took it upon herself, at this time, to clean it up is beyond me.

So, the queen opened the door, but before she could wipe off the blood, a sudden rush of water from the 7/7 tile beyond swept through the door and knocked her backwards, off of the stairwell. She fell 2 z-levels, landed on her head, snapped her upper spine, and suffocated.

I've already written a blurb about Domas 'Murdershot' Tickcities (http://www.bay12forums.com/smf/index.php?topic=93279.msg2690876#msg2690876) previously in the thread, and not a lot remains to be said. She and Logem were the last of the first seven dwarves, the founders of the fortress, and now both have died, by chance, within two weeks of each other. The doom of Weatherwires is rapidly approaching.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on November 01, 2011, 12:32:18 am
The queen's body has been placed in her tomb, atop the spire at the north end of the dome, the highest point in the carven city. The top has been flooded with water, as with the tops of many other buildings in the dome, but since the magma never reached this high, it remains a muddy mess. The small peak is overgrown with cave fungi, untouched by woodcutter or herbalist, untrampled by any feet save those who have come to inter the dead and their belongings.

Spoiler (click to show/hide)

The tomb is shared by three coffins, each a mood-created artifact. The queen's body is entombed in Failedhushed the Music of Balding.

This is a light yellow diamond coffin. All craftsdwarfship is of the highest quality. It is encrusted with earthenware and encircled with bands of reindeer leather. This object is adorned with hanging rings of reindeer leather and menaces with spikes of reindeer leather.
On the item is an image of The Roasted Dot the adamantine chest in light yellow diamond.
On the item is an image of mountains in light yellow diamond. On the item is an image of The Fair Dagger the spore tree cup in fungiwood. On the item is an image of a dimple cup in alpaca wool.
On the item is an image of goblins and dwarves in iron. The goblins are fighting with the dwarves. The artwork relates to the attack on the Diamond Cloisters at Weatherwires by The Scorpion of Recreations in the late winter of 171 during Dusmudkök, "The Scalded Assaults."


From the vantage point at the southern tip of the citadel peak, the coffin overlooks all of the dome.

Spoiler (click to show/hide)

The other two coffins are assigned to the two surviving members of the Murdershot dynasty. Cog Archwayward, being older than her brother, has risen to the rank of queen of the Merchant of Echoing at the age of 73.

The year is 207. In less than two decades, Weatherwires will be celebrating its centennial, if it has not yet been claimed by its inevitable fate.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Mapleguy555 on November 01, 2011, 09:14:38 am
You can always use Runesmith to lower their ages, although in most terms that would be cheating :P
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on November 01, 2011, 10:14:20 am
I had set my game to pause and recenter in the event that this ever happened. Unlike the movie, it didn't happen in the midst of a heated, pointless battle, but considering the dwarven punishments of the previous year, and the untimely death of Domas Tickcities, perhaps it happened at just the right time after all:

Spoiler (click to show/hide)

A child of two recruited dwarves, a merchant and her guard (now a legendary woodcrafter thanks a mood), Zasit Portalwines is the first child to be born in the fortress in precisely 50 years.

I cannot know for sure just yet if the curse has been lifted for all dwarves, native and mercantile, or if it is only the new visitors who can conceive. In any case, the birth of young Zasit is an event of importance, that will be recognized as such by anyone who has been keeping up with this thread.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: Madventurer on November 01, 2011, 10:17:52 am
Awesome! I've been reading this thread for... month? Close from the start. It has been sad and fun, but now it appears that the top part is coming!
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: darkflagrance on November 01, 2011, 11:21:57 am
You should give the child a meaningful nickname!

Also, make sure that the child counts as a proper member of your fortress rather than a captive merchant. Hopefully it will be as these things turn out for invaders, whose children count as locals of your map instead of belonging to their parents.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on November 01, 2011, 11:27:19 am
Since children can't be appointed to noble positions or enlisted in the military (these are the only lists the newcomers don't appear on), I can't be sure until Zasit reaches adulthood. And I have indeed bestowed the infant with the profession name 'curse-breaker,' and as usual with any child born in the fort, he and his parents have been given the same nickname, that of the father's surname: Quakedented.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on November 01, 2011, 08:10:02 pm
I retract my previous statement - on the description page of every 'native' dwarf, they are listed as a member of both the Merchant of Echoing and the Diamond Cloisters, while the merchants and their guards are listed as only members of the Merchant of Echoing. Zasit is listed as a member of both the civilization and the local government, so he is definitely a full fledged member of the fortress.
Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: DS on November 01, 2011, 10:03:41 pm
Fate, it seems, is not without a sense of irony.

Spoiler (click to show/hide)

While channeling away the thin sheet of obsidian within the caisson, so that water could rush in to solidify the next layer of magma and allow me to claim more adamantine, I accidentally designated a tile to be dug without first checking the layer below to be sure that I wasn't digging into a dangerously fun area.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

The year is 208. In a mere 17 years, the fortress would be celebrating its centennial, become a truly legendary 100-year fortress. Instead, the greed of the new queen, Cog 'Murdershot' Archwayward, in the face of lifting tragedy and the victory of hope, has unleashed a nameless evil beneath the earth upon the last remnants of her civilization.

Amidst the bountiful food stockpiles, her spirits high, Bomrek Spikeswound, the first mother Weatherwires has known for almost half a century, takes a long drink of dwarven beer from an exceptionally crafted obsidian pot. Her two infant children, Zasit and Mebzuth, a boy and a girl, burble happily in her arms. Meanwhile...

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 01, 2011, 10:19:15 pm
The two miners in the caisson paused, hearing the screams, and immediately ran for the stairwell. Moments later, despite the rush of magma flowing into the center of the adamantine vein, a torrent of demons poured through the breach and into the caisson. One horror, resembling a gaunt mongoose with three narrow tails, composed entirely of desiccating salt, shrieked through the air after poor Ushat.

Spoiler (click to show/hide)

Meanwhile, Kel Fountainobeys scrambled along the narrow pathway that led out of the caisson. Kel was one of the few miners who aided in the excavation of the dome, and was afforded great respect amongst the miners - he was often considered to be first among them. The demons afforded him nothing.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 01, 2011, 10:29:00 pm
Even as others in the deep fled up the stairwell, away from the horrifying screams in the deep, Cog Archwayward herself sealed the passage to the mines with obsidian stones. For now, the dwarves of Weatherwires are safe - but there are other ways into the fortress, and the demons are looking for them.

Spoiler (click to show/hide)

Shortly after I took that picture, the demons attacked and slew the three zombie magma crabs that have been loitering in the magma sea ever since I had discovered it was there. I had contemplated eventually capturing them and putting them on display, but oh well.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Zaerosz on November 01, 2011, 10:43:37 pm
Goblins above, demons below and infertility within. I am absolutely loving this story.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Karakzon on November 02, 2011, 09:33:05 am
can you route water in and seal off the magam sea drain to preserve your fps?
you may have to make Aussies special treat to survive this with minimal losses.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 02, 2011, 10:24:38 am
The caisson was specifically designed to be filled with water. Unfortunately, I've discovered that it is apparently impossible to obsidianize magma immediately above a magma flow. It just vaporizes that square of magma, which then refills quite quickly. The end result is that the water being piped in from the lowest cavern layer can't reach the breach to seal it off, because there's a square of magma in the way that is above a magma flow. For the time being, I'm allowing water to flow in freely, in the hopes that, by chance, it might seal the breach. There are levels of FPS I am prepared to accept.

It would have been easy enough to purposefully breach the HFS and let them die to a trap. I've done it several times before with other forts, though never in a manner as stylish as Aussie's (I prefer the long series of vertical switchbacks with a controlled cave-in at the top). However, I dug it out completely by accident, and now the demons are so spread out its impossible to defeat them all now.

A trio of Pterosaur Devils have made it to the surface somehow, and are currently in the process of tearing an entire goblin siege to pieces. I suspect they swam up the magma vent (it's the most direct route), but its also possible they made it through the mines. In any case, it's only a matter of time before one, or a few, or several demons find their way into the dome. For the dwarves, life continues, idyllic and serene now that they are content in the knowledge that they really won't be the last of their race, dying alone and forgotten in the deeps.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Karakzon on November 02, 2011, 11:43:04 am
considering, you could seal off your dome good and propper. depends on your pump arrangements, if you can seal their sources off with hatches.
Eather way, good luck. this is turning out a bit like the 20 dwarves in a pressure cooker thread. :)
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 02, 2011, 08:17:23 pm
The three Pterosaur Devils demolished the entire siege, then flew up above the mountain's peak. They stayed there for months, idly hovering or coasting above the battered ruins of the windmill farm. I can't know for sure how many kills each has, but their inventory and status screens, let alone the names they have earned, tell a fearsome tale.

The first is known as Colorquake the Attack of Combat.
Spoiler (click to show/hide)

The second is Punchattack the Molten Thorn of Jaws.
Spoiler (click to show/hide)

The third has been named Yearlinglances the Pale Fight.
Spoiler (click to show/hide)

Each one is spattered with the blood of a dozen goblins and trolls, not to mention the greyish demonic goo from their own wounds.

Spoiler (click to show/hide)

Three skinless, bloated pterosaurs with knobbly antennae, drenched in dried red, teal, and grey blood, and covered with scars now constantly circle overhead the abandoned surface fortress, mercilessly attacking any who come near - dwarves, men, or goblins. Truly, the outside world must now think that Weatherwires has been damned.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: darkflagrance on November 02, 2011, 08:41:01 pm
Now you know what you must do. The dwarves must institute a prophecy that one of their descendants will rise up to overthrow the demons who patrol the skies of Weatherwires and bring freedom and a new golden age for Dwarvenkind.

Meanwhile, I look forward to seeing more sieges get torn apart by demons  :D
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 02, 2011, 08:45:50 pm
Now there are only two demons. Colorquake descended upon the next siege by itself, and four whole squads of goblins, led by an axe lord, managed to bog it down long enough to land a lucky hit on its heart. It bled out, but not before killing a dozen more of the invaders.

At this point, I am content to let the demons do what they want. There are still a few loose ends to tie up in the deeps (I managed to excavate 23 units of adamantine before the accident), and I'm sure the pteranodons problem will eventually solve itself... one way or another.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 02, 2011, 08:57:24 pm
Ooh! By the way, you should list your artifacts!
For example, if you had an artifact wooden throne... Then you use magma...

Dwarven nobles prove their worth by attempting to take their seat on the ever-burning throne. It is said that the true king/queen shall resist the flames and be the master of both fire and Weatherwires.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 02, 2011, 09:31:28 pm
List my artifacts, you say?

Here we go...

Spoiler (click to show/hide)

There might be a wooden chair in there somewhere.

I'm kind of against making arbitrary choices to direct the flow of the fort, at this point. The story is honestly just kind of writing itself as it unfolds. I'm just narrating it so that people can read about it.

I should point out a couple of my favorites: Ballshoved, a milk quartz figurine of a bonobo, and The Thunder of Bowels, a named steel short sword. They just made me chuckle.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: JDF117 on November 02, 2011, 10:17:13 pm
 Oh man, the demons have flying and fire. It's not like you can throw dwarves at them either.

  Luring + obsidian casting? If you make the bait an up stair to the fort, you can safely seal it off with a retractable bridge on the above down stair, in case they avoid getting casted.

  You have 'The Flighty Taxes', an artifact fungiwood chair on the 7th screenshot window down. Pretty fitting, considering some of the mandates nobles give.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 02, 2011, 10:30:34 pm
Looking at the list, I have enough unused wooden artifact furniture (quite a bit of it is in noble's bedrooms, or the dining hall) that I could make an entire suite of rooms furnished with nothing but them. Then, with the proper application of magma, I could set the lot on fire and have a suite that is perpetually on fire.

I don't know who I would give the rooms to, though. I don't exactly have an excess of dwarves, here.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 03, 2011, 09:11:32 am
Put it on display. It MIGHT give your dwarves happy thoughts. Or horrific ones making them run away from the furniture.
But either way, when you set it up, you should forbid them from using them until your dwarves start to have babies again.

( Or you could wait for that before magmaing all of it. )
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 03, 2011, 08:05:25 pm
I've begun carving out a new room adjacent to the magma tube which will eventually be filled with perpetually flaming furniture. I figure that this may be the last time I have so many flammable artifact weapon racks, armor stands, cabinets, chests, chairs, tables, and beds, so I might as well take advantage of the situation. When finished, the room will be about 6-7 z-levels deep, which will allow plenty room for the smoke to billow up.

Earlier, most of the demons had crowded in the long passageway leading from the dome to the caisson, but more and more have been returning to the deeps. Seemingly discouraged by the blocked passage, about half of the fiends have spread out into the lowest cavern layer, which has a magma pool opening into the sea below. They've slain many cave blobs and flesh balls since then, and are spreading out to every corner of the caves, searching tirelessly for any breach in the dwarves' defenses. It is only a matter of time before they find one.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 04, 2011, 01:22:51 am
On this day, the 14th Hematite, 209, a brutal blow was struck against Weatherwires.

Spoiler (click to show/hide)

The obliterating power of the magma flows have long been used by the dwarves as a means of ridding the fortress of any excess items. Non-economic stone, in particular, is seen as especially undesirable, and when a new cavern is mined out, the stone is hauled away and thrown into the mouth of the volcano, destroyed utterly by the crushing pressure and heat in the deep. With the deepest mines closed off to the dwarves, and the upper fortress long since abandoned, the only place to dump from is the highest point above the caldera - the ducal suite, now only accessible from the dome.

Knowing full well the danger that would be posed by the two horrific demons that still hover far above Weatherwires, three squads were assigned to defend the passage, so that the dome could be protected in the event of an attack by the pterosaur devils. Each warrior has long since developed legendary skills, so there was no fear that the demons would be able to defeat them in combat. In a way, I was right.

Not long after dumping began, four pterosaur devils erupted from the magma vent and tore through the air towards the duke's quarters. The civilians dropped everything immediately and ran for cover, and as the first demon entered the passage, the champions of Weatherwires rushed forth to the defense of the fortress. Three squads there were - the Lone Lashes (4 lashers), the Silvery Skunks (5 macedwarves), and the Silvery Princesses (3 swordsdwarves). As more demons flew up to perch on the ledge, the dwarves were drawn out of the passage, and it was here that the fiends exacted their price upon the fortress.

Unib Blockadeflame the Elevated Dream (lasher) scrambled away from one of the beasts as it snapped at him, accidentally crawling right over the ledge. Sibrek Paddleshafts the Roof of Trickery (macedwarf), Reg Splashhelm the Worshipful Triangle (macedwarf), and Sodel Inkdipped the Ashamed Image (lasher) were pushed backwards into the open air. As they fell through the familiar upper fortress, seeing the abandoned ruins for the last time, the rest of their squads bravely slew the remaining demons. Dumping of stone continues, and the sacrifice of these four heroes are on the minds of all. They have been claimed by the same obliterating power used so frequently by the dwarves, their bodies and equipment destroyed utterly by the crushing pressure and heat in the deep.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: darkflagrance on November 04, 2011, 03:19:15 am
 :'(

Their sacrifice shall be remembered!
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Karakzon on November 04, 2011, 06:10:13 am
memorial room for those who fall fighting the deamons?
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 04, 2011, 07:23:14 pm
Memorials have been erected in the hall leading to the ducal suite. In a strange juxtaposition of life and death, another Quakedented child has been born, bringing the count to four so far. No other families have begun, so it's entirely possible this may be a sadly isolated incident.

The burning hall has been filled with magma, and ready to be drained. I couldn't find an entire set of wooden furniture, so there are many bone and leather artifacts, which seem to have caught fire just fine.

As well, I've taken steps towards halting both of the apparently unstoppable flows which are sucking my FPS to <10; both the flow of magma out of the magma sea and into hell, as well as the flow of water from the lowest cavern layer into the magma sea. First, by collapsing a solid wall tile into the passage through which the water is draining, that flow will be ceased. Then, a second channel of water must be dug, which will fill the breach in the adamantine tube with an obsidian plug. Finally, this flow will also need to be ceased with another cave-in.

It will be an elaborate, dangerous process which could go wrong at any time. With the infestation of demons in the caverns in and around the operation, the survival of those involved are in no way assured.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 05, 2011, 01:31:05 am
Dwarf bucks if dwarf pregnancy rates skyrocket soon.

Also, when you have selected a new "monarch", have him or her sit on
one of those burning chairs. (Or thrones if you have! c: )
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Xenogenic on November 05, 2011, 04:53:53 am
Hmmm.... your plans always involve so much.... potential for disaster  :P
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 05, 2011, 10:51:16 am
The burning room has claimed its first. I've set my game to pause on the event of a civilian death, and I let it run overnight. I get back to it this morning to find:

Olin Logemtangak, Merchant has bled to death.

...by sleeping on Runtundra, a cat bone bed, which is now perpetually on fire. Curse you, Mapleguy.

The room is being barred by obsidian doors which will be blocked to passage by dwarves until such time as I can figure out a use for this horrific instrument of death.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 05, 2011, 11:00:29 am
Mwahahaha.
But I did tell you to forbid those items. ( d - b - f )
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 05, 2011, 11:24:02 am
Perhaps, in a more prosperous fortress, such a room would see a more appropriate use. As for now, the ill-conceived abomination has been sealed off.

The levers to the operation in the deeps are being linked - once that is done, a volunteer will be needed to channel out a single tile, immediately above the caisson. There are no demons immediately in the area, so the brave individual will hopefully have enough time to retreat to safety, before the passage can be sealed. Hopefully.

Also, the ghost situation is starting to get dangerous. There are now 8 ghosts haunting the fortress, none of which show up on the memorial engraving list at the Craftsdwarf's Workshop. Mercifully, none are murderous or violent, though a few levers have been pulled by one of the poltergeists - that could, possibly, be quite dangerous.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 05, 2011, 12:01:04 pm
The levers have been linked, and the final stage of the project is ready to advance. Since some troublesome ghost keeps pulling the lever that links up to one of the drains in the lower part of the dome, I've opened up a few other hatches so that all but the lowest levels of magma can drain. When this stage is complete, the floor of the cavern will be exposed to air for the first time in decades.

Zon Cloudwheel, merchant by trade, possesses a small skill in mining. As such, he was chosen to be the dwarf who would channel away the last part of the passage. Accepting his fate without grumbling, he travels now into the deeps.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 05, 2011, 12:31:57 pm
Zon Cloudwheel channeled away the floor, and for a brief moment, sneaked a look into the caisson, a literal hellhole choked with blinding steam, and filled with piles of mud and stone. A thin layer of water covered a freshly formed sheet of obsidian on one side of the caisson, while the other was a roiling crescent of bubbling magma. And in the center - a rough-hewn outcrop of greyish ore, glittering in the dim glow of the magma sea. A sudden spark of greed sprang to life within Zon's heart, so strong that he might have dug a passage down to the ore and started mining away at it himself - but the the twisted, dismembered remains of several magma crabs, strewn about the caisson, reminded him that his safety was far from assured. There were demons nearby.

As Zon reluctantly hurried back up the passage to the dome, levers linked to the supports around him were pulled. Amidst a choking miasma of dust and shattered rock, the dwarf ascended the stairs, just barely making it past the cave-ins in time.

Spoiler (click to show/hide)

The operation was a success, in the sense that the flows were stop. The adamantine vein has been plugged with obsidian:

Spoiler (click to show/hide)

However, my FPS has not yet been returned to anything normal. The demons are obviously to blame, though I have other things to worry about before dealing with them becomes a priority.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 05, 2011, 08:59:07 pm
I realized that the plugging of the adamantine spire has effectively sealed off the demonic invaders from hell. Since the breach occured at a relatively high point in the spire, I plan on mining into the lower layers, with no fear of mining too much, so long as I do not breach into the caisson or the magma sea. In effect, instead of mining the spire from the outside in, as dwarves normally do, the dwarves of Weatherwires will be mining the adamantine spire from the inside out.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 05, 2011, 09:31:26 pm
Lacking some mystery material whilst moody, the child, Mebzuth 'Quakedented' Truecaves, went berserk.

The prince, Asmel 'Murdershot' Deathchannels was summoned to deal with the threat. The captian of the guard, Zon 'Gearguild' Ironfirst, happened to be nearby. The two chased the child down, and executed her. The killing was not swift.

Spoiler (click to show/hide)

The child bled to death. So it goes, in Weatherwires.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 05, 2011, 11:11:26 pm
*cough*
:D
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 06, 2011, 02:43:58 pm
The magma has receded to the level of the second-to-lowest seal, having been drained unceremoniously into the eastern caverns.

Spoiler (click to show/hide)

20 years have passed since the cavern floor was first submerged beneath the magma. For now, it is a charred wasteland, though that will change in time. There are now two great lava lakes, separated by narrow passages choked by apparently heat-resistant giant fungi. To the west, is a lake that is more or less permament - there is no drain, and I intend for that magma to stay where it is. To the east is what was once a natural lake, but was drained and is currently filled with magma. The last stage of the process is to let that magma drain, and then refill the lake bed with water.

As well, excavation of the adamantine continues. Leaving the outcrop exposed to the caisson, the dwarves have gathered almost all of the precious ore that lies below it. In excess of 100 additional units have been gathered, and are being processed into wafers and cloth. I intend to outfit a few key militia members with adamantine cloaks and hoods, in preparation for a glorious battle to rid the fortress of demonic influence and secure the safety of the dwarves of the Merchant of Echoing once and for all.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 07, 2011, 11:30:30 am
Apparently, even though a brand new set of adamantine short swords has been forged, the Silvery Princesses refuse to trade in the steel short swords they have been wielding for all these years. I suppose their old weapons, since they've bestowed names by their users, have some degree of sentimental value.

The lake continues to fill. Perhaps the presence of large bodies of both magma and water in the dome would produce an increase in humidity and air flow, if such things were implemented in the game. For now, the magma lake remains a suitable place to dump refuse, while the water lake will provide ample fishing for the dwarves.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Xenogenic on November 07, 2011, 03:34:35 pm
Wow what a brutal slaying... but they always seem to go down like that, when the military has to slay a berserk child.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: peskyninja on November 07, 2011, 04:31:12 pm
It's much easier to kill a dwarven child than a human one, they have all that hair, they can't even see straight...
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 07, 2011, 06:34:28 pm
Dear Mr. DS:
Post current stock numbers?

Signed,
Malefic Overlord of Flaming Furniture, Maple.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 07, 2011, 10:27:15 pm
Edzul Lolokôsust, Weaponsmith has died of old age.

Thus passes Edzul Granitetamed, the last of a handful of legendary weaponsmiths that lived in Weatherwires. Born in 54, she migrated to the fortress in the early summer of 140. She reached legendary skill by crafting bolts for marksdwarves, finally attaining that level of ability around 146. She created many of the steel corkscrews which were used in the magma pumps, and in 166, created Fragrancecross - the appropriately flowery named artifact adamantine warhammer.

The year is 212 - she died at the age of 158, less than a year after crafting a trio of adamantine short swords. They will be put to good use.

Dear Mr. DS:
Post current stock numbers?

Signed,
Malefic Overlord of Flaming Furniture, Maple.

Dear Maple,

Ok, though I'm not sure why you want it.

Spoiler (click to show/hide)

Sincerely,
Gestalt consciousness of the Diamond Cloisters, DS
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 07, 2011, 10:30:30 pm
Dear DS,
Just the z-stocks, mind you.

*The parchment is ripped here, and a blue bloodstain covers i- Wait... Blue? OH SHI-*
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 07, 2011, 10:34:40 pm
Ah! I see. It seemed like an odd request. This one does too, just less so.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 08, 2011, 12:19:30 am
This letter is addressed to: Olin Logemtangak, Merchant.
The timestamp reads: 1 hour before Death.

Dear Olin,
Theres a secret room... it has obsidian doors. Very hard to miss.
Go in, and sleep on the bed. The very comfy glowing bed. It's so comfy,
you will never get up from it... again...

This letter too, is torn at the bottom. Also there is blood...
But it is written in a calligraphic pattern:

" I hunger... "

NOW! Back on topic:
15,000 *Forgotten Beast Tallow Roasts* I see.
No broker?
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 08, 2011, 12:32:19 am
Dear Olin,
Theres a secret room... it has obsidian doors. Very hard to miss.

As a matter of fact, it is - according to my stocks menu, I have 80 obsidian doors, and all of them are currently in use somewhere in the dome. It is, however, at the end of a rather conspicuously placed hallway, and most dwarves in the fort have been there at one time or another (in the process of dumping the stone that was there immediately after excavation). In any case, your deathtrap will claim no more dwarves in this fortress. I suggest you implement one in yours.

Those roasts are mostly made of quarry bush leaves and dwarven sugar. The fort is fed almost entirely by farms, which are located inside three separate structures. As for the broker... Domas Tickcities was the fort's broker since the early years, so no other dwarves have really got the chance to increase their skill at appraisal. Now that they've secluded themselves beneath the earth, they have no need for a skilled broker, and the concept of "fortress wealth" is abstract, inapplicable, and meaningless.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 08, 2011, 10:02:16 am
Unless economy returns. It'll be funny, because are your roasts masterpieces? Imagine... D:
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 08, 2011, 08:13:38 pm
With the windmill farm and pumps smashed to pieces, the dome can no longer be filled with magma. There were three fillings, the first to cleanse the dome of all meltable stone - this was the primary purpose of the filling, originally. The second filling was shorter, intended only to obsidianize part of the lake so a system for draining and refilling the water could be put into place. The third filling, which submerged the dwarven city under a sea of magma during the 190's and 200's, fulfilled a purely aesthetic goal - to turn the brown, muddied tops of the buildings into clean, sandy municipal parks of carefully cultivated fungi.

Safe with the knowledge that the dome will no longer be filled with magma, and filled with a new hope for the future inspired by the Quakedented clan, a restructuring of the dwarven city has begun. Passages which were carefully constructed with ramps, so as to allow passage but prevent magma leakage during the flooding, have been torn down, allowing free passage into and out of most buildings. A new entrance has been carved out of the central mesa to the cavern floor, allowing quicker access to the lakes and the cavern wilderness. As well, the walls which contained magma during the filling, but now only serve to block off the rest of the caverns, are being deconstructed.

In effect, the dwarves, having overcome their doom, have begun turning the dome into the utopia it was always meant to be.

And, unbeknownst to most of the last dwarves of the Merchant of Echoing, lurking just below the bottom layer of the dome, gathered into a small antechamber above a long stair, is a congregation of demons, staring willfully at the rough obsidian wall which was thrown up to block their entrance. There they stay, biding their time until the final battle in the heart of the fortress. Perhaps the ultimate doom of Weatherwires has not been averted, but merely resides below a few thin layers of rock, waiting patiently in the darkness.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 08, 2011, 09:31:52 pm
Ahem.
Dig up, grate the volcano.
Then controlled cave in into it.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 09, 2011, 01:49:55 am
The ghost problem has been growing. I've noticed, a few times so far, that levers have been pulled without my permission. No doubt, some secretive poltergeist is to blame, but there is nothing to be done about the situation. There are now 11 ghosts haunting the fortress, mostly the tortured spirits of dwarven merchants slain on the surface, confused about the unexplained disappearance of their kindred. The dwarves of Weatherwires, having forsaken the surface world entirely, cannot travel above to gather the corpses. Luckily, the ghosts have proven to be relatively harmless - so far.

Maple, I'm not sure what you're talking about, but it sounds like madness.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Kogut on November 09, 2011, 02:34:56 am
bug #4405: Ghosts can die of old age and dwarves who die of old age evidently cannot become ghosts.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 09, 2011, 10:00:55 am
MY mad plan is to HOPEFULLY cap the hole where demons shall escape.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 09, 2011, 11:02:35 pm
At the age of 155, Udil Rimlulls the Purged Contingency, legendary hammerdwarf has passed away of natural causes - she died whilst sparring in the barracks, so it's safe to say a heart attack was the likely cause of death. She wielded one of the masterful silver war hammers crafted by the legendary weaponsmith Iden Sabreroom in the early years.

Iden died of thirst in 141 during a terrible accident involving an uncontrollable magma flood which blocked off a section of the fortress (no record of this even exists in my journal, which begins in 146). Before that time, he created one of the first artifacts in the fortress - Abbeyphantoms the Equivalent Discovery, a copper spear. Though a modest creation, Iden went on to create many masterful weapons, including many iron short swords and silver maces and warhammers. One such warhammer was named by Udil as Fallengrasp the Poetic Illnesses - appropriate, for a weapon which smashed the spines and bruised the guts of dozens of goblins and trolls.

Udil's death comes a stark reminder to the dwarves of their own mortality, as the fortress plans and prepares for the final battle with the ancient evil. With every passing year, more and more of their number fall prey to old age, and every military legend will be needed if they are to defeat the forces of hell which await in their full strength behind the rough obsidian block wall.

A date has been set - in the spring of the year 226, by the will of Ilon Crushsiezes, the wall will be deconstructed and the ultimate fate of Weatherwires shall be decided. The date was not chosen randomly - it is a year of great portent and prophecy, for on the 1st of Granite in 226, the fort will be celebrating its centennial. Whether the story ends with "...and they lived happily ever after" or "The settlement has crumbled to its end," the end is in sight for the dwarves of the Merchant of Echoing.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mr. Doc on November 09, 2011, 11:37:15 pm
I can't wait to see how this turns out.

LONG LIVE WEATHERWIRES!
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 09, 2011, 11:52:21 pm
What you must do before the Centennial:

Contruct narrow hallway from obsidian wall to rest of fort.
Arm that hallway with 30 cage traps, every 5 separated by 5
weapon traps. If you still have alot of space between the fort,
make more. You can never have too many traps. And mass-produce cages.

If you survive, return to the surface and follow my mad plan.
Wait. You cant. Damn cave adaption!
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 10, 2011, 11:35:41 am
The dwarves could return to the surface if they had to, but I'm pretty sure they won't. Their story ends beneath the earth, and the surface is the realm of goblins and men, now. As for the traps - you haven't really tried that scenario yourself, have you? I recommend you start a new fort and try out all of these great suggestions you're putting forth. I won't implement any more, since I've got a pretty clear plan of what has to happen in the fort before 226 already.

For anyone who's been keeping up with the fort so far, I've updated the DFMA link in the OP to a map of the fort from the mid-autumn of 212 (it's the full map, without points of interest). I've abandoned my previous, rather ambitious plan of uploading a series of annotated maps, and instead will probably just put up one map in the early spring of 226 which will have a very extensive series of PoIs, and then just include hyperlinks to other maps of the dome being at various states of filling.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 10, 2011, 06:23:32 pm
The 1 tile high hallway will keep airborne clowns in able to be trapped, and ones with [TRAPAVOID] might fall unconscious
from the weapons. Which will then cage them.

EDIT: Also I normally us Runesmith to max out my dwarves attributes,
and I've changed the raws for [SPEED:1]
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Andal on November 10, 2011, 07:23:00 pm
The 1 tile high hallway will keep airborne clowns in able to be trapped, and ones with [TRAPAVOID] might fall unconscious
from the weapons. Which will then cage them.

EDIT: Also I normally us Runesmith to max out my dwarves attributes,
and I've changed the raws for [SPEED:1]

I think you don't quite get the point of this fort. It's a saga, not just another game. While I am sure DS is perfectly capable of easily dispatching the clown problem using one of the many methods to do so... that is no end worthy of song.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 10, 2011, 08:45:45 pm
Urdim 'Gearguild' Olondomas, patriarch is throwing a tantrum, possessed by Ilral Alåthalod, Ghostly Planter!

Spoiler (click to show/hide)

Shorast Unâlgusil, Merchant has been struck down.

Ilral is an angry ghost - the first malicious spirit among the new batch of ghosts who cannot be memorialized. I suppose that the dwarves of Weatherwires have forgotten the names of these haunting few, and thus cannot honor them with an engraving in stone and put their tortured souls to rest. Urdim must have either never met Ilral in life, or the planter has faded from his memory - such is the anger of these ghosts at the irreverence of the dwarves that they have begun to lay claim to the bodies of the living and exact their revenge upon the fortress that has forgotten them.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 11, 2011, 03:48:20 am
Urdim Olondomas, patriarch of the prolific Gearguild clan, has died of thirst. Imprisoned for a crime he committed whilst possessed by a vengeful spirit, the dwarf was refused food or drink by his fellow dwarves, and withered away in his chains. While being of little note himself, Urdim fathered 13 children, of whom 6 have survived. The Gearguild clan has consistently been the largest of any family in the fortress, although it seems as if - if things continue - that honour will be usurped by the newly rising Quakedented clan.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 11, 2011, 05:16:31 pm
And now another dwarf, a merchant guard turned stonecrafter, has died during the withering death sentence. The dwarves are apparently still consumed by apathy, despite the emergence of a new clan. The recent burst of hope was obviously transient, and is beginning to give way to an all-consuming wave of pessimism, manifesting as a kind of fortress-wide passive suicide.

These dwarves have accepted their fate, but cannot truly face it, no more than they can face those starving, dehydrated individuals locked in chains in the stairwell beneath the barracks. Unstoppable violent ghosts murder the living, brutal death sentences are carried out simply because the fortress has no access to lead, and every day that passes brings the year of judgement that much closer. Now, more than ever, the doom of the Merchant of Echoing which began with the curse of infertility seems inevitable. This is the twilight of the dwarves, the final chapter of Weatherwires.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Dwarfinator on November 11, 2011, 06:50:47 pm
Just read this thread today. Love it. What is the current number of dwarves in your fortress now?
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 11, 2011, 07:55:39 pm
Thanks for the appreciation! Out of the 160 dwarves that currently show up in Dwarf Therapist, 62 are natural immigrants or children born into the fortress prior to the infertility crisis. 91 are recruited merchants and their guards, and 6 are the children of the Quakedented clan. The remaining one isn't actually in the fort - that's Zuglar Fountainclinches of clan Throwerlens, who was kidnapped at some point early in the fort's history. Nothing of Zuglar has been heard of since then, but she'd be 73, if she was still alive.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 11, 2011, 07:58:16 pm
Ooh! When it finally collapses, enable and edit raws for any race, then re-claim.

For example, embark as humans, give them some dwarf raws, like worker raws,
then re-claim. But instead of re-entering the fort, make a human village/town right outside.
Make a dirt pathway towards the entrance, which goes trough the little town.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 11, 2011, 08:14:36 pm
I'm not entirely sure - someone correct me if I'm wrong - but both of your suggestions require a change to the entity raws, which would require a world re-gen to take effect. Not to discount the idea, but I just don't think it's possible. In any case, once this fort is through I think I'm going to take a break from DF until the next version is released.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 11, 2011, 08:47:00 pm
Alrighty. But you just edit the raws in the region folder.

For example:
Dwarf Fortress -> Data -> Saves -> region## -> raws -> objects -> ( Whatever holds that data )
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 11, 2011, 09:08:10 pm
Another year passes in Weatherwires, and so passes another valuable asset to the fortress - Dîshmab Anvilphantom the Bent Tactics, hammer lord and captain of the Dignified Hammers. Since 131, when Dîshmab settled in Weatherwires, she has bravely defended the fortress against countless threats. She racked up a respectable list of 54 notable kills, including Baspu Powerhale the ettin. She wielded one of the other masterful silver war hammers crafted by Iden Sabreroom, upon which she bestowed the name Brutegreeds.

Now, there are only two other hammer lords, both of whom are around the age of 140. If luck favors the dwarves of Weatherwires, these two may survive to 226 - but luck, it seems, has rarely favored the Diamond Cloisters, and it is likely that most dwarves in the fortress see the Dîshmab's death as just one more nail in the coffin.

Alrighty. But you just edit the raws in the region folder.

For example:
Dwarf Fortress -> Data -> Saves -> region## -> raws -> objects -> ( Whatever holds that data )

Right... what I was saying is that, specifically, changes the Entity raws (which you would have to alter in order to make humans playable) tend to require a worldgen to take effect. I just tried out adding [CIV_CONTROLLABLE] to the human entry, and it works, though I'm unsure how much of the other changes would be possible. It's a moot point, in any case, since I don't see any need to continue the story past 226.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 13, 2011, 01:56:04 pm
As the months wear on, the dwarves complete beautification projects around the dome. Using the various statues that the fort's craftsdwarves have produced over the years, three statuaries are erected on the cavern floor. The first is located at the foot of the citadel, amidst the natural rock pillars which support the buildings and causeways above, and is easily accessible via a passage from the central mesa. At the center, upon a patio of adamantine bricks, is an obsidian statue of Domas 'Murdershot' Tanineth (crafted by the queen herself, no less) surrounded by dwarves, commemorating her rise to sheriff in 127. Three adamantine statues of travelling dwarves surround her, representing the founding of Weatherwires in 126.

Spoiler (click to show/hide)

The second is in the caverns just to the east of the dome, and consists of many statues of dwarves in a ring around a central image of Id Fenceman rising from the grave, once more, as a murderous ghost in 194. Presumably, this event took place during the shifting of graves from the surface into the lower fortress, and Id would have been laid to rest shortly thereafter. The door on the east edge of the statuary leads to the map room.

Spoiler (click to show/hide)

The last of the three cavern statue gardens consist of silver and adamantine statues crafted entirely by a single blacksmith, Ëdem Mistêmïngiz. Ëdem, a merchant, was chosen to train as a blacksmith in order to produce a statue of Ral Coppercanyon, goddess of metals. Instead, Ëdem produced statues of many other things - most notable, about a dozen statues of oysters. Curious, I took a look at Ëdem's profile to see why she kept producing images of oysters.

Spoiler (click to show/hide)

Another dwarf who was a less dubious worshipper of Ral was brought in to produce the statue, and did so (the statue which was placed in the temple is laughing, appropriately). The oyster room has been erected in a distant part of the caverns, accessible to the dwarves only via a long walk through natural caves.

Spoiler (click to show/hide)

In addition to these statuaries, the farms have been moved out of the muddied areas within buildings and to the dome floor, so that these artificially sandy or silty areas can grow many-colored fungi. One such area, located in the center of the red guildhall, has been opened up to the outside of the dome, and is ringed with pillars 2 z-levels high.

Spoiler (click to show/hide)

As always, life in Weatherwires trudges slowly onward.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 13, 2011, 09:07:33 pm
There is a plague in the fortress.

Not a sickness among the dwarves. In fact, nothing is sick at all. The plague is not a spreading disease - it is a kind of spreading wrongness that afflicts the very earth that the dwarves walk upon. As far as the game itself is concerned, this is obviously some kind of bug, but within the context of this story, the saga of Weatherwires, this plague is the darkest of omens, the manifestation of the will of an angry and vengeful god of murder and death.

This omen has been present in the fort for some time now, staring me in the face. For how long, I cannot say for sure, but I have just noticed it. Take a close look at the screenshot I posted earlier today:

Spoiler (click to show/hide)

Do you see it? Look closer. The color is a little off, so it might be difficult, but it's there. If you can't find it, I've pointed it out with the cursor in this picture.

Spoiler (click to show/hide)

Here, in the heart of the dome, grows a patch of green grass. Indeed, two patches (you can see it in between the two dwarves between the stairs). In any other context, this might be a welcome curiosity, but for the dwarves of Weatherwires, who have forsaken the surface, green grass is a horrific sight. Not only does it remind them of the curses of the world above that drove them into the deeps forever, but it calls to mind an ancient myth, a deity of the Merchant of Echoing who, unlike the various other well-loved and worshipped gods, has no representation in the temple ring which dominates the dome.

Spoiler (click to show/hide)

Baros Buriedplagues, god of light and day, but also of murder, death, and rebirth, one of two gods not worshipped by the dwarves of Weatherwires. The surface world is his domain alone, and he has been forsaken along with it. Any dwarf who sees a patch of grass growing in the dome - the darkened, secluded sanctuary which has been sealed away from the surface by fire and stone - could not fail to be reminded of Baros, and the fact that he must view the lower fortress itself as the greatest of profanities. He has made his mark upon the Weatherwires:

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

...and as they pass the surface vegetation on their daily errands, the dwarves slowly realize the nature of their misfortunes, and the identity of their malefactor. In 135, the duke Kogsak Murdershot drew up the plans for the excavation of a great grotto beneath the earth, a utopia for dwarves and an escape from the lighted surface world.

It was in 135, too, that the great tantrum spiral erupted. For five years, dwarves died at the hands of their kinsmen, and the duke himself went mad. Determined to carry out her husband's plan, Domas Tickcities oversaw the excavation of the dome. Two decades after digging began, the fort was stricken with infertility. During the flooding, various mechanical issues sought to slow the pumps or cease them entirely. Now, a score of ghosts haunt the fortress, patches of darkness-defying grass grow in the deeps, and one name is on the lips of all: Baros Buriedplagues.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 13, 2011, 10:35:25 pm
As if to hammer home the point, two more dwarves pass away from old age this year. Both possessed legendary skill in their respective trades, and had been with the fortress since the early years.

Spoiler (click to show/hide)

The year is 216. In precisely one decade, the nameless evil will be unleashed and the doom of Weatherwires will be complete. The dwarves continue their drudgery, having fully resigned themselves to their fate.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 14, 2011, 01:01:00 am
"999999" from the Portal 2 Soundtrack would go well with this.
IF any dwarf survives, play "Still Alive" from the Portal Soundtrack.

Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 14, 2011, 04:12:33 pm
Ah, yeah! I haven't got around to playing Portal 2 yet, but that track does have a kind of ambient "ruined" feel to it that certainly matches the fort's current atmosphere. Lately, when I'm playing DF and I want some background music, I run the Conan the Barbarian soundtrack.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 15, 2011, 09:55:28 am
Imagine if you make a statue for Baros, you sporadically get 20 babies.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: peskyninja on November 15, 2011, 10:15:10 am
DS what happened with the child that phased to another dimension?
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 15, 2011, 11:37:43 am
Feb Blockadeinch and Kogan Crewedboulder had been friends ever since they were recruited from the same caravan and came to live in the dome. Since then,  the merchant had gone on to become a legendary grower, while Feb, her marksdwarf guard, had had a mood and created Failedhushed the Music of Balding (the artifact light yellow diamond coffin into which the queen Domas Tickcities had since been interred).

On this day, Feb had recently returned from a woodcutting expedition in the second cavern layer. Every able hand was needed, and Feb was one of the few who had been equipped with a copper battle axe for hewing black-caps. (New bedrooms are being added to various guildhalls, and thus every color of underground mushroom are needed - there is a shortage of black-caps.)

The two women met in Kogan's bedroom below the Languagemetal guildhall, itself furnished with black-caps tables and chairs. While they spoke, the foul spirit Ilral Alåthalod, full of rage at the living, struck again.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Kogan, standing over the body of her only friend, bloody battle axe in hand - while Ilral Alåthalod floats just outside the door, listening eagerly to the gem cutter's cries of remorse:

Spoiler (click to show/hide)

For murder, Kogan has been sentenced to 201 days in prison - it is likely that she will be left to die of starvation in her chains. As Zon 'Gearguild' Ironfirst, captain of the guard, drags her away to her place of death, Kogan's mood grows worse and worse, as the gravity of the situation slowly dawns upon her. Ilral Alåthalod has claimed two more.

DS what happened with the child that phased to another dimension?

Situation remains unchanged. I can still zoom to the spot on the bridge where Zuglar 'Throwerlens' Fountainclinches was nicked. She should be 76 by now, if she's still alive. I have no way of telling.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Karakzon on November 15, 2011, 01:16:07 pm
youde have to save, abandon and track her down in the legends.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: darkflagrance on November 15, 2011, 01:36:25 pm
What's going on with Zuglar sounds like standard behavior for snatched children in DF, unfortunately, down to the game still tracking her position on the map.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 15, 2011, 03:58:36 pm
Sadly, the game freezes up whenever I try and abandon to take a look at legends. I have an abandoned version from right before I started recruiting merchants, so I can check out everything up to that point - I'll take a look at that when I can.

Also, I fixed some grammatical errors in my previous post. I really shouldn't do updates before I've had my morning coffee.  :P
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 15, 2011, 10:31:58 pm
Months have passed. The dwarves, while walking from one part of the dome to another, have trampled most of the grass that was discovered earlier - though, out of carelessness, rage, or defiance, it is difficult to say. In any case, new patches of the miraculous vegetation have sprung up all over the dome; on top of buildings, on the mezzanine levels between guildhalls, or on the dome floor itself. So far, no grass has appeared in the other cavern layers, or atop the citadel. It seems that Baros' curse is aimed at the dome alone, although he is not yet so powerful, or bold, to defile the tomb of the queen and her children.

The fortress has run out of leather. The stores have been used up by moody dwarves, and with all the livestock having been butchered to improve FPS decades ago, there is no way to get more. The Quakedented children go into moods one by one, year after year - so far, five of the eleven children have gone insane from lack of tanned hides.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: Mapleguy555 on November 15, 2011, 10:41:57 pm
Sanitarium of Weatherwires.
For the moody and stark-raving mad!

( P.S. We hate you too. Aimed at the beserk ones. )
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: darkflagrance on November 16, 2011, 04:42:57 am
And that is how their tendency to go into moods annihilated the dwarves and their civilization yet again.
Title: Re: Weatherwires: Children of Dwarves (serious spoilers)
Post by: DS on November 16, 2011, 01:16:20 pm
And that is how their tendency to go into moods annihilated the dwarves and their civilization yet again.

Well, it's really just one of countless contributing factors, at this point. A few of the children did have successful moods. I've set up cage traps in the second cavern layer (which has not yet been breached by the demons, mercifully) in the hopes that something with tannable skin might pass by. So far, I've just caught two plump helmet women.

The grass situation is becoming quite bizarre. It seems as if the stuff spreads if left untrampled. However, it grows almost entirely on the pathways that are regularly walked by dwarves, with the exception of one anomalous area.

Also, I've added "Century Fortress" to the OP to more accurately represent the current situation. The infertility bug is now but one of many spears that fate has driven into the fortress.
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: Mapleguy555 on November 16, 2011, 05:22:48 pm
If only Runesmith could let you abort or impregnate your dwarves.
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: DS on November 17, 2011, 04:26:04 pm
Not much to report - the game runs nonstop 24/7 on my computer at a steady 8 FPS. About one year passes every two days or so. The beautification projects are essentially complete, so it's just a matter of letting fate run its course, now.

I've begun planning another fort, much smaller in scope, as a kind of tutorial for excavation megaprojects in the vein Weatherwires and Undergrotto. Someone asked earlier in this thread if I could write an essay on the subject, but I think a thread with screenshots at various points in process of digging would be a more appropriate and visible medium. The project would detail the various logistical problems unique to a large scale excavation, and the possible solutions to those problems.

In regards to that project, are there any specific aspects of the process that you would like me to address?
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: Mapleguy555 on November 17, 2011, 10:05:08 pm
Screenies of my Room of Prophecies, please.

Also, What modifications have you made to the raws besides that one where you add humans as playable.
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: DS on November 18, 2011, 02:05:44 am
I'll have a PoI at the room of madness when I post it on the DFMA.

The mod to make humans playable was done on an alternate iteration of DF. To the current save, I've only made two modifications to the raws - adding the [PET] tag to flesh balls and plump helmet men.
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: Remalle on November 18, 2011, 03:34:57 am
This fort is amazing and I don't want to miss the end.  Posting to watch.
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: DS on November 18, 2011, 11:16:24 am
Another Quakedented child, Kumil Spiraledplank, went into a mood in the winter of 218. His mad requests for leather went unheeded, but instead of simply sinking into a deep depression or fathomless madness, the young child instead flew into a berserk rage, running out of the workshops and down the stairwell, murder on his mind.

Spoiler (click to show/hide)

Kumil ran straight through the Languagemetal guildhall and out of the building, into the coffin garden which lay to the southwest, against the very edge of the dome. The wall at this low point in the grotto was nearly vertical, only curving away at some dizzyingly high point in the darkness far above - but Kumil was not thinking about the achievement of his forbears on this day. His mind was focused on the obese, clean-shaven female dwarf idling in the clearing.

By a twist of fate, the dwarf was none other than the infamous Limul 'Breachedwhips' Gildnut the Great Salve of Amazement. No stranger to combat, Limul had served as captain of the guard from 138 to 165. These years might be considered the golden age of Weatherwires, encompassing the excavation and first flooding of the dome, as well as the initial stages of migration into the deeps - a time before infertility and spectral infestations. During these years, however, the bald captain of the guard was a feared dwarf, an emissary of death in a time when no jails meant beatings were the punishment of choice. Newcomers to the fort scoffed at Limul's choice of weapon, but they stopped laughing once they witnessed the shocking efficiency of some of Limul's beatings.

Spoiler (click to show/hide)

With a murderous howl, Kumil chased after Limul, the two running to and fro through much of of the western part of the dome. Kumil failed to land any hits, and it seemed that the prince or the current captain of the guard would soon arrive to deal with the problem - until, at the entrance to the nether-cap and fungiwood building, just to the south of the citadel, Limul turned and administered her old brand of justice.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Zon Ironfirst, captain of the guard, arrived on the scene only moments later to find her predecessor standing over the child's broken body, blood dripping from her fists. The new captain wielded the same weapon as the last - an exceptional adamantine warhammer - and in that moment Limul laid eyes on the instrument of justice, possibly for the first time since she laid it in a weapon bin in a stockpile years ago. On this day the dwarves are reminded why Limul is called the Great Salve of Amazement.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: DS on November 18, 2011, 07:11:24 pm
Time crawls by beneath the earth, far from the daily passage of day and night. The years are measured in the deaths of those who have witnessed, personally, the rise and fall of Weatherwires...

Spoiler (click to show/hide)
Spoiler (click to show/hide)

...and also by the frequency of the mayor's perpetually unmet mandates.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Among the dead is Meng Elderfurnace, a planter who settled in the fortress in 130, one of the handful of survivors of the tantrum spiral that would break out only a few years later. Sazir Nutscloister, patriarch of a defunct clan, served for decades as a marksdwarf. Perhaps most notable is Catten Kindnesslashes the Torrid Gaze, one of the legendary swordsdwarves of the Silvery Princesses, who claimed nearly 60 goblins and trolls in defense of the fort.

While the punishment carried out against Vucar the merchant goes almost unnoticed amongst the dwarves of Weatherwires, the death of Ézum Gladnessbridges is noted by many. Having lived in the fort since 138, he was the friend of dozens of dwarves, including the royal family. He served as a marksdwarf alongside Sazir Nutscloister for many years, before taking up the pick again to mine out the adamantine spire deep beneath the dome.

The deaths of these few are considered by the living to be a merciful blessing in the eyes of many. The legendary warriors have long since realized that a slow withering away from old age is more likely than an honorable death in combat - and so they wait, training ceaselessly in the monastic barracks in the south of the dome, eager for the day when the nameless evil will be unleashed. The older citizenry look forward to a peaceful death in their bed in the coming years, but all the younger generation has to look forward to is a death sentence, chained away in an oubliette. Even these fates, however, are seen as preferable to the eternal torture and damnation that awaits those who will still be alive when the obsidian wall is torn down and the endless waves of demons and hellfire, held back only temporarily, is set loose upon the dome.
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: DS on November 19, 2011, 06:39:53 pm
Spoiler (click to show/hide)

Mosus Ilushat was the last dwarf with any skill in armoring left in the fortress. Id Inkwhirled the Washed Metal of Growls and Imush Humidpillars the Kindnesses of Gleaming had bravely defended the fortress against countless threats. All three had been with the fort since the early years, and took part in countless encounters, joyful and tragic, throughout the history of Weatherwires. Although their deaths are mourned by many, in a few years their individual tales will be forgotten forever, and Mosus, Imush, and Id will fade into the nameless hundreds that the legends will say inhabited the mythical dome.
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: DS on November 20, 2011, 02:48:50 pm
In the spring of 220, the angry ghost Ilral Alåthalod (Boltedday, in the dwarven tongue, though no dwarf now remembers her name) struck out against the fortress once again. Discontented with merely causing the demise of harmless civilians, the spirit possessed the master lasher Etur Urnwet the Savage Shriek of Tornados. Using the warrior's body for her own ends, Ilral attacked the militia commander, Vabok Earthenfins, to no avail - the handful of remaining military dwarves knew each other far too well, and were too strong on the defense - the commander easily parried Etur's strikes, and soon the tantrum passed and the lasher returned to his senses.

It seemed that Etur was just the latest in a long string of dwarves to be possessed by Ilral and do no real damage to the fort - though, if the possession had happened elsewhere, the result could have been disastrous. The incident was passed off as a near miss, until the captain of the guard dragged Etur off to serve a long sentence in chains for disorderly conduct.

Etur, however, was not to have the peaceful death that so many had suffered, dying of thirst or hunger in chains. The captain of the guard stripped Etur of his military status for the duration of the punishment, but let him keep his equipment - a full adamantine kit, including Archscald the Sable Meditation, an iron whip, and Dellwad, a steel buckler. With his mind no longer focused upon military training, a burst of inspiration came upon him. For a season, he strained against the chain, forgotten by his fellow citizens and brothers in arms, trying to break free and claim a workshop elsewhere in the fortress. Eventually, he grew mad with rage, and he howled like an angry beast in a cage. He had to be put down, lest he get his hands on an innocent passerby.

Spoiler (click to show/hide)

The military was summoned to deal with the latent threat, and as fate would have it, one the nearest dwarves was Nomal Biglabors the Lush Convent of Dwelling, militia captain of the Lone Lashes and the only remaining squadmate of poor Etur. One of the macedwarves was there, as well as the captain of the guard, but Eral's steel mace did only slightly more damage than the adamantine warhammer - Eral was too skilled of a defender, even in madness.

Against his squadmate, Nomal showed the incredible potential penetrating power of a mere iron whip, named Spuntame the Rumors of Calm, against a full suit of adamantine armor. He landed blow after blow, each strike chipping away a flake of bone or severing a tendon. A strike to the lower spine deftly severed Etur's spinal cord, and he went to the floor. A lash to either hand and his whip and buckler clattered away to the masterfully engraved floor. Nomal landed lash after lash upon the prone dwarf, seeming almost sadistic in the execution, until finally he kicked Etur in the head, burying the toe of his -adamantine high boot- in the lasher's skull.

There are now a mere 10 dwarves in the military of Weatherwires. One is the prince, who is well-trained, but one is also the captain of the guard, who is essentially useless in real combat. As, every year, more of these peerless warriors fall prey to old age, accidents, or draconian punishment, the final fate of Weatherwires seems assured.
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: peskyninja on November 20, 2011, 03:31:48 pm
You should have built some windows...
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: Karakzon on November 20, 2011, 04:05:03 pm
perhaps remove the captain of the guard from his post?
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: DS on November 20, 2011, 07:09:17 pm
perhaps remove the captain of the guard from his post?

The dwarves might, if the captain's actions were seen as being unjust, or unnecessary. At this point, the death sentence is seen as a mercy by the citizens in the face of the horrors that are to come.

Even so, the gradual loss of the ancient legendary warriors threatens to deprive the fort of any glory during the final battle. Many of the younger generations answer the call, and are recruited into the military under the tutelage of military legends who have eaten and breathed nothing but training and combat for the past seven or eight decades.

Shorast Phraseposts the Odorous Temple of Diamond, the last legendary hammerdwarf, takes under his tutelage Kib "Gloveowners" Waxpaddled (ex-marksdwarf) and Limul Breachedwhips the Great Salve of Amazement (the old captain of the guard).

Swordsmaster Èzum Openeddoors the Robust Stoker of Lances begins to train three caravan guards who have appeared on my list of recruit-able dwarves. It's a little odd, since they didn't appear there when they first arrived, but they all have since gone through moods, which might have done something to make them more acceptable to the military hierarchy. Two more recruits are inducted into the Grooved Book-Volcanos, the militia commander's squad.

Nomal Biglabors the Lush Convent of Dwelling, now the only lashdwarf left in existence, agrees to teach his craft to the four surviving children of the Lashhushed clan, who see their training more as the fulfillment of a prophecy than as a responsibility.

The prince Asmel "Murdershot" Deathchannels, legendary axedwarf and captain of the the Royal Fortresses, forms what will eventually be an elite squad of axedwarves. He takes as his second-in-command Kol "Languagemetal" Claspedrelief, the so-called youngest dwarf. By decree, he claims as his pupils the Quakedented children to join his squad as well. Though only two are old enough to join the military, the others will soon follow, entering into the squad when they come of age.
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: DS on November 21, 2011, 02:23:01 pm
The sudden crowding of new recruits in the barracks caused an influx of ghosts, including the accursed Ilral Boltedday. In the blur of ectoplasm and adamantine that followed, three military dwarves received minor injuries, the captain of the Silvery Skunks was arrested and thrown in jail, the captain of the guard's right hand was smashed open, and Rakust "Lashhushed" Doorpolishes' right arm was torn off at the shoulder. New barracks have been designated at separate points around the dome, with squads spread out amongst them.

There are now 39 ghosts haunting the fortress, none of which appear on the memorial engraving list.
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: DS on November 22, 2011, 03:42:59 pm
As the years wear on, the collected entropy in the dome reaches critical levels, threatening to tear Weatherwires apart despite the approaching year of 226.

Nish Bitemachine, merchant was being trained as an armorsmith, so as to replace Mosus Ilushat, who had died three years before. He set to work, producing copper bucklers repeatedly, and the furnace operators were tasked with melting down each buckler as Nish made them. Once he reached a level of skill where he actually became attached to his works (now of a more respectable quality), he began to grow upset as his creations were melted back down into their component parts. He flew into a brief rage, smashing a nearby statue, which earned him a minor jail sentence (probably not long enough to be a death sentence).

While Zon "Gearguild" Ironfirst led Nish to the prison, the merchant threw another tantrum, turning on the young captain of the guard in a blind flurry of rage.

Spoiler (click to show/hide)

The captain of the guard is now dead, and the dwarves see no point in finding another to fill the position. In three short years, the end will come for good - of what use will be justice then?
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: UristMcFan on November 22, 2011, 04:18:44 pm
I really like the tone of this, the using game play bugs to create an atmosphere of gloom throughout the fort. I like the 226 end date, a decade or so ago I thought the warriors of Weatherwires would make short work of the demons, but by waiting a few years you've let time, the justice system and the low priority orders of feed prisoners to do what the demons couldn't. Which is good as it uses a reasonable decision "We will open the gates in ten years" to make the fortress end fit in more with the rest of the story.
If you had sent all the adamantine covered legendary soldiers into the breach, the ending might have been a bit to optimistic. Now even if you do manage to beat the demons you will struggle to portray the ending as a victory.
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: Mapleguy555 on November 22, 2011, 07:19:56 pm
Whoa. A MErchant? Striking down the Captain of the Guard? @o@
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: DS on November 24, 2011, 01:39:18 am
Once again, Ilral Boltedday has indirectly killed a dwarf.

Spoiler (click to show/hide)

The vengeful spirit took possession of Libash Dippedurns the Ageless Deep of Rhymes, and using the spearmaster's legendary skill and artifact adamantine weaponry, made mincemeat of one of the new recruits.

Spoiler (click to show/hide)

Poor Kulet probably thought Libash was simply sparring.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: darkflagrance on November 24, 2011, 02:58:56 pm
Wow, I didn't know ghosts could possess people and cause them to kill others. That's amazing!
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: DS on November 24, 2011, 03:02:19 pm
Over the course of 224, Libash Dippedurns was possessed multiple times by the angry spirit during combat practice. Her sparring partner, the legendary militia commander Vabôk Earthenfins, successfully defended her onslaught as if nothing had changed, although the sudden change in Libash's demeanor (not to mention the murder of Kulet, their squadmate, earlier that year) could not be missed.

Vabôk Earthenfins the Tight Mechanisms of Whirling is dwarf that has repeatedly distinguished himself since his arrival in 148. He has 89 notable kills over a span of over 50 years - beginning with Usu Wavedpearl the Murky Deer, the mountain titan Vabôk slew in 151 with Faintletter, an iron dagger; and ending with a dozen trolls and a handful of goblins during the brief reclamation of the upper fortress which took place in 203. (http://www.bay12forums.com/smf/index.php?topic=93279.msg2713296;topicseen#msg2713296)

Alas, his kill list will forever stay at 89.

Spoiler (click to show/hide)

At the age of 152, Vabôk collapsed in the barracks. He possessed legendary skill in nearly every non-weapon combat skill, as well as being a legendary speardwarf and knife-user. With only a large iron dagger in his hands (no shield), he slew two titans and a minotaur (http://www.bay12forums.com/smf/index.php?topic=93279.msg2630537;topicseen#msg2630537) during his first years in Weatherwires, and was promoted to militia commander shortly thereafter. According to legends mode, his second kill - a huge, violet-feathered mite with a regal bearing and poisonous bite - was made with his bare hands.

By slaying these two titans, Vabôk single-handedly made the world pass from the Age of Myth and into the Age of Heroes - with only a single year (152) comprising the Age of Legends.

Spoiler (click to show/hide)

The passing of Vabôk Earthenfins is representative of the passing of Weatherwires. A great dwarf who, in his early life, shook the foundations of the time itself and changed the world forever. As the years wore on, he only grew stronger, until none could defeat him in single combat. In the end, however, the millstone of time took its toll, and ground Vabôk into dust.

So, too, is the fortress being ground down. Dwarves die from uncontrollable accidents, unfulfillable moods, and unstoppable ghosts every year, slowly but surely. Poltergeists seize items and hurl them at helpless civilians. Pillars of smoke rise from the southwestern quarter. Unwanted clothing in various stages of decay litter the streets. Mischievous spirits occasionally pull levers, and angry ghosts throw dwarves into violent tantrums. Even if the enemy was not being unleashed on the centennial, Weatherwires could not possibly last forever. A few years, decades maybe, but not forever.

Libash Dippedurns has been named militia commander. If she does not die of old age, or is murdered by a ghost, or falls prey to any of the other possible accidents which could happen, she will lead the final defense against the forces of hell which will be released in one year's time.
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: Madventurer on November 25, 2011, 10:04:34 am
For some reason, this reminds me of Skyrim's dwarves. You knew it before it was published. Bravo.
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: DS on November 25, 2011, 04:36:41 pm
For some reason, this reminds me of Skyrim's dwarves. You knew it before it was published. Bravo.

I looked this up on the Elder Scrolls wiki, and I see what you mean. The 'disappearing without a trace' trope is definitely shared, though I have no idea if the Dwemar disappeared because they retreated to mountainhomes in the deeps, or because of some other arcane trickery.

It is currently the mid-winter of 225. Once the year turns, I'll post a final DFMA map and give people a window of time to ask any questions about the penultimate state of fort, while I add a few important annotations to the map. Then, I'll deconstruct the wall and then it's constant updates until the end.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: ArKFallen on November 25, 2011, 05:01:25 pm
I just found and read this today, and I must say this is amazing. I don't think I'd ever have the patience to pull off anything even half this awesome!
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 25, 2011, 06:38:24 pm
I just found and read this today, and I must say this is amazing. I don't think I'd ever have the patience to pull off anything even half this awesome!

Hey, thanks. To be honest, I had no idea where it was going when it started - everything just sort of fell into place naturally as the game progressed.

Spoiler (click to show/hide)

The appointed day has arrived, and on the eve of destruction, the patriarch of clan Languagemetal, father of the so-called youngest dwarf and legendary macedwarf, dies of old age. Whether it is the will of some nameless fate, or the vengeful god Baros Buriedplages, or some other entity beyond the comprehension of the dwarves, the death of Eral Languagemetal is the last mercy that will be afforded to the dwarves of Weatherwires.

I've uploaded the final map (http://mkv25.net/dfma/map-10823-weatherwires) to the DFMA, and updated the OP to include the link. I'll begin adding annotations now, and wait to make the final plunge later tonight.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 26, 2011, 12:05:11 am
On a long enough timeline, the survival rate for every fortress drops to zero.

The relentless wearing down of the fortress has reached its breaking point. 37 ghosts of various dispositions haunt the dome, and one in particular has already claimed many dwarves in its hatred for the living (that's about 1 ghost to every 4 dwarves - the current fortress population is 144). The dead cannot be stopped, and so the destruction of Weatherwires, no matter how much the dwarves try to build it back up, is ultimately inevitable. It was decided decades ago that on this day the barriers holding back oblivion would be released, and Weatherwires would find its end not in an agonizing whittling down over the course of decades, but in a fiery blaze of glory, a clash of demonflesh and adamantine which would echo in the dome for eternity.

The military assumes positions under the command of Libash Dippedurns the Ageless Deep of Rhymes. Every squad at the commander's disposal is positioned along the length of the narrow passage into which the enemy will pour. Libash knows that if but a single demons were to break past his defenses and into the vast hollowness of the dome, her forces will be useless - the fiends would simply fly throughout the grotto and pick off dwarves where they stood.

Spoiler (click to show/hide)

Immediately to the north of the breach is positioned the Silvery Princesses. To the south, Libash and her surviving squadmate, Shorast Sealmet are positioned alongside the Silvery Skunks. All of these dwarves - even the new recruits - possess legendary skill in their respective weapons.

Behind Libash and her compatriots are positioned the Lone Lashes, now comprised almost entirely by the only survivors of clan Lashhushed. They, too, are legendary warriors, despite having only trained for a few years. The captains are apparently stellar teachers.

Spoiler (click to show/hide)

Positioned behind the Silvery Princesses are the prince and his squad, the Royal Fortresses. Many of these recruits are now legendary axedwarves, but poor Logem "Quakedented" Sparkswords has only been in the squad for a few short months, and possesses no military skills whatsoever. Kol "Languagemetal" Claspedrelief, however, has only grumbled and shirked his training, so despite being in the squad for longer than any of the Quakedented children, he is only a competant axedwarf. Presumably his coddled childhood as the youngest dwarf resulted in a spoiled brat with an over-developed sense of entitlement - in which case, the coming battle will be a sickening wake-up call.

Asmel "Murdershot" Deathchannels, prince of Weatherwires and son of the old duke, thinks back to the days of his youth. He remembers running along the rim of the caldera in the diffused light of the upper fortress, laughing with his brother and sisters, and the other friends of the Murdershot children - Kogan "Ceilingintense" Toolfriends, whose parents died in a cave-in, leaving him orphaned; and Lòr "Lensnarrow" Gearslings, with whom his sister Cog, now the queen, had had a brief affair. But now his siblings were dead, Cog was most likely mad with power, and their friends had gone mad and withered away from thirst or starvation in the tantrum spiral during his childhood. Soon, he would meet them again in whatever afterlife Baros Buriedplagues, the god of death, saw fit to grant him.

Commander Libash has no illusions about this conflict. She knows that the chances of the dwarves winning are slim to none - but she does not confide this in her squadmates. She only rails them onto victory, claiming that this shall be their hour of glory, even though she knows deep in her soul that she leads the last of her civilization into oblivion. Vabôk knew that the fight was unwinnable too, she suspected, although he would have never said it. They were squadmates, not friends - dwarves like Vabôk and Libash, who spent years doing weapons drills over and over, had no friends.

With a heart that felt like it was made of slade, the commander issued the signal to deconstruct the wall. Shorast Rockclearings, a merchant guard turned stonecrafter, moved forth and began to tear down the rough obsidian block wall.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on November 26, 2011, 12:20:50 am
Oh. Im a bit late to address this,
but what is your baby:adult ratio?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 26, 2011, 12:30:03 am
Shorast pulled down the wall, stone by stone - but once the barest breach was exposed, a foul rush of air, reeking of rot and brimstone, broke down the rest of the wall, knocking the dwarf backwards. Immediately, the horde of demons began pouring through the narrow breach in the wall - giant tapirs composed of ash, mongooses composed of salt, and of course, the fire-breathing skinless pterosaurs which had already caused the deaths of four military dwarves. As they descended upon poor Shorast, who hadn't even the time to turn to run, the defenders of Weatherwires rushed in to slay the invaders.

Spoiler (click to show/hide)

Some demons, the dwarves quickly discovered, were easier to kill than others.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Others were a bit more challenging.

Spoiler (click to show/hide)

Eventually, after breaking nearly every bone in his body, and setting him on fire, one of the demons landed a kick square on the stonecrafter's head, killing him.

Oh. Im a bit late to address this,
but what is your baby:adult ratio?

There's only one baby. Currently, the fortress population is 144. Well, 143, now.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on November 26, 2011, 12:31:51 am
I mean in the raws. This might be whats affecting it so...
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 26, 2011, 12:40:49 am
The battle rages, and the demons claim their first military kill. Rakust Doorpolishes, of clan Lashhushed, fought bravely, claiming a few kills before he was finally taken down. One of the mongoose-like salt ghosts caught Rakust from behind, kicking him with such strengh that the whiplash broke his spine, despite his adamantine breastplate. Helpless and paralyzed, the demons crushed his body mercilessly.

Spoiler (click to show/hide)

I mean in the raws. This might be whats affecting it so...

If you're referring to [BABY_CHILD_CAP], it's at 10000 for both values. Thus, my cap on babies+children is 10000, and I can't have more than 10000% of my adults in babies. It's not the issue, and besides, trying to solve the infertility bug is kind of a moot point by now.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 26, 2011, 12:47:44 am
A swordsmaster by the name of Oddom Bellstrussed, formerly a caravan guard, managed to slay a single fiend of shadow before being slain in combat. With well placed strikes to his hands, the enemy shattered his hands, despite his adamantine gauntlets, thus disarming him. After that, it was only a matter of time before the helpless dwarf was slain by the unstoppable demons.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 26, 2011, 01:01:25 am
While locked in combat with a pterosaur devil, Dumat the swordmaster was caught off guard by one of the ash tapirs, which crushed his skull in a surprise attack. On the other side of the breach, one of the ash tapirs punched the other swordmaster, Catten in the left hand, breaking her bones and forcing her to drop her steel shield - allowing the skinless pterosaur demon nearby to swoop in and snap her neck.

Meanwhile, the only remaining member of the Silvery Princesses, Èzum Openeddoors the Robust Stoker of Lances, is kicking ass and taking names.

Spoiler (click to show/hide)

And, in a truly dwarven display of hypocrisy, Libash Dippedurns left the site of battle to take a quick nap.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on November 26, 2011, 01:09:24 am
Libash continues to smile... I smell a troll...
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 26, 2011, 01:13:17 am
A handful of non-military dwarves are struck down as they try and rush in to collect the dead, and the refuse of the slain demons. The remaining fiends take advantage of the opportunity for carnage presented by the noncombatants, and slay dwarf after dwarf that they can see. The military is stretched thin along the corridor, each warrior fighting many foes single-handedly, and so it is impossible for them to protect the innocent civilians who have strayed into the corridor.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Amongst the fallen is Ineth Lensbeaks, matriarch of clan Thunderbridge and long-time manager of Weatherwires. She was appointed to that position in 138, seven years after her arrival, and has filled it more or less since then. Since the the transition to the dome, she has also been elected repeatedly, year after year, as mayor - and thus, her endless mandates for lead items have proven to be the death of Ilon knows how many dwarves. Perhaps unjustly, she was served a strong blow and a quick death - more than her victims were ever afforded.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 26, 2011, 01:26:14 am
Spoiler (click to show/hide)

In the north, the first line of defenses have been broken. The mace lord Shorast Sunstorches the Fair Spikes, captain of the Silvery Skunks, fought bravely to hold back the demons, but in the end they were too powerful. Overrunning him, a fiend of shadow the dwarves have now dubbed "Reksasinrus," Sinpoison, a towering earthworm composed of ash, leads the demons up the stairwell and into battle with the Dignified Hammers and the Royal Fortresses.

In the south, the military scrambles to defend the helpless civilians who have crowded into the hallways. Whether they are truly drawn there by their need to arrange the bodies there into the various stockpiles about the dome, or by their desire to find a glorious end to their civilizations' slow and soul-crushing failure, it is impossible to know.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 26, 2011, 01:45:31 am
The prince leads the Royal Fortresses and the Dignified Hammers into combat against the demons, determined not to let them breach the citadel and the dome itself.

Spoiler (click to show/hide)

The prince himself goes toe-to-toe with a pterosaur devil, hacking away with his masterwork adamantine battle axe. Already, he has slain two demons - this only offsets the two Quakedented recruits the demons have killed, however, not to mention the civilians who have died in the tunnels further to the south.

Spoiler (click to show/hide)

The true battle rages here, immediately outside of the stairwell leading into the heart of the fortress. Alone, without the aid of any other dwarf, spearmaster Shorast Sealmet defends against seventeen demons of various shapes, sizes, and colors.

Spoiler (click to show/hide)

In the southern passage, a single demon clogs the passage, dubbed "Figulovus," Glandmolds in the dwarven tongue. An enormous, horned humanoid composed of snow, Glandmolds has lost both its arms and its left leg - its ineffectual hopping would be humorous, if it had not already claimed four dwarves in battle.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on November 26, 2011, 01:54:59 am
Try wheeling out the furniture in the burning room. Lets see if the civs play hot Runtundra.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 26, 2011, 02:22:01 am
Spoiler (click to show/hide)

With a mighty blow, Asmel Deathchannels cleaves through the last of the demons who attacked through the northern passage. Leading what remains of his own squad and the hammerdwarves who fought alongside him, he charges south through the passage to lend aid to the militia commander.

Little does he know that Libash is absent from her post, and Shorast Sealmet has been slain, outnumbered by a terrifying array of demons.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 26, 2011, 02:36:01 am
With Glandmolds struck down in the south, and Sinpoison's push halted in the north, the only threat to the fortress is in the middle, at the primary stairwell. The stair leads from the dining hall in the hub-like central mesa, to the food stockpiles below, while also having side passages leading to the barracks and citadel - it is this passage where the battle has been occuring so far.

From the north, Asmel Deathchannels, now known as the Feral Years of Continent, hacks through the last of the demonic onslaught which sought to break through the citadel. In the south, Stukos Testorbs of clan Lashedhushed slays Glandmolds and leads his brethren through the narrow passage towards the stairwell.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 26, 2011, 02:44:43 am
With the remaining military in a pincer attack against the enemy, the remaining handful of demons in the corridor stood no chance whatsoever. In the final moments of battle, Commander Libash returned from her nap and casually slew five demons. Her absence is overlooked by the other dwarves who, in the heat of battle, probably did not notice her absence at all.

The defense of the fortress has been a success - for the time being. The effect of the deaths of about fifty dwarves - nearly a third of the fortress population - remains to be seen.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 26, 2011, 02:53:48 am
While the military was distracted, a lone pterosaur devil found its way to the food stockpiles. It didn't manage to kill anyone, and when the prince went to get a much-needed drink after the sobering battle, it was clear he had had enough of the demons.

Spoiler (click to show/hide)

The only demons left in the fortress are in the deepest part of the mines, either lying in wait or ignorance of the dwarves' weakness. The current fortress population is 93, with 13 soldiers dying in the battle - compared to a hundred demons slain, one might call the battle a victory, but for the dwarves of Weatherwires, even triumph over the forces of hell leaves a bitter taste in the mouth.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Cellmonk on November 26, 2011, 02:58:03 am
Epic. one word. :'(
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Sappho on November 26, 2011, 03:48:42 am
 :o
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: The_Final_Stand on November 26, 2011, 04:13:56 am
Wait, so was that the whole wave of demons slain? Only the ones in hell still live?

Man, trying to go out in a glorious banzai charge and actually managing to win must suck.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Musashi on November 26, 2011, 05:50:58 am
Maybe it's a sign they should try and colonize hell and join their deceased beloved there.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Poindexterity on November 26, 2011, 06:39:11 am
so, what's the plan now?
surely not a slow erosion into oblivion after ALL THAT right????
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: UristMcFan on November 26, 2011, 10:00:57 am
With no migrants and a third of the fort dead (not to mention the ghosts everywhere), I think a tantrum spiral is on the horizon, also the Mayor (the most popular dwarf in the fort) died so we can expect some trouble in the future.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Kogut on November 26, 2011, 11:10:27 am
surely not a slow erosion into oblivion after ALL THAT right????
I think that it is entire point of this fort.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on November 26, 2011, 11:38:41 am
DS. To make things funny, add [SPEED:1] to the dwarf raws.

Also, clowns will continue making visits because their car is still open.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: ArKFallen on November 26, 2011, 12:59:33 pm
Still alive and kicking :P

So where does it go from here?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Sutremaine on November 26, 2011, 04:24:16 pm
Pity you didn't get any of the ones made of fire. That would have been a quick end for the fortress at least.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Karakzon on November 26, 2011, 04:39:22 pm
INTO THE DEPTHS WITH YEE!

i say claim hell, build armoks temple and set your dwarves up for the end in true df style. Let them go to their gods with pride dear sir.
immortalise them in the bed rock of the ash devils themselves.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 26, 2011, 05:45:07 pm
For a day, the fortress shakes and echoes with the clash of battle below. Despite the flood of hell that pours into Weatherwires, the mighty warriors of the Diamond Cloisters hold strong, and the wave of demons eventually breaks and rolls back. The smoke and miasma fade after a few days, and the dwarves begin to go about the business of entombing the fallen, wading through the piles of ash, salt, and dismembered body parts which clog the narrow passage.

The skeletons of those who were caught behind the obsidian wall when hell was first breached are given a proper burial, and a handful of ghosts are laid to rest. Despite the hopes of any who went back into those passages to search for the dead, the body of the planter Ilral Boltedday is nowhere to be found.

Kib Waxpaddled, legendary hammerdwarf and matriarch of the now defunct Gloveowners clan (her only surviving child was slain in the battle) resumes her old position of mayor, which she held in the earliest years of the fortress. She meets with the surviving Quakedented children individually, and puts her high mastery in the skill of consolation to good use. A few months after the battle, morale springs back and there is no immediate threat of a tantrum spiral.

The Royal Fortresses and the Lone Lashes are disbanded for the time being, allowing the Quakedented and Lashhushed clan a chance to recuperate and contemplate their losses.

As her compatriots go about their duties, Melbil Cryptshaft returns to the caisson to mine out the last of the adamantine. The only other remaining legendary miners were slain in the battle, and Melbil is getting on in years - she could die of old age any season now. She migrated to the fort in 138 and was immediately put to work in the dome as a miner, quickly reaching legendary status. At some point during the years, she was bitten by a cave spider, and has suffered from dizzy spells since then. As well, she is the survivor of two separate cave-ins, and has lost use of her left leg - she has walked with a crutch for decades now. The wear of the years shows more on Melbil than other dwarves, but she is well-respected in the fortress as one of the miners who participated in the great excavation - and now, the last of all those heroes, she delves once more into the deeps to satisfy her race's unending, all-consuming greed.

DS. To make things funny, add [SPEED:1] to the dwarf raws.

Also, clowns will continue making visits because their car is still open.

At the moment, the ~30 FPS I'm enjoying is speed enough. Also, I've never experienced the multiple waves of demons that some people claim exist - though, hell does have 'wildlife,' after a manner, animalistic demons that roam in packs, which occasionally fly up through the tube.

So where does it go from here?

Queen Cog sits silently in her throne room, looking out over the tops of the guildhalls, thick with well-tended fungi and tastefully arranged statues, and contemplates the events of the centennial. Faced with a soul-crushingly slow and inevitable demise, she made the ultimate decision to cut the dwarves off from the land of the living, and thus end their collective agony. The overwhelming forces of hell, she had thought, would give them a glorious end. Indeed, many dwarves had finally found rest - but she had not, nor had her brother Asmel, although he had consistently been in the thick of the fight.

Deep in thought, her eyes involuntarily came to rest on a small, innocuous patch of bright green vegetation on the top of the nearest guildhall. Despair mixed with fury crept slowly across her face. He would not let them die. The accursed god of daylight and death had smote them down countless times, and yet the fortress' continued existence was undoubtedly his will. He would try to draw out the fortress' ultimate destruction for as long as possible, she realized - but only if they let him.

He had sent a third of the fortress to hell. Cog resolved to spit in the face of the vengeful god and send the rest of the Merchant of Echoing there too, as far from the bright, hateful surface as they could go. The pantheon they would erect there would be a testament to the strength and will of the dwarves - that, even after a century of tragedy and misfortune, their dying race could defeat the armies of hell itself and leave their footprint in the abyss forever. The construction would be the final act of the Diamond Cloisters, and would undoubtedly be bathed in the blood of Cog's subjects. She nodded to herself - a fitting end for the children of the mountain, who had overcome all challenges and created the wondrous dome of Weatherwires.

Maybe it's a sign they should try and colonize hell and join their deceased beloved there.

When the tide of battle started to turn and it became clear that the dwarves were going to pull through, I realized that this was going to have to happen. I'll leave the colonization for another fort (especially since the hell in this world is relatively thin, and I'd want an expansive abyss for megaprojects if I were to do a fort down there). It's time for the saga to draw to a close, I think.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Musashi on November 26, 2011, 06:55:09 pm
That was an amazing read.
Starting with the mysterious phenomenon of mass sterility. The bitter realization their race is dying. The hopeless abduction and enrollment of merchants. The execution of varied solemn dwarfy acts in an attempt to remove themselves from the world, much like an animal hiding itself in a dark and removed place to pass away alone. The witnessing that even the morals or the highest members of society, the nobles, are falling apart, as the tyrants abuse authority and tradition for their own selfish and fickle desires against all common sense. The ghosts from the past, metaphorical and literal, dragging with them as many of the Traitors and Unworthy as possible. The decision to go down in a forever untold burst of glory, the very last event they could possibly have longed for, the fight against the source and fate of all evil...
... and as a cruel twist of fate, vanquishing and surviving the legions of Hell, without any plan for what comes next. So, what does come next? Going deeper. Separating yourself from the surface, again, more irreversibly. Going as deep as possible, forgotten by the surface and the underworlds alike. Never going back. Reaching once and for all the coffin of your civilization for a much-deserved eternal rest. Perhaps in the far, far future, a sentient creature from the surface will stumble upon strange subterranean ruins and traces of ancient battles. But nobody is counting on it.

It's things like this that always make me go back to DF.  :'(
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 26, 2011, 07:47:53 pm
... and as a cruel twist of fate, vanquishing and surviving the legions of Hell, without any plan for what comes next.

Precisely. After suffering the various tragedies that have afflicted the fortress during the previous decades, the dwarves are not even afforded the mercy of a death in combat.

The fortress is currently in the process of smelting all of the stockpiled iron into steel, which will be used to construct the temple. During construction, there will be no walling off the edges of the map - the dwarves will have to rely entirely upon the military for defense.

Also, I'm making it possible, in a roundabout way, for an adventurer to find his/her way into the fortress once things finally end for good - though I'll keep the exact route a secret.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: ArKFallen on November 26, 2011, 10:19:13 pm
So when things finally end you'll post the save?
I think it'd be fun to try my hand at adventuring to it.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 27, 2011, 12:53:42 am
That's the idea. There's actually already a route from the surface to the dome, thanks to some exploratory passages which were dug during the early years. All I have to do is go back through and clear out stuff that's made those passages impassable, and you'll be able to explore the dome as an adventurer, if you can find the way in.

A great stairwell is being constructed by the dwarves. When completed, it will stretch an unbroken 115 z-levels, from immediately below the dome to the floor of hell itself, taking up a 2x2 area on each level. This will provide the dwarves with the shortest possible route to the underworld, which will aid in the construction of the great temple.

While passing by during their varied tasks, the dwarves glance through the gaping hole into the depths. Occasionally they spot a demon traversing the endless, featureless grey landscape. These demons are apparently different than those invaders who sought to annihilate the fortress - it is suspected that the creatures of the underworld are divided into a military and domestic force, similar to the dwarves themselves. One such creature is the Topazolite Fiend. A towering quadruped composed of topazolite (http://en.wikipedia.org/wiki/Andradite) which squirms and fidgets. It might be admired as a creature of beauty, were it not for its inherently evil disposition.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on November 27, 2011, 11:40:13 am
You must shatter such a creature for it's beautiful "perfect" gems.
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: Nyxalinth on November 27, 2011, 12:09:32 pm
For some reason, this reminds me of Skyrim's dwarves. You knew it before it was published. Bravo.

I looked this up on the Elder Scrolls wiki, and I see what you mean. The 'disappearing without a trace' trope is definitely shared, though I have no idea if the Dwemar disappeared because they retreated to mountainhomes in the deeps, or because of some other arcane trickery.

Well, neither more or less.  The dwarves--Dwemer--were so rational that none of the gods in existence suited them for worship.  So they tried building their own.  Long story short, it was a disaster, and the whole of their race vanished, except for one.  They were messing with metaphysics that no mortal was ever meant to mess with.  Plus, at some point in the past they'd pissed off the goddess Azura and she may also have had a hand in things.

Okay, derailment over.  Do continue.  It's sad to see such an impressive and long-lived fort come to an end, as all good things must, but Fun, too.
Title: Re: Weatherwires: Children of Dwarves/Century Fortress (spoilers)
Post by: DS on November 27, 2011, 05:05:35 pm
Well, neither more or less.  The dwarves--Dwemer--were so rational that none of the gods in existence suited them for worship.  So they tried building their own.  Long story short, it was a disaster, and the whole of their race vanished, except for one.  They were messing with metaphysics that no mortal was ever meant to mess with.  Plus, at some point in the past they'd pissed off the goddess Azura and she may also have had a hand in things.

Wow, thanks for the insight. Also, the idea of a race being dissatisfied with the existing gods and thus building their own is pretty damn dorfy.

Another creature has been spotted in the deeps - the Antelope Fiends. A towering antelope with external ribs, a short trunk, and a bloated body covered with patchy, spring green hair. They also possess a stinger, presumably venemous.

In order to complete the stairwell, I had to drain some passages which had been filled with magma for quite some time. The result of draining one passage into the third cavern layer was a rather interesting similarity of shape between the obsidianized lake, a magma vent, and the volcano's lava tube. The pattern had a kind of aesthetic that struck me as pleasing, so I saved a picture of it.

Spoiler (click to show/hide)

Also, before the battle with hell, I had set up cage traps in the second cavern layer in an attempt to capture something with skin which could be tanned into leather - all I caught, however, were plump helmet men. (http://www.bay12forums.com/smf/index.php?topic=93279.msg2765067;topicseen#msg2765067) Since then, other creatures have wandered into the traps; a couple blind cave ogres, which were used as training for the recruits, a few rutherers, which did indeed provide leather, and a veritable army of crundles. After the battle, however, another batch of plump helmet men were captured and tamed, and shortly thereafter their numbers began to boom.

Spoiler (click to show/hide)

There are four adult females and only one male. There is a male child, but five of the six babies are females. Perhaps the plump helmet men only comprise a small percentage of the species? In any case, the females gave birth while the adult male was still in the cage - and the male child was born before the adult was captured at all. I suppose that plump helmet men are the only creatures in the game for whom the 'reproduction by spores' theory is legitimately appropriate.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Malarauko on November 27, 2011, 05:13:16 pm
You need to pull a Dwemer and build your own God. Maybe the Dwarves reject the gods who have failed them and they try to build their own in hell? Substitute lava for the Heart of Lorkhan and TADA! Numidium all up in this bitch.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: zombat on November 27, 2011, 07:25:39 pm
I just got done reading this whole thread today.

Dear god I thought Bravemule was depressing
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Kogut on November 28, 2011, 03:25:33 am
You need to pull a Dwemer and build your own God. Maybe the Dwarves reject the gods who have failed them and they try to build their own in hell? Substitute lava for the Heart of Lorkhan and TADA! Numidium all up in this bitch.

"Their mastery of (...) and geothermal power by tapping into the natural lava source under Morrowind allowed them to create airships, sentient machines, mechanical observatories, and lighting systems that continued to work for centuries without any maintenance." ( http://www.uesp.net/wiki/Lore:Dwemer )
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Bloogonis on November 28, 2011, 03:37:31 am
I find it oddly fitting that when the last dwarf dies the primary sentient creatures in the fort will be Plump helmet men. I can see it now, an age passes and an adventurer finds Weatherwires ruins, she makes her way to the throne room to find a wizened old Plump Helmet Man In flowing robes who tells the tale of the ancient dwarves. And to this day Plump Helmet Men guard the ancient halls from the occasional Antelope and Topazolite Fiends who stumble upon the Dwarven legacy.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Malarauko on November 28, 2011, 10:12:51 am
You need to pull a Dwemer and build your own God. Maybe the Dwarves reject the gods who have failed them and they try to build their own in hell? Substitute lava for the Heart of Lorkhan and TADA! Numidium all up in this bitch.

"Their mastery of (...) and geothermal power by tapping into the natural lava source under Morrowind allowed them to create airships, sentient machines, mechanical observatories, and lighting systems that continued to work for centuries without any maintenance." ( http://www.uesp.net/wiki/Lore:Dwemer )
Yeah but they used the power of the Heart of Lorkhan to create a giant golem.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 28, 2011, 10:58:19 am
As construction of the great stair nears completion, the ghostly planter strikes again. Taking control of Èrith Minedtribe of clan Gearguild, Ilral Boltedday struck down the master lasher Stukos Testorbs, the last remnant of the Lashhushed clan. Èrith, who had been recently recruited to the Silvery Princesses, had already reached legendary skill with his adamantine short sword - a skill which was put to vicious use by the angry spirit.

Spoiler (click to show/hide)

Also, a third type of demon has been spotted in the deeps: the Mite Brute. A great, scaly, slavery mite with thin wings of stretched skin. Truly, the underworld appears to be full of foul creatures.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 29, 2011, 12:31:39 pm
The great stair is finished, except for the lowest level. It extends in a solid, unbroken column from an engraved chamber below the dome, through the second cavern layer (though it is hidden behind a solid obsidian block wall), through the caisson and the magma sea, and to the base of hell itself.

Spoiler (click to show/hide)

The Grooved Book-Volcanos, led by the militia commander Libash Dippedurns, goes into position at the top of the stair, in case some fiends should strike immediately. The structure is connected to the featureless grey surface of the underworld with a final steel stairwell - no demons are apparently nearby - forming a direct and permanent route directly from the fortress and into hell.

Spoiler (click to show/hide)

Two squads journey bravely into the waste: the Silvery Princesses, led by Èzum Openeddoors the Robust Stoker of Lances, and the Dignified Hammers, led by Shorast Phraseposts the Odorous Temple of Diamond. The Hammers will guard the stairwell from invasion, while the Princesses will perform the first ranging - Èzum leads his squad through the abyss, exploring the area, so that the prime location for a temple can be found.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 29, 2011, 03:47:46 pm
The region of the underworld that lies underneath Weatherwires has been explored, but a suitable site for the temple remains to be selected. The location of the structure will of course depend on its nature - size, complexity, use, etc. - which also remains to be determined.

After a desperate battle with an Antelope Fiend, captain Èzum and his squadmates discovered that the demons are generally too large for any single warrior to defeat. Instead, a lone warrior would simply be batted around by the fiend, until one wrong step sent the dwarf tumbling into one of the mysterious glowing pits which marred the underworld's otherwise featureless surface. Though Èzum's squad suffered no casualties, the captain was forced nearly to the edge of one of these pits, and so further precautions are being made. A steel curtain wall, surrounding the base of the stairwell, will ensure that any squad who guards the entrance to the fortress will have a small area, protected against those howling, swirling vortices of light, where they will need not fear an accidental plunge deeper into the abyss. Once this curtain wall is finished, a small barracks, complete with a supply of food and drink, will be erected so that the militia can train and eat, even while stationed in the deepest of deeps.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Wannazzaki on November 29, 2011, 03:54:38 pm
You need to pull a Dwemer and build your own God. Maybe the Dwarves reject the gods who have failed them and they try to build their own in hell? Substitute lava for the Heart of Lorkhan and TADA! Numidium all up in this bitch.

"Their mastery of (...) and geothermal power by tapping into the natural lava source under Morrowind allowed them to create airships, sentient machines, mechanical observatories, and lighting systems that continued to work for centuries without any maintenance." ( http://www.uesp.net/wiki/Lore:Dwemer )

Geothermal powered their fortresses, their machines were powered by steam boilers and soul gems as a battery. Though not believing in magic soul gems had a "unique electrochromatic signature" indicating they were filled. The Dwemer themselves tried to bend the heart of lorkhan to their will using Kherigans tools (Wraithguard, sunder etc). This of course, pissed off the spirit of nirn (Lorkhan) who did...well. What he did was up to debate. It either fused them with their hugemongous mecha, it Did destroy their bodies (red dwarf style piles of dust) but whether this means their souls are gone or they just got blasted to another plane of oblivion it's up for debate. Considering Nirn's cosmology is "Stars are rents in reality showing the other planes of oblivion" the dwemer could come back by getting around to utilising space travel which hilariously behaves a bit more like Spelljammer space.

Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 29, 2011, 10:44:29 pm
As the dwarves toil away, smelting iron into steel bars which are then hauled into the deeps to be added to the constructions there, the peaceful and tamed mushroom folk, confined to the top of the southwestern building, are building the foundations of a new society.

Spoiler (click to show/hide)

Although they cannot speak, they can apparently communicate, probably via spores. This particular individual is the oldest - according to Runesmith, she is aged 43 - and is also the most skilled.

I'm not great at interpreting the raws, so I bumped over to arena mode, removed the [ARENA_RESTRICTED] tag from their entry (this is the second change I've made, after adding the [PET] tag), and wrestled a plump helmet man in order to better determine their body layout. From what I can tell, they have no facial features whatsoever - just a head. As well, they have no individual toes or fingers, and no division between an upper or lower arm. Just a head (the mushroom cap, presumably) an upper and lower body, and arms and legs, terminating in fingerless hands and feet, respectively. They are all (always) a plain purple.

Based on these findings, it can be deduced that the plump helmet men are simple creatures possessed of a kind of intelligence completely alien to that of the sentient races, including dwarves. They communicate with spores, which is also presumably how they tell one another apart, and reproduce. They are simple creatures, in body and spirit.

...however, before the end comes, I may attempt to teach them other skills. Curse the map's apparent lack of flesh balls!

EDIT: Found a picture of various mushroom folk on deviantART (http://m0ai.deviantart.com/art/Mushroom-Folk-154545572) - the little guy on the bottom, second from the left, fits the description of a plump helmet man pretty accurately.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 30, 2011, 12:33:14 am
The curtain wall is completed, and as the scaffolding is being torn down, an armor stand is placed next to the base of the stairwell and each of the four remaining squads ordered to train in hell.

...not a moment too soon, as a barrage of seven demons assaults the fortress.

Spoiler (click to show/hide)

In the battle, the scions of the Vesselplayed and Thunderbridge clans are wounded - though, luckily, a few broken bones are the only wounds suffered. Kol Claspedrelief, the youngest dwarf and the only survivor of clan Languagemetal makes his first two demonic kills - a pair of mite brutes.

Now, the last construction - the final effort of Weatherwires.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on November 30, 2011, 02:17:34 am
Years pass. Old age claims another dwarf - a clothier who has lived in the fort since 144.

Spoiler (click to show/hide)

Those years seem distant now, part of another age. A time, long passed, which now is only a vaguely remembered dream amidst the despondent hell which is Weatherwires.

The scaffolding which was used to construct the curtain wall is removed.

Spoiler (click to show/hide)

Only one task remains to the dwarves of the Merchant of Echoing.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Haika on November 30, 2011, 12:43:30 pm
That was quite the read. I approve greatly, and look forward to the final creation.

I kinda wish there was a way to stop playing the fortress(without abandoning), and use it as the mountainhome for a new fort. However that doesn't seem to fit in with the theme and flow of the story so far. Either way, I quite enjoyed reading things so far.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Protactinium on November 30, 2011, 10:45:53 pm
I am so effing glad I posted earlier in this thread. It reminded me to check up on this thread, and goddamn did it deliver.

You're phenomenal at storytelling, DS.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Bloogonis on December 01, 2011, 01:33:17 am
I always imagine the plump helmet men like purple versions of the third one in the top row and for communication i had always assumed it was either wiggles and simple sign-language or vibrations and possibly thumping out sounds either against their bodies or the ground or objects in the area. When I was about to post I remembered they don't have eyes and was about to junk my preconceptions but then I checked the raws and saw they have Infravision so now I have the impression that their entire head is like a big 360 degree thermal sensor. This suddenly makes me a little disconcerted looking at my own plumphelmet man colony and keep hearing the soundtrack played in the Predator movies when its the predators viewpoint.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Karakzon on December 01, 2011, 03:52:32 pm
plump helmet men
FROM SPACE!
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 01, 2011, 06:32:46 pm
I was struck with food poisoning last night, so you can imagine my utmost disgust and horror when I boot up DF and four of these things attack:

Spoiler (click to show/hide)

Apparently the previous onslaught was found wanting, and the overlords of hell ordered in what might pass as siege engines amongst the fiends - the bloated, undulating vomit of a thousand demons, given sentience and malevolent will by whatever evil force was contained in the underworld.

The green monsters struck quickly, and militia commander Libash Dippedurns and a mace lord by the name of Rovod Craftlabor the Sour Tusk (wielding Entrancegriffons the steel mace) sprung to the defense. Although the demon's fragile bodies offered no resistance, every time the warrior's landed a strong blow, the thin, vile film which held together the monsters would release a spray of demon bile which knocked the dwarves off their feet, sometimes high above the slade floor, only to come back down with a crunch.

Spoiler (click to show/hide)

Ironically, it is the monster's strength which proves to be their undoing. As the rest of the military rushes in to aid in the defense, Commander Libash strikes a long slice into one of the fiends with the Blockaded Pungency, the artifact adamantine spear once wielded by Vabôk Earthenfins, and the jet of loathsome spew hurled the four demons into the air. The creatures fell back to the surface with a splat, leaving pools of steaming vomit on the black slade. One of the beasts heaves forward, still not quite dead - or whatever passes as death for a blob of vomit.

The creature struck swiftly, crushing the curse-breaker Zasit Portalwines, first child of the Quakedented clan, between itself and the slade floor. 21 years have passed since Zasit was born, and since then no other clans have formed. In all, 20 children were born into the clan, although now only 9 remain, and with their patriarch slain, that number will only grow smaller.

The last green monster collapses to the ground in a burst of its own vomit, and ceases to undulate.

Spoiler (click to show/hide)

I am so effing glad I posted earlier in this thread. It reminded me to check up on this thread, and goddamn did it deliver.

You're phenomenal at storytelling, DS.

Hey, thanks.

I kinda wish there was a way to stop playing the fortress(without abandoning), and use it as the mountainhome for a new fort. However that doesn't seem to fit in with the theme and flow of the story so far. Either way, I quite enjoyed reading things so far.

Well, I will of course post the save once the fortress is finished for good, which will allow anyone to do a reclaim, or explore the fort in adventure mode.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 02, 2011, 11:35:00 pm
Two topazolite fiends attacked the fortress, and the Royal Fortresses, led by prince Asmel, maneuvered to the defense. Kol Claspedrelief was perhaps a little too eager to join into the fray, and rushed ahead of the rest of his squad. The fiends caught him and crushed his bones beneath their towering mineral limbs. The so-called youngest dwarf was struck down by a well-placed blow that crushed his skull and propelled his body dozens of feet away. The prince and the Quakedented children destroyed the interlopers without further trouble.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 03, 2011, 12:17:49 am
Within a day of the previous attack, two wraiths of snow struck from the west. The enormous, snowy humanoids rushed towards the curtain wall, and the military, always ready, prepared for the attack. While they were preoccupied, one of the wraiths moved around the base of the stairwell, killing a passing merchant who was participating in the construction of the temple. The two demons were quickly overcome, however - but it seems that when one threat is neutralized in hell, another appears to replace it.

For no sooner than the wraiths been destroyed, five of their snowy kin appeared from the north. The fiends took flight, shrieking out of a purple vortex towards the line of dwarves hauling the body and equipment of Kol Claspedrelief back to the fortress. The military, fresh from one battle, moves across the barren landscape to eagerly join another. The civilians scatter, and four of the demons choose the closer targets presented by the fortress' warriors, and are quickly slain. One ranges far, however, and kills two dwarves before it can be caught and destroyed.

With the military away, chasing after the wraith of snow, the forces of hell sense a weakness. A mite brute strikes from the west, and manages another kill before it can be neutralized.

When the adamantine spire was breached, the demonic army struck in force, but it was turned away like a copper arrow striking a steel shield. Now, perhaps, they have found the weakness of the dwarves, and strike blow upon blow, content to win the battle against the dwarves through attrition.

As the dwarves retreat to the relative safety of the curtain wall, the prince surveys the landscape. The plain, greyish landscape is littered with various pieces of equipment, and the maimed and severed body parts of those dwarves who dropped them in an attempt to escape their final fate. Commander Libash and a handful of military dwarves are in traction in the dome far above, and the steel foundations of the temple, rising amidst a swirling haze of purple light to the south-east, remain woefully unfinished. Perhaps it will always remain so - a final testament to the will of the dwarves, that after a hundred years of grinding fate, it was only the forces of hell, in the underworld itself, that could bring that proud race to its knees. If the temple was never completed, it would serve as a reminder to whatever damned adventurer who found his way this deep into the earth - this was what killed the dwarves, so begone, lest ye suffer the same fate.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mitchewawa on December 03, 2011, 02:15:52 am
I'd full on kick my computer if everyone died before the monument was erected. I just read all 25 pages of this and, needless to say, holy fucking shit. This is so awesome.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: KodKod on December 03, 2011, 07:32:09 pm
I started reading this thread before I went off to work today.
I came back from work today and continued to read this thread.

I am just about to head off to bed and I have finally finished reading it. I spent all of my free time today reading this one thread.

I feel that my time was well spent.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 03, 2011, 08:43:58 pm
Glad to see people are enjoying the story.

In the hospital, while waiting to be diagnosed by a physician, Libash Dippedurns the Ageless Deep of Rhymes, for the first time for several decades, is temporarily relieved of her military duties on account of her injuries. As she lets her mind drift from the seemingly endless years of repeated weapon drills and bloody combats, a muse of inspiration descends upon her, and her nigh-forgotten skills as a carpenter, developed in the years before her migration to Weatherwires, come back to her in a flash. The militia commander, despite two broken legs, a broken arm, and a smashed ribcage, drags herself to a carpenter's workshop. Ignoring the protestations of the chief medical dwarf, Libash moves to and from the stockpiles about the dome, hauling raw materials for an artifact. Her creation (appropriately surnamed "The Hides of Perishing") may be the last that Weatherwires ever sees:

Spoiler (click to show/hide)

I've finished making the dome accessible to an adventurer (via a handful of routes), in the event that someone wants to try and explore it. This is all conjectural, however, as every time I've tried to abandon the fortress (so as to check things out in Legends) since the dome was flooded with magma, the game has crashed. I really, really hope this doesn't happen in the very end, but I have a kind of sick feeling that it will.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on December 03, 2011, 10:07:28 pm
This is madness! Toss that nether-cap armor stand into "The Room". Light it up too.

"Insert artifact description here. It is on fire. The flames are glowing blue."
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 04, 2011, 12:07:18 am
In the mid-summer of 229, a little over three years after the centennial, the dwarves elect a new dwarf to the position of mayor; Cog Archwayward, daughter of the old duke Kogsak Murdershot, and since the death of Domas Tickcities, queen of Weatherwires. Of late, the queen has been training with the Silvery Princesses, and her skill in swordfighting is quickly nearing legendary status.

Later that summer, as the medical staff of the fortress was preoccupied with cleaning and dressing the wounds of the various other dwarves who had not crawled from the infirmary to craft an artifact, Libash Dippedurns the Ageless Deep of Rhymes, last of the original squad of knife-fighters and wrestlers, led by Vabôk Earthenfins the Tight Mechanisms of Whirling, succumbed to the wounds inflicted upon her by the vomit demons.

There are 81 dwarves left in Weatherwires - construction of the temple continues.

This is madness! Toss that nether-cap armor stand into "The Room". Light it up too.

Nether-cap items are apparently completely magma-proof. (http://www.bay12forums.com/smf/index.php?topic=93279.msg2665493;topicseen#msg2665493)
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on December 04, 2011, 12:15:03 am
Rage. Channel a hole. place the stand in the hole. Pump in a 1 - 4 layers of magma.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 04, 2011, 01:21:50 am
The horror!

Spoiler (click to show/hide)

While slaying the zombie kin of those fungal humanoids in the dome above (whose number has increased to 22), the Silvery Princesses suffered a tragedy. The zombies were hassling haulers who were gathering wood from the lowest cavern layers, and had to be dealt with.

Shortly after slaying the last of the plump helmet zombies, Ducim Lucidbooks of clan Gearguild spotted a zombie magma crab swimming along the surface of the magma vent. He ran along the narrow obsidian edge of the caldera towards the undead creature. There, standing but inches from the edge of molten death, he did battle with the creature that calls the magma sea its home.

Spoiler (click to show/hide)

A dwarf until the end, Ducim performs a heroic and fearless leap attack into the magma vent. Were the crab a living creature, such a blow might have killed it, but instead the dwarf scraped across his undead foe and sank into the deeps. A death in combat, and to be entombed in the semi-molten rock, is an honorable end, an end achieved by many dwarves throughout the history of Weatherwires - so it goes in a fortress built upon a volcano.

The crab still lives - after a manner - but the Diamond Cloisters holds no grudge. The dwarves of Weatherwires are above grudges or revenge - they are focused entirely now upon the completion of the temple. It will not need to be gaudy, or large, or a engineering masterpiece - the dome itself is example enough of all of these. No, the temple will be modest, in contrast to what the dwarves have achieved elsewhere in Weatherwires. Although, any who look upon it will marvel at its existence, and wonder at what methods the dwarves managed its construction.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Poindexterity on December 04, 2011, 04:17:21 am



the temple will be modest, in contrast to what the dwarves have achieved elsewhere in Weatherwires.
modest in contrast to the other things that have been done here might still be very VERY massive indeed.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Madventurer on December 04, 2011, 05:19:02 am
I would say something awesome, but I can just watch in awe.  :o

Oh, and by the way, where did that boiling dwarven wine come in that report? Flask?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 04, 2011, 12:25:00 pm
Either a flask or a waterskin, yeah. It's impossible to tell which, at this point - his body and all of his gear are gone forever.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on December 04, 2011, 01:31:38 pm
I just thought of something. But first, you must splash some dreaded water over "The Room" and its contents. Then move them to the Temple. :D
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 04, 2011, 01:43:18 pm
What, and have the 80 dwarves who still live burn to death to fulfill the wishes of a mad forumgoer? No, sir. You don't even know the nature of the temple - burning furniture would have no place in it, in any case.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Nyxalinth on December 04, 2011, 02:04:20 pm
This is incredible.  I'll be reading this to the bitter end.

Mapleguy555, how about you build a fort like this, and then you can do whatever you want? :P
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Poindexterity on December 04, 2011, 06:16:21 pm
this is the first thread i check everyday when i wake up and the last one before i go to bed.
i wish i could send a party to help.

Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on December 04, 2011, 08:10:04 pm
I would if:

a. I could handle the Circus.
b. If I had actually gotten flammable artifacts.
c. If building a dome was easier.

Also, sorry if I seem too demanding and jerkish.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 04, 2011, 10:12:23 pm
Demanding, a little, but jerkish, not at all.

A comes with experience and planning, B comes with with time and luck, and C... well, yeah, C is just kind of ridiculous. I'm fairly sure most people who see the pictures in the first post think, "Hmm, that's cool looking," and move onto the next thread, without understand just how much of an achievement it is. Individually designating layered circles with diameters calculated to look like an actual dome in a visualizer is tedious, to say the least.

Also, the combination of approaching finals and an abysmal framerate may reduce the frequency of actual updates. Just a forewarning.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on December 04, 2011, 10:22:59 pm
Actually, A is killed off by FPS death.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: darkflagrance on December 04, 2011, 10:37:29 pm
Demanding, a little, but jerkish, not at all.

A comes with experience and planning, B comes with with time and luck, and C... well, yeah, C is just kind of ridiculous. I'm fairly sure most people who see the pictures in the first post think, "Hmm, that's cool looking," and move onto the next thread, without understand just how much of an achievement it is. Individually designating layered circles with diameters calculated to look like an actual dome in a visualizer is tedious, to say the least.

Also, the combination of approaching finals and an abysmal framerate may reduce the frequency of actual updates. Just a forewarning.

I so get what you mean about circles being a lot of effort for little recognition - it feels like those who have actually attempted construction megaprojects belong to their own select club that understands the toil of other fellow creators.

Congrats to you for sticking it through; I myself only completed one circular coliseum before I decided that I would make my cities of squares and crosses instead for the same impression of epicness but less effort.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Tiruin on December 05, 2011, 03:55:44 am
Posting to note how epic this is and how ignorant was I of the existance of this.

On Megaproject domes [and other circular works], they are not easy to build, they are not easy to shape, it takes a lot of work to even get a simple curve right. Its like viewing a palace for a king, grand but the architecture is mostly taken as eye candy. And that the visualizer is zoomed out to see the entirety of the thing is also taken in.

I love how the dome was made and even the caverns that shaped it. Math wins here, even if many hate it  :D
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 05, 2011, 11:09:41 am
Without warning, one of the accursed vomit fiends stuck directly against the base of the stairwell itself. If any dwarf had seen it coming, they would have met it at the edge, or just outside of the curtain wall - but somehow, it managed to penetrate the primary defense. With a violent huff, similar in spirit, no doubt, to the formation of the creature, the green monster filled the interior of the curtain wall with a buffet of deadly vomit dust.

In a single blast of its breath (if you could even call it that), two dwarves are killed and four others injured. Id Whisperstrongs, one of the Quakedented recruits, and Shorast Towndye, last of the Bookpuzzled clan, perish when they are thrown against the steel curtain wall headfirst. As the surviving military bears down upon the blob of vomit, another deadly green cloud rises to the north - the fiend did not come alone.

Spoiler (click to show/hide)

Mercifully, the attack is resolved without further injuries - the warriors destroy the monster who had already attacked, and the one in the north dies to a blast of its own vapor. Injuries suffered, however, render the military effectively defeated. A few dwarves, including the prince himself, suffered several broken bones. All those who took part in the battle, however, suffer from a kind of chronic dizziness - likely a result of exposure to some terrible contaminant brewed in the cornucopia of bile in the interior of the green monsters. Every dwarf suffering from dizziness has left his post to rest in the infirmary, leaving the entrance to the fortress, and the construction of the temple in hell completely undefended.

A squad was kept in reserve for just this occasion. The Silvery Princesses, who have been training in the dome for years, are finally given the order to make the descent. Led by Ézum Openeddoors the Robust Stoker of Lances, and the other three members are of no small note: Nomal Biglabors the Lush Convent of Dwelling, last of the lashdwarves, now wields an adamantine shortsword with equally deadly skill; Érith Minedtribe, one of the only two surviving dwarves of the once mighty and prolific Gearguild clan; and of course, Cog 'Murdershot' Archwayward, recently elected mayor, daughter of the duke Kogsak Murdershot and queen of Weatherwires.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: peskyninja on December 05, 2011, 01:21:49 pm
DS I've missed some posts, what are you planning to do in hell?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Musashi on December 05, 2011, 02:51:10 pm
Dine.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Lordraymond on December 05, 2011, 04:17:03 pm
Why can't my fortresses be that epic?

Mine always die by tantrum spiral or lack of a decent military+Siege, not epic final death-or-glory missions into the circus itself.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 05, 2011, 06:19:21 pm
DS I've missed some posts, what are you planning to do in hell?

Currently I'm in the process of constructing... a sort of monument. I'm not sure the dwarves will be able to complete it before the HFS, like a sick body killing off an invading virus, destroys them.

Dine.

Since there are food and drink stockpiles for the military, I suppose they have been dining in hell, yeah. [/anticlimax]
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 06, 2011, 12:49:10 am
While throwing a tantrum over the death of his siblings, the axedwarf Athel Standtorch of clan Quakedented stormed into the apartments of the Thunderbridge clan, and beheaded Fath Tightnessdyes while he slept in his tunnel tube bed.

Urvad Pagekissed, last of the Thunderbridge clan, was the most skilled speardwarf in the Grooved Book-Volcanos when Libash Dippedurns succumbed to infection. Urvad has been appointed to the rank of commander. Hopefully her lame leg will not prevent her from excelling in combat - who knows? Perhaps her legendary skill at crutch-walking will do some good.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 06, 2011, 12:03:57 pm
In the deeps, the sudden appearance of Salt Ghosts - enormous, jagged-toothed lizards comprised entirely of desiccating mineral - forces the military into action to defend the progress the dwarves have made upon the monument. The dignified hammers strike down the interloper without difficulty.

Spoiler (click to show/hide)

Meanwhile, in the infirmary, far away from the clash of combat and the neverending howl of infernal wind, Asmel Deathchannels, son of Kogsak Murdershot and prince of Weatherwires, succumbs to the infection of wounds inflicted upon him by the biliious fiends. He lived in the fortress his entire life - nearly a hundred years - and knew nothing else.

When his sister, the only surviving member of the royal family, learns of his passing, her mood hardly changes. She merely shrugs it off and returns to sparring. The dwarves of the Merchant of Echoing have long become accustomed to tragedy, and the Murdershots are no exception to this. So it goes, in Weatherwires.

Asmel Spiralropes, recently appointed manager, and also the only dedicated herbalist the fortress has had since anyone can remember, carries the prince's body to his tomb atop Murdershot citadel. It is the first time since the queen's death that any dwarf has trod that ground. The entire precipice is overgrown with untended mushroom trees and dense fungal groundcover.

Spoiler (click to show/hide)

He is laid to rest in the artifact coffin on the eastern edge of the tomb - Glossrivers.

Spoiler (click to show/hide)

The Royal Fortresses are disbanded, and the Quakedented children assigned to train under the tutelage of commander Urvad Pagekissed. The queen takes account - 76 dwarves remain. Construction continues.

EDIT: Shortly thereafter, one of the merchants was attacked by a lone crundle, which managed to tear his throat out and kill him. The crundle has been named Dedukducim by the dwarves, but I can't see the translation just yet, since he got caught in a cage trap. I've got scads of trapped crundles. 75 dwarves remain.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: peskyninja on December 06, 2011, 12:16:54 pm
Dine.
Spoiler: Don't look (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Necro910 on December 06, 2011, 12:47:43 pm
Dine.
Spoiler: Don't look (click to show/hide)
I c wut u did thar.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 06, 2011, 06:04:17 pm
As the line of dwarves passed to and fro from the abyssal work site, the Dignified Hammers, led by Shorast Phraseposts the Odorous Temple of Diamond, watched over the steadily increasing construction. Suddenly, one of the horrendous mite brutes flew over the area and settled atop the the curtain wall surrounding the area. As workers dropped steel bars and ran for their lives, the Dignified Hammers bravely climbed atop the wall and did battle with the foul creature. Two of the hammer lords were pushed aside to fall a few z-levels to the slade floor, breaking many bones. The mite brute was finally struck down by none other than Limul "Breachedwhips" Gildnut the Great Salve of Amazement, ex-captain of the guard and adamantine warhammer murderer. With a mighty kick, she drove in the creature's skull, allowing the workers to return to their tasks.

The damage had already been done, however. Kib Waxpaddled the Shower of Noses, matriarch of the Gloveowners clan, suffered a broken arm and left her post to be hospitalized. Shorast Phraseposts' upper spine snapped, and he slowly asphyxiated in the shadow of the steel construction. Shorast settled in the fortress in 142 and had served in the military ever since.

The spring of 230 arrives, and master carpenter Urdim Fordedroofs passes away at the age of 157. She had lived in Weatherwires since 143, and produced countless barrels and bins for the fortress.

With only one active member, the Dignified Hammers are removed from their post at the construction site, and the Silvery Princesses are sent to replace them. The first phase of construction is nearly finished. 73 dwarves remain.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Crustypeanut on December 07, 2011, 03:02:30 am
It just goes to show you that even a 2 z-level fall can be fatal, whereas I've had dwarves survive 9 z-levels in better condition, if not 'good' condition.  But alas, my experiment was cut short before I could find out if armor and/or lots of muscles/fat could affect drops.


Keep up the amazing work though DS :D
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Madventurer on December 07, 2011, 10:13:49 am
Dine.
Spoiler: Don't look (click to show/hide)

"Tonight, we dine in hell!"
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Musashi on December 07, 2011, 11:17:18 am
Dine.
Spoiler: Don't look (click to show/hide)

"Tonight, we dine in hell!"
Thank you for repeating the joke I was trying to make!  ;D
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 07, 2011, 11:53:57 am
It just goes to show you that even a 2 z-level fall can be fatal, whereas I've had dwarves survive 9 z-levels in better condition, if not 'good' condition.  But alas, my experiment was cut short before I could find out if armor and/or lots of muscles/fat could affect drops.

I've noticed similar discrepancies. Just a few days ago, a dwarf fell into an open stairwell shaft, fell 7+ z-levels, and broke a finger. I'm inclined that there is an element of chance involved, but armor does seem to 'deflect' damage from falls.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 07, 2011, 10:24:50 pm
A surprise attack by four topazolite fiends catch the dwarves unawares. The Silvery Princessess slay the gem-like monstrosities, but not before three of their kin are slain by the demons - merchants and ex-merchant guards, all.

Shortly thereafter, Kib Waxpaddled the Shower of Noses, matriarch of the Gloveowners clan died of thirst in the infirmary. All the other dwarves were in the deeps, slaving away upon construction of the monument - any distraction, even feeding one of their kin, is a waste of time in comparison to their final effort. They will all die eventually - what is the point of trying to stave off the inevitable?

Kib was a historic figure in Weatherwires: she arrived in 131, and was recruited to the militia as a marksdwarf, taking part in a battle against the goblins during the very spring of her arrival. During the great tantrum spiral, she slew two dwarves with her copper crossbow. Mercifully, she herself survived, but her husband, Goden Gloveowners, and two of her four children were not so lucky. In 143, Kib was elected mayor of the Diamond Cloisters, a position she held for 34 consecutive years, until 177.

Kib was last of the Gloveowners. So passes another of the clans of Weatherwires.

At about the same time, due to a "workplace accident," an ex-merchant guard fell into one of the deep chasms, her body disappearing amidst whorls of purple light. There are 68 dwarves left in Weatherwires.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 08, 2011, 01:05:02 am
An attack by a duo of green monsters upon the construction site results in the death of three dwarves before the military can react. One of the fiends dies in a blast let out by its counterpart, leaving only one demon. Knowing that the vomit fiends do more damage to themselves than to the defenders (indeed, a group of dwarves can be slain by just one of the demons), the Diamond Cloisters sends in Limul "Breachedwhips" Gildnut the Great Salve of Amazement, de facto militia captain of the Dignified Hammers.

Limul arrives at the summit of the slade hill, the center of the construction site, and sees the green monster dubbed "Nettledepressed," crushing a woodcrafter beneath its bulk. The ex-captain of the guard charges the creature, striking it again and again with her warhammer - but alas, what is this? Instead of wielding one of the masterwork silver war hammers, crafted in Upper Weatherwires in the days of yore by the legendary weaponsmith Iden Sabreroom, Limul has in her hands an exceptional adamantine warhammer, the same warhammer she wielded for decades as captain of the guard, the hammer with which she slew eleven dwarves in the name of justice, the hammer which has so far claimed five demons in her service, the hammer upon which she has bestowed the name: Drunkenfear the Immortal Elevation.

Spoiler (click to show/hide)

Limul closes in on the beast and bashes it repeatedly with Drunkenfear, alternating with kicks and bashes with the Defective Shove, her exceptional steel shield. The vomit fiend crushes the woodcrafters skull in, turns towards the hammer lord, and lets loose a blast of demonic bile. Limul is knocked back and stunned, but uninjured.

Spoiler (click to show/hide)

As Limul shakes her head clear, the green monster cuts past her, charging towards the crowd of noncombatants watching the battle. The captain chases after the beast, weapon at the ready, but the beast spews another blast at her, knocking her off her feet and stunning her again. The crowd scatters, and two clash repeatedly, Limul never able to land a perfect hit, and the beast releasing cloud after cloud of fiendish vomit without doing any damage. Seeing that the situation is helpless, she calls for help from the Silvery Princesses, and not a moment too soon - the beast let out a mighty blast, knocking the Great Salve of Amazement into the air and over the construction. Limul fell to the ground with a sickening crunch, and moved no more.

Spoiler (click to show/hide)

The creature wastes no time gloating over the hammer lord's crushed body. It turns towards a civilian nearby and lets out another blast of vomit - which carries it backwards, slamming it against the wall, and destroying it.

Spoiler (click to show/hide)

Ghosts abound in Weatherwires. 36 spirits haunt the fortress - far more than half the number of those dwarves still left alive. Multiple angry ghosts send dwarves into violent tantrums, and reckless spirits overturn coffins or statues. Mite brute extract, left strewn about from constant battle with the fiends, is tracked into the fortress and up the stairwell, gathering on the bare feet of dwarves. Soon after a combat, a dozen dwarves will turn up in the infirmary, dizzy and fainting, with blisters covering their feet. They soon recover, mercifully, though a dwarf often dies of thirst in the hospital, while his comrades continue laboring in the deeps. Also, lack of any hospital care tends to leave injured dwarves to die of infection in their wounds (Athel Standtorch of clan Quakedented suffered this fate during the combat). These factors, combined with the constant demonic assaults and the passing of the elderly every year, threaten to destroy the dwarves of the Merchant of Echoing before their task is complete.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Lordraymond on December 08, 2011, 01:58:36 am
This is a dire state for your fortess to be in, DS, how far along is the temple?

I'm not sure if it would be more fitting for the temple to be finished or left incompleted when the final dwarf falls. What would be amazing is if the last dwarf alive were the one to complete the thing, but at that point unless it's a military dwarf they'll probably be killed by whatever killed the rest of them.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 08, 2011, 12:21:05 pm
This is a dire state for your fortess to be in, DS, how far along is the temple?

The temple is progressing fairly. At the moment, the construction is being held back by a time-related factor. I'll have pictures up once it's picture-worthy, but right now, it just looks like a mess.

It has finally happened: one of the roving spirits haunting the fortress has directly struck down one of the living.

Spoiler (click to show/hide)

With no way to memorialize the dead, this murderous spirit is the personification of death for the dwarves of Weatherwires. It will claim the living, one by one, until none are left.

Melbil Boneguild, last of the Vesselplayed clan, dies of infection in the infirmary. The dwarves begin to suspect that there is a virulence present somewhere in the deeps, but make no move to combat it. At this point, the stairwell to hell is slick with blood, vomit, and slime, contaminated thoroughly by the dwarves who tread dust and extract out of the abyss and into the fortress. Such a cleaning effort would be an unwelcome distraction from the completion of the final effort.

There are 60 dwarves left in the fortress.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 08, 2011, 07:49:47 pm
The long shadow of tragedy has hung over Weatherwires for nearly a century, claiming countless dwarves through tantrum spirals, spectral possessions, and demonic incursions. Now, another soul has passed into the shadow, and one more crippling blow has been struck against the Diamond Cloisters.

The attack came from the east - three demons of a relatively rare breed known as the Golden Yellow Monster: a gigantic monkey covered with oval-shaped overlapping scales, twisted into humanoid form. They ceaselessly chant in the unintelligible abyssal language, and their sharp teeth drip poison. The Silvery Princesses retaliated swiftly, and at first their victory seemed assured. Queen Cog Archwayward, last of the royal Murdershot clan, decapitated one of the fiends with little effort, but a surprise attack by one of the other demons caught her offguard. With a single lucky strike of it's claw, the twisted monkey slashed open her skull, sending the queen to the slade floor amidst a pool of demonic goo. The rest of her squad successfully managed to slay the remaining demons, but the damage was been done. The mayor and monarch of Weatherwires is slain.

Thus ends the rule of the last royal family, founded in 132 when Kogsak Murdershot was appointed baron of the Diamond Cloisters. Cog Archwayward was born in 133, the second child of the duke and his wife, Domas Tickcities. Still a child, Cog looked on in 135 and 136 as the fortress tore itself apart from the inside, claiming the lives of both the duke and his youngest daughter. Cog soon became a legendary engraver, and is personally responsible for many of the engravings in the fortress - now, the duty of recording of Weatherwires' final histories falls to another. The queen's body is placed in the third burial receptacle atop the citadel - an artifact black-cap coffin known as the Last Scribe.

Spoiler (click to show/hide)

But it is not only the body of their queen which the dwarves inter in the black-cap coffin; it is the final hope of their civilization, finally laid to rest in the face of ultimate destruction. For, as the dwarves of Weatherwires have come to discover, there has never been any chance for utopia. There has only ever been the desperate illusion that, through perseverance and dedication, the gods might smile upon them and their curses might be lifted, and their race allowed to reign in glory forever. Through scourge after scourge, the dwarves continued to work towards the completion of the subterranean city, willingly blind to their obvious and inevitable fate, fuelled by the grand hope that the dome might one day be inhabited by their kin and progeny. It is this hope that dies, struck a final callous blow by a passing demon in the mid-winter of 330, and is interred atop the citadel in the dome forever.

If any illusions about the dwarves' fate were held by any member of the Diamond Cloisters, they fade away this day like miasma from a long-passed battle, leaving only the countless skeletons of their forbears to stare damningly at the living. Even the surviving Quakedented children, the youngest being only four years old, now bear the heavy burden of the dwarves' final duty. Perhaps it is only the plump helmet men, peaceful and serene atop the southwestern guildhall, who are ignorant of the dwarves' inevitable demise.

The queen's final orders - to complete the monument - are nearly complete.

Spoiler (click to show/hide)

The top of a broad hill, not far from the base of the stairwell, has been muddied with water, and will eventually be overgrown with floor fungus and cave moss. Then, the area will be paved over with roads, which will then be removed, leaving a clean area of sand and silt. So far, it seems that no shrub or tree will grow in the deeps - perhaps the prospect of an abyssal tree farm is inherently impossible. It matters not - at this point, the dwarves are content to convert an area of indestructible, undiggable slade into a moss-covered hill. Eventually, a path will lead from the curtain wall to the center of the hilltop, where a small statuary will contain whatever remnants the dwarves wish to leave behind.

For now, however, the groundcover must be allowed to grow. The flooding mechanism will be removed, and the dwarves shall retreat to the dome, temporarily sealing the passageway to hell. The deepest of deeps has already claimed too many dwarves, and more die every day - Asmel Spiralropes, legendary herbalist, and a couple merchants have perished in accidents concerning the removal of flooding elements. Even in the face of oblivion, the dwarves have a sense of self-preservation - even if it is only a result of their obligation to fulfill the queen's final order.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on December 09, 2011, 12:25:15 am
Drawbridge it attached to a lever.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 09, 2011, 03:13:08 am
Somehow, a salt haunt made it past the defenses of the curtain wall, without the military noticing, and flew up the stairwell. Emerging in the engraved antechamber, it slew three dwarves on the spot before anyone even realized the dome had been compromised. The gigantic shelled lizard, comprised of desiccating salt, was named Futurepoisons by the dwarves. The creature burst out of the antechamber and into the hallway, still littered with the ash and salt of its failed kin, and began chasing dwarves back and forth through the tunnels beneath the dome.

Into the tunnels runs Urvad Pagekissed, militia commander and last of the Thunderbridge clan. He was no military legend, but he led the Grooved Book-Volcanos, the last squad left in the fortress - the Silvery Princesses guarded the base of the stairwell far below. He charged at the fiend, but to no avail - the salt haunt quickly broke the commander's limbs, leaving him crippled before losing interest and chasing after a merchant.

It was then that Vabôk Voicedhatchets arrived. The only other active member of Urvad's squad, Vabôk had only begun his training weeks earlier, and still had no skill with a spear. The young recruit in the midst of throwing a tantrum, furious at the deaths of his siblings and long patrol duty. His rage was ended with a mercifully quick battle.

Spoiler (click to show/hide)

Futurepoisons waited in the hallway, as if unsure what to do next. Urvad Pagekissed lay, crippled and unconscious, just around the corner. With the Silvery Princesses rushing to the aid of the fortress, it seemed like he might survive - until a carpenter rounded the corner, undoubtedly on some errand, and the fiend lurched forth. It slew the carpenter, spotted a planter beyond the bend, and charged her. After killing the two, it was only feet from the prone and unconscious commander.

At that moment, Ézum Openeddoors the Robust Stoker of Lances, militia captain of the Silvery Princesses, charged the beast, named steel short sword in hand. The swordsmaster slashed at the beast, but too late - the commander was slain.

Spoiler (click to show/hide)

With a few more strikes, Futurepoisons the Blue Whiteness (a rather contradictory name?) was slain, and one more kill added to Ézum's already impressive count. With only 48 dwarves remaining, the Diamond Cloisters retreats to the safety of the dome, abandoning the project in the deeps for the time being, allowing the fungus to grow and overtake the slade cavern floor.

Drawbridge it attached to a lever.

Not quite sure what you're referring to.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on December 09, 2011, 11:36:40 am
After the Great Temple is complete, you say you're gonna evacuate hell and close up the wall for some time, right?
Drawbridge it instead. Easier access, instead of having to have a mason run away on fire and die from burns :P
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 09, 2011, 12:58:35 pm
Oh, I see! I'm actually not going to be sealing things off in hell, per se - I purposefully made things wide open down there. Instead, I'm using hatch covers at the top of the stairwell, which will be linked to a lever in the antechamber a few spaces away. Bridges take too long to construct - especially when demons are constantly walking by.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Lordraymond on December 09, 2011, 04:23:32 pm
Wow, that infiltration really sucked. At this point it looks as if you may not be able to even reach the second stage, as the demons seem to be coming through faster than before, or at least striking more often.

You only have, IIRC, the Silvery Princesses left as your military, and even if they are well trained the demons get lucky shots all the time. You're also really lucky all your clowns are made of easily smashable materials, or you would have probably died on the initial break-through into hell.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 09, 2011, 05:45:34 pm
More or less. There are only four military dwarves of various skill levels remaining, so I've made the decision to dissolve all previous squad divisions and consolidate all previous warriors in a single squad - the Urns of Work. For the next few years, Ézum Openeddoors the Robust Stoker of Lances will act as militia commander, training as many recruits as possible so that the dwarves' final return to the abyss will not be cut short.

Spoiler (click to show/hide)

So passes Asmel Landbridged, head cook, brewer, and planter of Weatherwires. Asmel had lived in the fortress since 129, longer than any other surviving dwarf, and created literally innumerable masterfully prepared meals for the dwarves of the fortress, right up until her demise. She was 168 - very close to the maximum age of any dwarf - but it is perhaps fortunate that her heart gave out in fright before she was subjected to the brutal killings offered by the fiends of hell.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 10, 2011, 03:59:30 pm
It is the early spring of 232. The murderous spirit Ilral Visioncloistered claims one more of the living: Logem Fencerocks, youngest child and daughter of the Quakedented clan. Like clockwork, within the first two weeks of every season, Ilral kills a dwarf - this marks her sixth murder since the winter of 230. Ilral's body is irretrievable, as the woodcrafter fell into one of the infernal bottomless pits.

At this rate, the fortress could not possibly last another decade, even if no other deaths occurred. But other deaths are occurring - this year, Ùshrir Whippedslaughters, creator of the Dull Doctrines (a nether-cap earring), citizen of Weatherwires since 137, and trainee in the Urns of Work passed from old age. Bëmbul Scouredpaints of clan Gearguild replaces him, despite the younger dwarf's inability to grasp objects - he is one of the only dwarves left who is eligible for military service.

There are 41 dwarves left in Weatherwires, 18 of which are merchants. 3 are the remaining children of the Quakedented clan. The situation is grim, and the fact that trees and shrubs apparently refuse to grow in the abyss leaves a bitter taste in the dwarves' mouths. No matter. Once the military has reached a level of competance that the commander is content with, the final excursion into hell will commence - undoubtedly, that will be the final act of the Diamond Cloisters of the Merchant of Echoing.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mitchewawa on December 10, 2011, 04:34:34 pm
Perhaps you should engrave a memorial slab?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: ArKFallen on December 10, 2011, 04:40:56 pm
Perhaps you should engrave a memorial slab?
He can't, the names don't show up on the Name List.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 10, 2011, 04:58:31 pm
Perhaps you should engrave a memorial slab?
He can't, the names don't show up on the Name List.

It's odd - some names do show up on the list, while others don't. As far as I can tell, merchants and their guards who were inducted into the fortress don't appear on the engraving list. The Quakedented children, however, do. In any case, Ilral Visioncloistered and the other violent or murderous ghosts are impossible to get rid of.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on December 10, 2011, 05:31:54 pm
Unless you hack them to death using the power of Runesmith, which I 100% doubt you're going to use for that purpose.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 10, 2011, 06:16:55 pm
Why would I? Not only would it fly in the face of the story and atmosphere, it would only serve to stave off the inevitable. Weatherwires is on its deathbed, having been slowly ground down by a century of tragedy and misfortune. All I'm doing is narrating the downfall, which at this point will happen whether or not I interact with the fortress in any way.

Early summer. Ilral Visioncloistered kills again - a mechant, this time. 40 dwarves are left in the fortress.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 11, 2011, 01:26:41 pm
In the early winter of 232, militia commander Ézum Openeddoors the Robust Stoker of Lances deems his small squad the Urns of Work to be ready for the final incursion. Due to ghostly attacks and possessions, there are only 8 members of the squad, but their task is simple: protect the civilians long enough for them to build the temple and deconstruct the flooding tube. The militia takes their position at the top of the stairwell, and the lever is pulled. Four obsidian hatches grind open, and a rush of infernal air fills the antechamber - back into hell the dwarves go.

By this point, fungal trees and shrubs should have been covering the vast muddied areas, but instead, only a plain of cave moss and floor fungus greets the dwarves. By turning portions of hell into wooded areas, the Diamond Cloisters had hoped to devise a monument that would be looked upon with awe and wonder by any who made it this far - but they will have to be contented with merely ground cover.

As the dwarves go about the business of collecting a few bodies who were left in hell when it was last sealed, a salt haunt attacks. By the time the militia can respond, three are dead and the demon has been named Inkyhate. For now, the civilians are creating a simple steel patio atop the central hill, with an engraved path leading up to it. The 33 dwarves who still live are now outnumbered by the 38 ghosts who haunt the fortress - now, Weatherwires is populated more by the dead than the living.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Poindexterity on December 12, 2011, 02:36:45 am
I've never had a thread keep me on the edge of my seat like this before.
this is the greatest game ever and you're not a bad writer either.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 13, 2011, 03:21:01 am
In the winter of 232, as construction in the deep continues, Nish Evenedknives, chief engraver of Weatherwires, is possessed by the angry ghost Ilral Boltedday. Ilral, already responsible for the deaths of many dwarves since his first days of undeath, shows no mercy now, during the twilight of the dwarves.

Spoiler (click to show/hide)

At this time, Nish was among many dwarves who stood along the catwalk of bridges that led from the hole, left by the extraction of as much adamantine as possible, to the flooded area atop the hill to the southeast. Possessed by the angry spirit, the chief engraver turned to the merchant Aban Singlestandards and threw a punch or two. Ilral soon found, however, that Nish's body was built for finer work - engraving and smoothing of stone surfaces, specifically - and so turned the possessed dwarf's attention to the bismuth bronze bridge upon which both of them stood.

Spoiler (click to show/hide)

The two dwarves fall three z-levels to the slade floor, each breaking a few bones upon landing. With most other dwarves occupied, Nish and Aban crawl to the stairwell and begin their long ascent. They climb up and up, Nish constantly retching, but upon reaching the portion of the stairwell that passes between the expansive second cavern layer, Aban passes out from pain.

At that moment, an antelope fiend found its way into the shaft between the dome and the abyss. It is there, in the portion of the shaft which is constructed through the open air of the second cavern layer, that the fiend callously struck down Nish Evenedknives, chief engraver and acting manager of Weatherwires. Aban Singlestandards soon follows him into blessed oblivion.

Spoiler (click to show/hide)

The Urns of Work, stationed atop the hill nearby, rush to the stairwell to defeat the beast. Commander Ézum was asleep in the dome far above, so Érith Minedtribe, elder of the two surviving children of clan Gearguild, was left in charge of overseeing the military operations in the abyss. Érith was no fool - he was already possessed of legendary skill in combat, and as he was still relatively young, was being groomed as a replacement militia commander should old Ézum pass in his sleep.

As they approach the curtain wall, an antelope fiend emerges from the mess of discarded bins and barrels. The dwarves rush forth to do battle, and though the beast proves to be extremely resilient, Érith Minedtribe eventually manages to land the killing blow, decapitating the fiend and neutralizing the threat to the fortress.

Spoiler (click to show/hide)

As the warriors stand triumphant over the fallen beast, a scream echoes from the stairwell beyond, and the horror of realization flashes across their faces - the antelope fiend they defeated was not the one that slew Nish and Aban. The beast they seek, appropriately named Puzzleveiled, is nowhere near the curtain wall - it is already in the dome.

Spoiler (click to show/hide)

As the rest of the Urns of Work clamber up the stairwell, slick with noxious fluids, commander Ézum rises from his slumber and rushes towards the engraved antechamber. The antechamber itself consists of an open cylindrical area, 3 z-levels high and 6 tiles wide, located just off the hallway in which the great battle of 126 took place. Two adamantine doors separate it from the rest of the fortress, making it's location unmistakable to passerby. The entrance is at the top z-level, with a short stairwell leading down to the floor - it is here, next to the stair, where the lever that controls the hatches sealing the stairwell is located. The top of the stairwell itself is located at the end of an engraved hallway beyond the antechamber.

Ézum opens the adamantine doors and comes face to face with the antelope fiend which sits atop the stairs just beyond. With lightning quick reflexes, the commander stabs the Puzzleveiled in the left front leg with his weapon of choice - Clinchlulled, a masterful steel short sword, crafted by the legendary weaponsmith Iden Sabreroom. The strike chips the bone, and the demon charges Ézum and strikes - but the commander dodges out of the way, off of the stairwell, and onto the engraved floor 3 z-levels below. Unlike Nish or Aban, he lands lightly, shaking the stun from his head, while the antelope fiend smashes into the stairwell above him. The fiend rushes down the stairs and corners the commander against the engraved wall, knocking him prone repeatedly.

Spoiler (click to show/hide)

The sounds of battle echo down the stairwell, reaching the ears of the rest of the Urns of Work.

Moments later, Érith Minetribe bursts into the antechamber - and finds commander Ézum standing over the lacerated body of the antelope fiend Puzzleveiled, surrounded by pools of demonic goo.

Spoiler (click to show/hide)

The commander casually leads his squad back into the deeps. Three dwarves have died this day - it is his intent that no more should do so. There is still work to be done.

The most notable of those that have fallen is Nish Evenedknives. A resident of the fortress for 92 years, Nish has created innumerable masterful engravings since he reached legendary skill sometime in the early 150s. Only two dwarves had been living in the fortress for longer than Nish - Doren Ledkan, weaponsmith and creator of the Orb of Fires (an adamantine spear), and militia commander Ézum Openeddoors the Robust Stoker of Lances. Nish has long held the unofficial position of chief engraver - in all likelihood, he is responsible for the majority of the artwork in the fortress.

Now, there is only one legendary engraver left in the fortress: Mistêm Oilytaut, a merchant by profession who has been learning the trade of engraving since she was inducted into the fortress. It falls upon her shoulders to record the final struggle of the Diamond Cloisters - she is the last historian of Weatherwires.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Lordraymond on December 13, 2011, 05:49:05 am
At this point you should be posting at least one or two guards patrolling or just acting as sentries in the wall so that stuff like this doesn't happen. I assume we're down to a few over thirty dwarves now?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: rhesusmacabre on December 13, 2011, 07:15:44 am
I make it 30. I just want to say I'm really enjoying this.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: zombat on December 13, 2011, 08:13:17 am
I think the militia is down to a half a dozen or so dwarves, he'll probably have a hard time setting patrols
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 13, 2011, 02:18:02 pm
The demons are already adapting to the dwarven militia's new structure. While the warriors are in force, they are nigh-invincible - no demon can stand against them. So, a quartet of giant, reptilian salt haunts executes a three-pronged attack, dividing the military up so it can be destroyed piecemeal.

Days after the attack of Puzzleveiled, the first strike is made. A salt haunt attacks and easily kills a merchant guard turned woodcrafter who strayed too far from the construction site. The militia intercepts the demon before more damage can be done, but at a terrible cost.

While they leave the construction area defenseless, three more salt haunts are spotted flying high above and to the east of the construction site. Commander Ézum leads the squad around to the north, hoping to draw the fiends away from the civilians, but the salt haunts have apparently planned for this. One haunt moves to distract the militia, while another strikes at the paved hilltop.

Datan Twinklerocks, citizen of Weatherwires since 147, is the first to die. She was on her way to the construction site, and apparently had not received any of the previous orders - her skull is crushed by a kick from the salt haunt. The fiend is named Glittercleaned by the dwarves.

Zuntîr Basementlocked, acting mayor and master brewer of Weatherwires since 140, is the next to see combat. She engages another salt haunt, and despite being a legendary swordsdwarf and shield user, her skills are useless against the fiend in single combat - she is no Ézum Openeddoors. After a brutal combat in which nearly every bone in the mayor's body is broken, Zuntîr finally passes out from agony, and the salt haunt, now named Glimmersuns, puts her out of her misery.

Doren Racktired and Astesh Lanceanvil, both possessed of legendary skill with sword and axe, respectively, close in on Glimmersuns. Despite having the advantage of numbers, the demon lashes back at them, quickly breaking their legs and spines before delivering the final blows. Doren, creator of the artifact adamantine spear the Orb of Fires is slain first, and the modest Astesh, the last weaver of Weatherwires, soon follows.

Meanwhile, Glittercleaned flies up from the construction site to the exposed catwalk high above the surface. The dwarves there scramble over each other in an attempt to escape the demon, crowding along the aqueduct, barely wide enough for one to pass. The fiend slays a merchant straggler, then flies down towards the curtain wall, chasing after the various dwarves who fled in that direction.

Nomal Biglabors the Lush Convent of Dwelling, originally a lashdwarf but now wielding an adamantine short sword, closes in on Glimmersuns and single-handedly slays the demon, despite being paralyzed from the waist down. Truly, the ancient warriors of Weatherwires were and are unparallelled in combat, even in comparison to the forces of hell.

The fourth salt haunt strikes against old Nomal, unwisely hoping to slay the master lasher while he is alone. Perhaps mistaking the warrior's prone position for infirmity or weakness, the fiend strikes - but Nomal bats it away like a fly, suffering no injuries. Likewise, when commander Ézum finally tracks down Glittercleaned, there is no combat - with a single strike of his blade, snicker-snack! The fiend is sliced in two.

24 dwarves remain.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 13, 2011, 03:08:52 pm
Shortly after that attack, two mite brutes appeared from the north. Nomal Biglabors intercepted them both, taking on two demons at once, and again emerged triumphant.

Logem Sparkswords, one of the last of the Quakedented clan, is not so lucky. An assault by wraiths of snow after Nomal's triumph catches him off-guard - a single well-placed kick sends him flying dozens of feet. As always, it is the sudden stop at the end that kills him.

The wraiths do not stop there. They fly forth, making a beeline for the dwarves who were moving to gather the equipment and bodies of the fallen. One demon spots a wounded dwarf lying on the hillside nearby, and dives in for the kill - it does not notice the two mite brutes lying slain nearby until it is too late.

Another dives towards a dwarven child. The weak creature, made only of flesh and bone, is slain quickly. The demon does not care that the child was Dastot Lancergilt, one of the last Quakedented children. The demon, now named Boildungs, closes in on a nearby merchant, killing him as easily as the child. All dwarves are the same in demonic eyes. The killing spree is ended by commander Ézum, who arrives just in time to save another child.

The spring of 233 arrives. The situation in hell is grim. Clouds of miasma rise from numerous bodies which cannot be entombed, for fear that the demons which hover over them will only cause more casualties. Ghosts flit across the abyssal landscape like carrion birds over a battlefield, silently observing the slow downfall of their living brethren. The Urns of Work have suffered a crippling blow, and only three warriors remain - Ézum Openeddoors the Robust Stoker of Lances, Nomal Biglabors the Lush Convent of Dwelling, and Érith "Gearguild" Minedtribe (who has now been appointed mayor) - both Ézum and Nomal, however, could die of old age any year now. With only 21 remaining dwarves left alive, it seems unlikely that the fortress will last the year.

Construction of the temple continues in the face of oblivion.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Lordraymond on December 13, 2011, 04:28:00 pm
A dwarvenly tear shed for those lost.

I'm almost tempted to erect a monument in my own world, if I was a good enough builder to do this fort justice.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 13, 2011, 05:05:40 pm
An attack by two topazolite fiends is repulsed by Ézum Openeddoors and Érith Minedtribe. Nomal Biglabors, it seems, is often absent due to his glacial speed, and the long distance between the food stockpiles and his station in the abyss. No matter - the monument nears completion.

In the spring of 233, Edëm Portalceiling the merchant was scared to death, another victim of the murderous ghost Ilral Visioncloistered. Luckily for the fortress, Edëm had recently finished forging the remaining adamantine wafers left in the stockpiles into exceptional and masterwork statues. Her contribution will not be forgotten - indeed, should any woeful traveler find their way into the abyss, they shall find her masterworks enshrined inside a steel and iron mausoleum atop a mossy hill in the abyss.

Spoiler (click to show/hide)

A road, at first marked by engravings in the slade, but then by a steel paved walkway, leads from the curtain wall to the metallic structure. The opsidian door is an artifact, which oddly enough appears to have been given a first name in the dwarven fashion: Ézum Gladnessbridges. It is encrusted with obsidian, encircled with bands of llama wool, goblin-cap, and yak leather, and menaces with spikes of nether-cap. There are three images on the door: two giraffes in two-humped camel bone; Ducim Laborpatterned surrounded by dwarves on the day of her ascension to queen of the Merchant of Echoing in year 7; and Cog Pastmachine striking a menacing pose and rising from the dead as a murderous ghost in the late autumn of 136 (oddly enough, no sign of Cog Pastmachine has ever been noticed). When the mausoleum is complete, the door will be forbidden and sealed, and the statues inside protected from the demons.

At the center of the room will be a memorial to and a statue of the duke Kogsak Murdershot, patriarch of the royal family and visionary of the dome of Weatherwires. Though he died over a century ago, it was the duke who planned the excavation of the dome and the construction of a subterranean utopia - it is his vision that shaped the fortress, and ultimately his dream that has been crushed.

I'm almost tempted to erect a monument in my own world, if I was a good enough builder to do this fort justice.

It just takes practice, man. I used to be terrible at constructions of any kind, but in doing this fort I've learned quite a bit about the logistics and execution of megaprojects.

Some pictures in Stonesense:

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 13, 2011, 05:32:58 pm
As the final touches are being placed upon the monument, four wraiths of snow appear just to the west of the curtain wall. They strike fast and hard - a merchant is slain as the Urns of Work scramble to the defense. The fiends fly overhead, confusing the warriors, while sending the civilians into disarray. In the chaos, Érith and Ézum are separated, forced to defend against separate foes.

Érith Minedtribe is attacked from behind by two of the wraiths of snow as they descend upon him in a surprise attack. He slashes back with his exceptional adamantine shortsword, and manages to destroy one of the horned demons before a lucky strike from the other shatters his left arm. With his shield arm useless, and in great pain, he falls back, parrying blow after blow. The fiend lands another blow upon his leg, breaking the bone and sending him to the ground. The desperate struggle continues - and Érith's left arm is broken again in three more places. Just as he begins to pass out from agony, commander Ézum (who has already slain three of the demons) charges the beast and decapitates it.

As Érith crawls to safety, the commander stands alone in defense of the curtain wall as two more wraiths of snow attack. The fiends swoop down against him and knock him to the ground. The commander scrambles away from the beasts, blocking and dodging blow after blow as they attack. He parries one strike and counterattacks, cleaving one of the demons in two pieces. Nearby, just outside the curtain wall, Érith faints from pain. The commander charges the remaining demon with ferocity, and the battle rages to and fro - until it reaches the base of the curtain wall. Seeing a moment of opportunity, the demon lands a killing blow on the unconscious swordsmaster, goring him in the head and tearing apart his brain with such force that the body is sent flying.

The fiend is dead before the body of Érith "Gearguild" Minedtribe falls back to the slade floor, cut down by Ézum Openeddoors the Robust Stoker of Lances.

The bell tolls for Weatherwires. The only remaining dwarves who can be inducted into the military are about to die of old age. 18 dwarves live to see the completion of the monument, the final task left to them. Only two segments of the aqueduct remain to be deconstructed, and the dwarves can return to the dome and live out their remaining years in relative peace.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: ArKFallen on December 13, 2011, 06:37:41 pm
This is intense.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on December 13, 2011, 06:42:49 pm
/me plays sad, sorrowful music as Erith "Gearguild" Minedtribe falls...
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: ledgekindred on December 13, 2011, 07:22:50 pm
"Mad World" by Gary Jules is playing in my head while I read this:

http://www.youtube.com/watch?v=4N3N1MlvVc4

Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on December 13, 2011, 07:28:48 pm
Add a dome made of ... Whatever rock was used..., and the children moving quicker, and you have yourself Weatherwires.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 13, 2011, 08:17:22 pm
The monument is complete. The dwarves retreat back to the safety of the dome, the lever is pulled, and the obsidian hatches that cap the stairwell grind back to a closed position once more.

It seems that, deep in hell, the demons are confounded by the structure. They are apparently unable to breach the door so long as it is forbidden. The statuary inside is safe.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Remalle on December 13, 2011, 08:53:55 pm
The monument is complete.
*applause*
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on December 13, 2011, 09:24:03 pm
Dwarf1: "Armok's beard! It's finished!"
Dwarf2: "Aye, good we didn't die out he-"
*Recall bell rings*
*Dwarf1 and Dwarf2 sprint as some demons chase their beards*
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 14, 2011, 12:25:08 am
Based on the fact that the memorial is an extremely (apparently completely) protected area, combined with it's secluded location, I have decided to load as many artifacts as possible into the memorial chamber. Anyone who had been keeping up with Weatherwires is aware of how many damn artifacts (http://www.bay12forums.com/smf/index.php?topic=93279.msg2730460#msg2730460) there are in the fortress - a few more have been crafted since those screenshots were taken.

Any adventurer who delves into the depths of the fortress will find the treasures of an entire civilization, the wealth of a hundred fortresses, here in this room.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Lordraymond on December 14, 2011, 12:52:13 am
Just out of curiosity, and in case you somehow have a not-dead Record Keeper handy, what's your created wealth?

I'd imagine it would be in the billions at this point, I got up to 10,000,000 just by making a bunch of candy trade goods and statues.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 14, 2011, 01:43:19 am
Unfortunately, determining fortress wealth requires a dwarf skilled with appraisal, not record keeping. I have no brokers left in the fortress, and since the only way that a dwarf can become more skilled at appraisal is through trading with merchants, I can't train one. I can't even get Runesmith to add Appraisal to the surviving dwarves' skills in an alternate save. The wealth of Weatherwires, it seems, shall remain a mystery.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Ieb on December 14, 2011, 01:53:11 am
You could always cheat a little in the end to appease curiosity.
Also, is that an artifact door leading to Hell?
That's why the demons can't pass. They'd need to break the door down, but artifact furniture can't be knocked over so it'll stay there forever, keeping the horde from passing into the overworld.

Just like in all those stories I've read!
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 14, 2011, 02:08:39 am
Well, I actually tried using Runesmith - but either it can't add new skills to a dwarf, or my Runesmith-fu is just weak. I suppose I could make an alternate save after all of this is over, return to the surface, give a dwarf appraisal, and then check. But that'll come later.

Also, the artifact door only seals off the memorial chamber, which isn't attached to the surface in any way - in order to reach the monument, one must descend pull the lever to access the stairwell and then pass through a portion of the abyss itself.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Ieb on December 14, 2011, 02:14:07 am
Edit some workshop reaction real fast and make the skill required be Appraisal? Then like, anyone smelting gold or whatever gets Appraisal EXP instead.

Also, then I figure that sooner or later, those demons will break that door. It'll just take time.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 14, 2011, 02:26:42 am
Oh jeez, my skill at modding is literally non-existent. If someone wants to detail the process of doing what you just described for me, I'd be happy to oblige, but at the moment, I wouldn't have any idea what to do.

Also, the monument is apparently a favorite spot now for the demons. These mite brutes are the second group of fiends I have spotted loitering immediately outside the entrance to the memorial chamber/treasure vault.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Ieb on December 14, 2011, 02:34:21 am
I assume this is on a vanilla DF with no mods included. No problem even if there are mods since this thing can be used on any reaction txt file. Anyway.

Spoiler (click to show/hide)

I take no responsibility in sudden unimaginable screw ups that could destroy the whole fabric of the world your fort resides in on. Just to be safe, you could always just make a safe unedited copy of the game and then edit the reaction.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 14, 2011, 03:34:00 am
I fiddled around with a few reactions, and managed to get things working in an alternate save. As of the mid-summer of 233, total created fortress wealth is 52,612,368 dorf-bucks. So, not exactly near the billions, he he. Then again, if I had turned all of that stone into stones crafts instead of flooding the dome with magma...
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 14, 2011, 03:26:47 pm
The dome is empty.

Spoiler (click to show/hide)

The long avenues that wind through the fortress are unwalked except by the occasional crundle that finds its way through the labyrinth of mines beneath the fortress. At some point in the past, when prospects were brighter, statues were placed in the streets - statues of traveling dwaves, relating to the founding of Weatherwires in the early spring of 126. Now, in 223, the only dwarves who walk these streets are those of stone and metal, mute witnesses to the fall of the fortress whose founding they commemorate.

Spoiler (click to show/hide)

Workshops, once crowded with bustling dwarves hauling raw materials and finished goods to and fro, now stand empty. Scores of bedrooms, meant to house the beginnings of a utopian empire, are now frequented only by the ghosts of those who slept there in life. Personal belongings litter hallways and open areas alike, the only evidence that there were once dwarves who lived here at all.

Spoiler (click to show/hide)

Communal areas have been abandoned. The living still come to the wells under the citadel occasionally, to wipe their feet clean of whatever foul liquid they have stepped in - usually the blood or vomit of their fallen comrades. They know it is only a matter of time before they, too, are sent to join the others in the afterlife. Mafol Boulderchamber, a merchant, is the next to go; scared to death by Ilral Visioncloistered.

Spoiler (click to show/hide)

There are 15 dwarves left in the fortress. Of those, two-thirds were inducted into the fortress from caravans:

Goden Mawknife, bone carver.
Onol Plaitorbs, stonecrafter.
Alåth Oilycyclone, planter.
Litast Wiremansion, planter.
Dakost Paddlecreeds, planter.
Stâkud Duskbooks, merchant.
Tun Dyefight, merchant.
Mistêm Oilytaut, merchant and legendary engraver.
Solon Townclenched, merchant.
Reg Oiledsacks, merchant.

There are only three dwarves left who were either willing immigrants to the fortress, or descendants thereof.

Bembul Scouredpaints of clan Gearguild - last member of the original clans.
Nomal Biglabors the Lush Convent of Dwelling, legendary warrior.
Èzum Openeddoors the Robust Stoker of Lances, legendary warrior.

And then there are the two Quakedented children who have survived:

Såkzul Freerelics, daughter, age 9.
Atír Helmsseed, son, age 7.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 14, 2011, 03:38:30 pm
Addendum: Nomal Biglabors had died. He finally succumbed to infection of wounds suffered at the end of a short fall in hell. Chalk it up to a lack of skilled medical dwarves in the fortress. Nomal was the last of the Lone Lashes, an experimental squad which was formed during the early years. Nomal and his squadmates wielded whips and scourges scrounged from the bodies of fallen goblins, and used them to great effect. After suffering a crippling spinal injury during the first incursion into hell, he was paralyzed from the waist down, but during the subsequent forays into the abyss, managed to successfully defend himself and others from two or more demons multiple times.

Now, there are 14.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Lordraymond on December 14, 2011, 04:24:48 pm
I dare say this fort deserves a wiki page of some sort, we should hold a vote

Definitely one of the most epic fort stories I've read
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Cellmonk on December 14, 2011, 04:48:44 pm
I dare say this fort deserves a wiki page of some sort, we should hold a vote

Definitely one of the most epic fort stories I've read

Seconded. Seconded like hell.

EDIT: heck, this is worthy of fan fiction at this point. Though I might not want to know what people have in mind for that...
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: ledgekindred on December 14, 2011, 05:13:14 pm
I dare say this fort deserves a wiki page of some sort, we should hold a vote

Thirded.  Although I'm not sure it necessarily needs a vote, just someone to make the page for it.

It'd make a great audiobook.

Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Cellmonk on December 14, 2011, 05:56:33 pm
It'd make a great audiobook.

We need to find a B12er with a chocolate rain voice to narrate the saga of Weatherwires.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 15, 2011, 02:22:16 am
Ilral Visioncloistered has claimed another victim: Bembul Scouredpaints, last of the Gearguild clan. Indeed, Bembul was the last of all of the old clans, whose names are echoed in engravings or statues about the fortress, or etched upon the tombs of the dead. She had been infirm for many years, unable to hold a weapon or haul an item (much to my chagrin - my announcement menu, at least, is grateful for the death).

Bembul's death marks the end of a grand experiment I had planned on executing from the early days of Weatherwires - by giving all children family-based nicknames, I could track the genealogy of the entire fortress through the decades. Hence, the family names: Gearguild, Languagemetal, Murdershot. The infertility dashed any hopes I had concerning that endeavor long before I began narrating the progress of the fortress in this thread.

It'd make a great audiobook.
We need to find a B12er with a chocolate rain voice to narrate the saga of Weatherwires.

I'd have to rewrite the entire thing to make it palatable as an audiobook. That said, I enjoy storytelling (if you couldn't tell) and reading books aloud, and I've also been told I have a voice that is "easy to listen to," so I might attempt to record it myself if there's demand enough for it.

As for my opinion of the quality of this thread... well, let's just say everyone is their own harshest critic.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 15, 2011, 02:42:14 am
I just tried recording a previous post - I'm definitely going to either have to rewrite the posts to work in a more conversational tone, or I'll have to work on my reading. In either case, I'm going to let that issue down until the story has finished.

...and it's progressing quickly to its end. Såkzul Freerelics, one of the remaining Quakedented children, has perished. Prior to the excursions into hell, I had been linking crundle cages to levers in groups of ten, so that the military could get some "hands-on training." The last set of linked cages was never used, so I stationed Èzum Openeddoors next to them and pulled the lever. The crundles scattered like cockroaches, and a few managed to slip past the commander. Two crossed paths with Såkzul, and tore the child apart. All remaining crundle cages are being dumped into the volcano.

Also, quite interestingly...

Spoiler (click to show/hide)

This plump helmet man is flashing between purple and pink, like one would expect a legendary noble to do. Perhaps the fungus men have accepted him as their king.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Cellmonk on December 15, 2011, 02:56:13 am
This plump helmet man is flashing between purple and pink, like one would expect a legendary noble to do. Perhaps the fungus men have accepted him as their king.

Perhaps the plump helmet man is the rightful heir to the dwarrow. Perhaps the beards of dwarrows are merely patches of residual fuzz from their previously fungal existence. Perhaps that passing of the dwarrows is but a great transition, to purity, and mushroomyness. Perhaps the mushmen are wiser than their predecessors, and will live out eternity in their great domed cavern, after the surface has become one with hell, after the adamantine spires have pierced the surface. Their world is small, but the dwarrows' world is small. The overlord's world is small. What tiny worlds will they conjure... or are they the last turtle on a great stack?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Poindexterity on December 15, 2011, 04:50:12 am
the souls of dwarves are being reborn into these plump helmet men.

that's why they couldnt breed, because the world had decided to change them?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Ieb on December 15, 2011, 04:53:12 am
Thousands of years from now, archeologists will finally discover the last known dwarf settlement and the numerous plump helmet men that have formed a crude society there, scrounging together what few tools remain after years of decay.

After decades of research and cracking the ancient dwarven language, they discover that it was the plump helmet men behind the sudden infertility of dwarves!

DUN DUN DUUUUN.

And they never even considered such a possibility, letting the benign but surprisingly malignant plump helmet men loiter about.

Scientists will call it a tragedy, while society(especially the elves) will call it fucking hilarious.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: peskyninja on December 15, 2011, 06:33:06 am
We need this saga drawed and animated.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Vharuck on December 15, 2011, 09:04:34 am
It'll be like the middle ages for the plump helmet men, as they build a crude civilization structure dependent on the few dwarven structures they can understand, like how Europeans relied on the Roman Empire's achievements.

I wonder if they'll use the royal tomb area as a temple, worshiping the long-dead rulers of Weatherwires in emulation of the worship they are shown to have received in all the carvings.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 15, 2011, 12:35:22 pm
The merchant guard turned planter, Dakost Paddlecreeds, is the next victim of the murderous spirit.

The oldest of the mushroom children have begun to come of age. The group of 27 plump helmet folk are released into the dome, now that all exits to other parts of the fortress have been properly sealed. They stand in groups of two or three in statuaries or municipal parks, speaking to each other in their strange spore-based language. By themselves, or in twos, they walk from place to place in the dome along the otherwise deserted avenues.

What relation they had to the dwarves, if it does indeed go beyond the realm of being merely a pet project that expanded to unforeseen proportions, remains a mystery. Were the plump helmet men somehow related to the infertility? Are they the reincarnations of the souls of the dead in fungal bodies? All this is speculation. All that can be known for sure is that the mushroom folk now outnumber the dwarves nearly three to one.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: ivanthe8th on December 15, 2011, 02:52:44 pm
Long-time forum watcher here, and this amazing story compelled me to sign up to post.

First of all, bravo.
And secondly, some part of me wants this to end with the remaining dwarves returning to the surface. I feel like it would complete the story somehow. Looking back, we recall that the only deity not worshipped was Baros Buriedplagues, god of rebirth, death, murder, day, and light. The dwarves of Weatherwires did not individually worship Baros, but I feel that instead their entire civilization collectively worshipped him through their history.

We have death and murder in the deeps, the unending sorrow of dwarves dying by the dozens with none to replace them.
We have rebirth, a new race inhabits the dome and grass grows in the abyss.
Now is the time for the light, a return from death beneath the earth to once again embrace the day that had once been shunned.

I think you should move the dwarves to the upper fortress. Begin outdoor activities. And as the last dwarf rails against the horrors of the earth who have taken all the Merchant of Echoing once held dear let him look up to the sun and finally understand the true nature of Baros Buriedplagues.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: ledgekindred on December 15, 2011, 03:05:53 pm
I'd have to rewrite the entire thing to make it palatable as an audiobook. That said, I enjoy storytelling (if you couldn't tell) and reading books aloud, and I've also been told I have a voice that is "easy to listen to," so I might attempt to record it myself if there's demand enough for it.

I imagine it as someone reading an old tome they had found.  A diary, not unlike the scene in Lord of the Rings with Gandalf reading the final moments of Moria.

As for my opinion of the quality of this thread... well, let's just say everyone is their own harshest critic.

While I understand the feeling, I say Pish and tosh.  This is an artifact thread.  It is decorated with hanging rings of epic and menaces with spikes of awesome.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Karakzon on December 15, 2011, 03:50:30 pm
Long-time forum watcher here, and this amazing story compelled me to sign up to post.

First of all, bravo.
And secondly, some part of me wants this to end with the remaining dwarves returning to the surface. I feel like it would complete the story somehow. Looking back, we recall that the only deity not worshipped was Baros Buriedplagues, god of rebirth, death, murder, day, and light. The dwarves of Weatherwires did not individually worship Baros, but I feel that instead their entire civilization collectively worshipped him through their history.

We have death and murder in the deeps, the unending sorrow of dwarves dying by the dozens with none to replace them.
We have rebirth, a new race inhabits the dome and grass grows in the abyss.
Now is the time for the light, a return from death beneath the earth to once again embrace the day that had once been shunned.

I think you should move the dwarves to the upper fortress. Begin outdoor activities. And as the last dwarf rails against the horrors of the earth who have taken all the Merchant of Echoing once held dear let him look up to the sun and finally understand the true nature of Baros Buriedplagues.

+1

The last dwarves should seal the fortress tomb behind them, so they can spread the word of Weatherwires far and wide.
A legend to be rememberd forever. And if any other dwarves yet still live, to pass on the heriatage of the dwarves,
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Lordraymond on December 15, 2011, 04:07:36 pm
If no one else minds, I could take it upon myself to make the story of Weatherwires an actual story, probably through a series of journal entries from various long-lasting dwarves, though I think no dwarves from the beginning lived to the end. Instead I will choose a dwarf who lived from year 80 to mid-thread, then when they die make another series of journal entries based on whichever dwarf lives last.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: peskyninja on December 15, 2011, 04:47:43 pm
PLEAAAAAAAAAAAASE DO IT NOW!
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Necro910 on December 15, 2011, 04:52:11 pm
If no one else minds, I could take it upon myself to make the story of Weatherwires an actual story, probably through a series of journal entries from various long-lasting dwarves, though I think no dwarves from the beginning lived to the end. Instead I will choose a dwarf who lived from year 80 to mid-thread, then when they die make another series of journal entries based on whichever dwarf lives last.
I suggest doing what you're doing, but instead of just picking a random dorf doing his own thing, have the successor go "Urist McPrime had these journal entries, I wouldn't want these to go to waste, so I will continue them."
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Lordraymond on December 15, 2011, 06:35:58 pm
I'll try to get working on it ASAP, but remember:

1) I may not have a whole lot of time until Christmas Break, which is in a week from tomorrow. Don't expect a huge amount of material until then.
2) I'll have to take some creative liberties, I can't make an example here or anything, but some of the stuff would be really hard to write into journal form. There's also 30 pages of stuff here, so naturally I'll miss a few things. Feel free to point out any glaring errors.
3) I'll be posting this in Googledocs, so if you can't use that for some reason then tough luck.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 15, 2011, 07:50:34 pm
I have no problem at all with someone doing a retelling. My own writing is rather cold and analytical, I think - I'm generally unable to create believable characters at all - so having someone go back and write a good story about the fort based on the thread is a welcome prospect. In all, I've been as true as possible in my chronicling of the saga as I could to the actual events that took place in game, so everything here is in the raw, with no dramatization at all (well, a little bit).

The medium of a found journal is, I feel, the way to go. If the story were told in any semblance of a detailed narrative, it would be quite a tome (or a series of tomes) indeed. However, journal entries can be deduced almost completely from posts in this thread.

Of course, if any information from the fortress is needed for a retelling, I'd be happy to provide it.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 15, 2011, 10:49:26 pm
In the mid-summer of 234, the last child of the Quakedented clan is killed by Ilral Visioncloistered. The miracle of that clan's emergence granted false hope to the dwarves of Weatherwires. It's existence is an anomaly - why, in the midst of all of this tragedy, was a single couple out of dozens allowed to produce progeny? We will never know for sure.

I like the suggestion about returning to the surface. I had been struggling with a proper way to end the story (apart from the dwarves being killed to the last by a vengeful ghost, which is what is happening right now), so that is an option. I am conducting some experiments on an alternate save to determine the nature of the crash that occurs whenever the fort is abandoned - after I make some progress there, the story will continue.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Lordraymond on December 15, 2011, 11:29:08 pm
The story has begun. I have chosen Edzul Granitetamed as my first writer, as she passed away around page twenty and migrated well before the first page so there's time for a prologue.

QUESTIONS:
What year did the dome complete?
What year was the great tantrum spiral?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 16, 2011, 12:14:54 am
Concerning the tantrum spiral, this is the information that I've gleaned from Legends mode, combined with my memories of the event (which are vague, trust me - I never expected things to come this far).

Some background - in 129, the Scorpion of Recreations (goblin civ) declared war upon the Diamond Cloisters at Weatherwires. The conflict came to be known as the Molten-Conflict of Combating. The first attack, made in the late spring of that year, was known as the Disemboweled Onslaught.

In the late autumn of 135 (shortly after the dome had been planned out and designated, and the top layers having been dug out), the Scorpion of Recreations attacked the Diamond Cloisters at Weatherwires in an attack known as the Riddled Assault. Seven dwarves perished in the initial attack - only seven. It was these deaths that set off the tantrum spiral. At this point, if I recall correctly, the fortress population was a little over 200.

Before winter arrived, the dwarf Stukos Girderopen went berserk and was slain by Udil Rimlulls the Purged Contingency with Fallengrasp the Poetic Illnesses (a masterwork silver warhammer). In an attempt to avert the already occurring tantrum spiral, I had a broad area of the fortress engraved. It did nothing.

By the time the new year had arrived, 61 dwarves had died as a direct result of infighting during the tantrum spiral. 54 had died of thirst or starvation after being stricken with melancholy, or driven mad. A well-timed (on their part) goblin ambush caused the deaths of an additional 3 dwarves.

Spring arrives, and the chaos continues. 14 more dwarves die at the hands of the angry or insane. 24 more wither away after refusing food or drink. A few ghosts rise, but are put to rest as quickly as those who are still sane can manage.

During the summer of 136, 3 dwarves die of thirst, and 1 of infection from untreated wounds (inflicted by another dwarf, of course). In the autumn, 1 more dies of thirst. At this point, the tantrum spiral is officially over. Total death count: 158 - included is the duke, Kogsak Murdershot. 168, if you include the goblin attacks that triggered the event and took place during.

You can see why I've referred to this as the "great tantrum spiral" ... about 5/6 of the fortress died in the span of less than a year. At this point, I might have abandoned - I have, in the past, when something like this wiped out the majority of the population. But I didn't - I had already spent an absurd amount of time painstakingly designating the outline of the dome. I used no utilities in the process - the entire project was designed and executed using nothing but geometry, a little algebra, and a calculator. I wasn't about to let that effort go to waste.

As for the dome... that depends on what you mean by 'finished.' The first stage of excavation was completed in the early spring of 146. Magma flooding took place from the late summer of 149 to 150. By 164, all accessible stone had been dumped, and the upper areas of the dome made contiguous with the upper cavern layer (prior to this, there had been a thin sheet of rock separating the excavated area and the cavern itself). By 180, all the dwarves had moved into the dome, abandoning the upper fortress - this is the stage at which I would consider the dome complete.

If you have any other questions, feel free to ask, either here or in a PM. If you'd like, I'd be happy to provide you with a save that has access to Legends mode up to the year 185, as well as my personal notes, which span the years 146-207. I stopped writing in my fortress journal after that year, and instead started making the public updates in this thread a kind of journal.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Lordraymond on December 16, 2011, 12:23:31 am
Crap, well I've written as if the dome was done by the time Edzul showed up, so for all purposes I'm taking creative liberty here and saying that it was finished being carved. The magma flooding, however, can be saved for later, as well as the big general move downward. If anyone wants to take a look, I'm about done writing for tonight.

Linky-dink: https://docs.google.com/document/d/1LmBFv4ni5wX6IJRYRdFJemg-8X1H0t2mACxJ4kE9j5g/edit?hl=en_US

P.S. and minor spoilers maybe? The theme of Edzul wondering why there's so many empty rooms is a prelude to her learning about the tantrum spiral. Also, if time changes seem abrupt, then I apologize. I have to advance time throughout the fort to get the general history established before i move on to the interesting events that occur in the thread. At that point, the entries will have dates much closer together.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 16, 2011, 12:40:22 am
Hmm, well, I'm of course flattered by any attention that the fort received. I'm not going to be terribly critical of any "historical inaccuracies," since your story is of course taking creative liberties by its very nature. If I'm that concerned about it, I might write my own journal at some point (which would inevitably be the journal of the duke, Kogsak Murdershot, which would then pass to the queen Domas Tickcities after his death in 136, and so on).

It seems alright so far. I'd personally avoid starting a journal that early - you've got decades and decades to fill with interesting material, during a time where literally the only things going on in Weatherwires was excavation. Though, as you've noted, the dates between your story and my notes don't match up, so I'll let you off the hook as far as that's concerned and see where you take it.

My experiments with the alternate save are a bitch, but I might have identified the problem. On a hunch, I decided that the culprit of the crash might be the literally massive amount of animals which show up in both Stonesense and Runesmith, but not in the game itself. I figure that, since they show up in the code but not in actual gameplay, DF doesn't know what to do with them. Here's what they look like in SS:

Spoiler (click to show/hide)

The process of going through and marking each of these animals as "dead" in Runesmith is going to take a ridiculous amount of time, but I have finals to study for and term papers to finish, so it will have to wait until tomorrow. Peace out, Bay12.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Lordraymond on December 16, 2011, 12:44:33 am
Peace off, DS

I'm actually planning on revealing the tantrum spiral and then having large chunks of tome missing, revealing only some details around making her artifact and then it'll pick up again shortly after the first post. I don't have a lot of pre-fort dates to go off of, so I'm just making up some interesting occurrences to go on while the years pass.

It'll be much more historically accurate once I have the events in the thread to follow.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Cellmonk on December 16, 2011, 05:05:21 pm
Since I just got out for Christmas break, I decided I'd make a fort similar to yours in approach, recording its passing years on the forum

I will build a giant cylindrical cast obsidian tower, spanning through all the cavern layers, and perhaps anchoring on the semi molten rock, and reaching up to the end of the sky. In its upper levels there will be tree farms and food production, which will be automatically regulated (with limited stockpiles) such that food is neither over or under produced. through its center will run a bore of magma, to feed a massive magma-mine system on the surface, and possibly in the caverns. it will be separated into sections which will be closeable from one another by my own obsidian gate design. Every section will be flood able with either magma or water.

Before I start, do you have any tips from your own public mega fort? Any ideas on what sort of place such a fort should be built at, and or tips on what features of such a fort are more or less important? Do you have any tips on building functional room systems in a circular perimeter, while keeping things tightly packed? any other features I could take up space with? I also haven't decided on the diameter of the thing.

My preferred location would probably be a slightly hilly terrifying jungle with nice water features, such as a lake. I'm considering only using one cavern layer, and a slightly shallow world (like I usually do), but does that cut down on the epicness? I'm flexible with location.

Anyway, I'm sure moving to an absolutely terrifying place would compensate for my tendency of modding out clothes, genning shallow worlds, and playing around with the metal raws in stupid ways (like making platinum a weapon grade metal, and whips a dwarven weapon. probably wont do that for a challenge like this tho). I might remove most trade good from the raws, to reduce the number of irritating useless artifacts which just sit around collecting dust.

Well, I want to be able to upload plenty of images, but I have a slow 'net connection. Anyone have a image sharing site to recommend for my purposes?
Again all ideas are appreciated.

EDIT: just made a page for it: http://www.bay12forums.com/smf/index.php?topic=97678.0
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 16, 2011, 08:02:02 pm
I will build a giant cylindrical cast obsidian tower, spanning through all the cavern layers, and perhaps anchoring on the semi molten rock, and reaching up to the end of the sky. In its upper levels there will be tree farms and food production, which will be automatically regulated (with limited stockpiles) such that food is neither over or under produced. through its center will run a bore of magma, to feed a massive magma-mine system on the surface, and possibly in the caverns. it will be separated into sections which will be closeable from one another by my own obsidian gate design. Every section will be flood able with either magma or water.

The similarity between portions of your proposed fortress and a conceptualization for my own next fort (which I won't begin until after the new version is released) is remarkable. Mine would avoid the use magma entirely though, and it's very nature would be entirely different from yours (or that of Weatherwires, for that matter), so it will be interesting to compare and contrast.

As for any tips I can provide - an accurate and comprehensive logbook is your friend. Record dates, especially of landmark constructions or similar things that don't appear in Legends mode in particular. As far as running the thread on the forum, I'm not sure I can provide much advice besides: don't expect people to reply to every post you make. There's no need to update daily when things are slow or dull ("today the dwarves dug some more").

I'd pick a smaller embark area, judging by the theoretical size of the project, in order to save on FPS. Besides that, embark normally based on what you are looking for in wildlife, vegetation, weather, etc. Concerning functional room systems... hahah. Weatherwires has a room layout that is about as unintuitive as one can get. It's a labyrinth in three dimensions - every guildhall has it's own network of apartments which I intentionally made as different from one another as possible. Be creative, is all I can advise - if you're looking for efficiency, the wiki has plenty of options.

As far as image hosting, I use img.ie.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Cellmonk on December 16, 2011, 08:38:52 pm
I will build a giant cylindrical cast obsidian tower, spanning through all the cavern layers, and perhaps anchoring on the semi molten rock, and reaching up to the end of the sky. In its upper levels there will be tree farms and food production, which will be automatically regulated (with limited stockpiles) such that food is neither over or under produced. through its center will run a bore of magma, to feed a massive magma-mine system on the surface, and possibly in the caverns. it will be separated into sections which will be closeable from one another by my own obsidian gate design. Every section will be flood able with either magma or water.

The similarity between portions of your proposed fortress and a conceptualization for my own next fort (which I won't begin until after the new version is released) is remarkable. Mine would avoid the use magma entirely though, and it's very nature would be entirely different from yours (or that of Weatherwires, for that matter), so it will be interesting to compare and contrast.

As for any tips I can provide - an accurate and comprehensive logbook is your friend. Record dates, especially of landmark constructions or similar things that don't appear in Legends mode in particular. As far as running the thread on the forum, I'm not sure I can provide much advice besides: don't expect people to reply to every post you make. There's no need to update daily when things are slow or dull ("today the dwarves dug some more").

I'd pick a smaller embark area, judging by the theoretical size of the project, in order to save on FPS. Besides that, embark normally based on what you are looking for in wildlife, vegetation, weather, etc. Concerning functional room systems... hahah. Weatherwires has a room layout that is about as unintuitive as one can get. It's a labyrinth in three dimensions - every guildhall has it's own network of apartments which I intentionally made as different from one another as possible. Be creative, is all I can advise - if you're looking for efficiency, the wiki has plenty of options.

As far as image hosting, I use img.ie.

Thanks for the advise! I think I'll start it now, because I don't expect the update for a little while, and I a few weeks' break. The logbook tips will be useful. I've tried doing that before, but I inevitably make them complicated and incomprehensible. I'll try to take your advise, and make it more based on whats being constructed, rather than random cheese-maker deaths (as I have in other forts). Lets see if I can get a foothold fort working in a terrifying place on the first shot. Raw editing and prepping time!
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 16, 2011, 10:20:10 pm
Hey, no problem.

Update on the fortress: all attempts (conducted with alternate saves) to abandon the fortress have failed. Using Runesmith to delete all of the excess animals did nothing, as did removing all ghosts, and all other creatures in the fort. The problem lies elsewhere. It's entirely possible (though I dread to consider it) that it is merely the amount of data that has to be compiled upon the "completion" of the fortress that is causing the crash, in which case, another computer, with more processing power, might be able to succeed.

I'm currently attempting some alternate attempts, using DFHack in various methods.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 16, 2011, 11:25:08 pm
Bad news.

So far, it seems that the fortress cannot be exported to Legends (as in, when the last dwarf dies, or upon abandon). I tried to use the mode utility in DFHack to switch to adventurer and get out that way, but that didn't work either. I have a feeling it might have something to do with using Runesmith to recruit all those merchants (the only Legends mode save I have dates to before that), or it could be an issue with the size and age of the fortress. In any case, it seems as the story will be unable to continue past the fall of the fortress. There will be no reclaim, no peeking at legends, or exploring the fort as an adventurer. The saga of Weatherwires - at least, as far as the actual game is concerned - will end with the last dwarf.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Cellmonk on December 17, 2011, 12:38:49 am
Bad news.

So far, it seems that the fortress cannot be exported to Legends (as in, when the last dwarf dies, or upon abandon). I tried to use the mode utility in DFHack to switch to adventurer and get out that way, but that didn't work either. I have a feeling it might have something to do with using Runesmith to recruit all those merchants (the only Legends mode save I have dates to before that), or it could be an issue with the size and age of the fortress. In any case, it seems as the story will be unable to continue past the fall of the fortress. There will be no reclaim, no peeking at legends, or exploring the fort as an adventurer. The saga of Weatherwires - at least, as far as the actual game is concerned - will end with the last dwarf.

Its interesting that the very thing that made this story a tragedy also made it a mystery--the accumulation of bugs.
I wonder if the save can be manually tinkered with...
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 17, 2011, 01:39:34 am
During my tinkering with Runesmith, I noticed that there were four forgotten beasts in the creature registry. This is exceedingly odd, since the fort has slain every megabeast that has been encountered. Then, when I was using DFHack to screw around with an alternate save, I discovered where they were. A very small, isolated, and overgrown series of tunnels located between the magma vent and the edge of the map - because these tunnels are cut off from the rest of the caverns thanks to the way the volcano is generated, I never discovered these tunnels. Four forgotten beasts have been residing in the fortress since... well, probably since before I began this thread - by that time, all the megabeasts I knew of had been slain.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 17, 2011, 03:19:21 am
Litast Wiremansion, previously a merchant guard, has been slain by Ilral Visioncloistered. The fact that a ghost can claim so many kills and yet not gain a special title seems to be an oversight. Hmm.

The grim spectre of death hangs over the fortress. Season after season, a member of the Diamond Cloisters is slain by the murderous ghost. The death of Weatherwires is named Visioncloistered.

There are nine dwarves remaining. Looking at their relationships, they hardly know each other - a few dwarves are passing acquaintances, but for the most part, the survivors have barely spoken to each other. Each goes about their daily activites - eating, drinking, sleeping (and training, for the militia commander) - but hardly interact with one another.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: peskyninja on December 17, 2011, 05:29:29 am
DS what kind of crash are you experiencing? Try waiting, sometimes my DF crashes but if I wait it resumes to normal activities. (It usually happens when saving, abandoning or loading big fortress.)
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 17, 2011, 04:07:53 pm
When I try to abandon, I get the regular "r u srs" menu, then it goes to the "Ending game..." screen. Then, a window pops up that says "Dwarf Fortress.exe has stopped working" and "Windows is searching for a solution to the problem." But of course, Windows doesn't find said solution, and says as much, giving me only the option to close the program. I'm aware that occasionally DF just needs a bit of time to run through all its processes, but if that were the case in the given situation, it seems as if Windows isn't giving the program a chance to do so - even if I just let it sit there, it doesn't continue.

Mistêm Oilytaut, merchant and the last dwarf with any skill in engraving, has been claimed by the dead. During much of 234, Mistêm had been busy detailing sections of the fortress, creating beautiful murals carved into the natural rock from which the dome had been carved. Now her work is cut short, and it seems that the final days of Weatherwires shall have no record, except in the minds of the mushroom folk who witness the fall.

Of the plump helmet men, now five possess legendary social skills, and a dozen more are Masters. It seems that these fungus people, short of stature and apparently harmless, are a brilliant philosopher race, enlightened beyond their years.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Karakzon on December 17, 2011, 04:11:39 pm
Submit a copy to toady as a bug report. Since your game will have a tone of juicy little things he can use. If he finds a solution to some of your problems im sure when another weatherwires situation crops up itll go more smoothly.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Cellmonk on December 17, 2011, 04:44:58 pm
Submit a copy to toady as a bug report. Since your game will have a tone of juicy little things he can use. If he finds a solution to some of your problems im sure when another weatherwires situation crops up itll go more smoothly.

Seconded. I'm sure that this game may pinpoint some of the issues that makes all games eventually crash, if they run too long. Could be useful for debugging, if its dissected.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 17, 2011, 05:15:08 pm
Today, I'll go through and catalogue all the bugs that I can find or remember. Then, I'll file reports on the bug tracker for each one - from what I understand, that's the preferred way to do these things. Then, I'll e-mail ToadyOne a copy of the save. I doubt anything can be done for Weatherwires at this point (as far as avoiding the crash), but it is a consolation that it might help other players' forts in the future.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Kogut on December 18, 2011, 03:02:19 am
Submit a copy to toady as a bug report. Since your game will have a tone of juicy little things he can use. If he finds a solution to some of your problems im sure when another weatherwires situation crops up itll go more smoothly.

Seconded. I'm sure that this game may pinpoint some of the issues that makes all games eventually crash, if they run too long. Could be useful for debugging, if its dissected.
Unfortunately it is unlikely that save is useful for debugging as it was edited using unauthorised third-party hacking utilities (merchant trapping - it is likely they cause crash due to lack of proper initialization as members of fort).
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: zombat on December 18, 2011, 03:07:54 am
This is a sign to go back to the pre-immigrant save and give the dome dwarves the death they deserve
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 18, 2011, 03:14:15 am
This is a sign to go back to the pre-immigrant save and give the dome dwarves the death they deserve

The save of which you speak is from 185... quite a bit of backtracking would be involved, and the resulting story would be incredibly different. At this point, however, I'm willing to narrate an alternate history, without the induction of merchant dwarves, for the sake of having a usable adventure mode save. Opinions?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: FritzPL on December 18, 2011, 03:47:18 am
I have a *slight* issue while I try to explore Weatherwires as an adventurer - game crashes on me. Any ideas?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Kogut on December 18, 2011, 04:04:06 am
I have a *slight* issue while I try to explore Weatherwires as an adventurer - game crashes on me. Any ideas?
Bugs + messing with game -> crash. Maybe there is something in errorlog?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Cellmonk on December 18, 2011, 04:25:14 am
I think I'll learn from this not to use anything but dwarftherapist and vdig in my currently starting century fort. I'm glad I caught the beginning and middle of the collapse of weatherwires before I started my own. Anyways, I still haven't grasped the full epicness of weatherwires in the past few weeks I've been watching it. wait. I think I just grasped the full epicness. *Enters strange mood, demands shells in desert.*
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 18, 2011, 04:35:14 am
Fritz, what save are you using to explore with? I'll check it myself to see if it's reproducible.

There is nothing relevant in the errorlog concerning any of these crashes.

As for messing with the game with Runesmith... I regret nothing.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: FritzPL on December 18, 2011, 05:00:40 am
Using the one from first post, year 180-ish I believe.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Karakzon on December 18, 2011, 05:34:31 am
Their may be merchant related bugs, but i realy realy doubt toady will have a problem spotting those and looking at all the tohers that have cropped up.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Kogut on December 18, 2011, 05:47:44 am
Their may be merchant related bugs, but i realy realy doubt toady will have a problem spotting those and looking at all the tohers that have cropped up.
I can say this as programmer: crashing after editing with third party cheating utilities is not a bug.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Cellmonk on December 19, 2011, 12:40:31 am
Their may be merchant related bugs, but i realy realy doubt toady will have a problem spotting those and looking at all the tohers that have cropped up.
I can say this as programmer: crashing after editing with third party cheating utilities is not a bug.
But the why of the crashing could be a bug of sorts, brought on by some weakness, even if it was triggered by the editing. So if one sees a weird thing with the caravan guards, that also happens to noble migrants, one might be able to pinpoint whats going on with the noble migrants.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 19, 2011, 12:54:33 am
Fritz, I managed to replicate the crash you describe. Mine occurs whenever one approaches the fortress out of travel mode - my guess is it has something to do with the raw size of the fort and the amount of exposed space and other items. In this case, there isn't any point in restarting the fort from a previous save - the 185 save is the earliest one I can find, so if it's already crashing in adventure mode, the problem isn't something that can be avoided. I can't do anything about it except extend my sincerest apologies.

Their may be merchant related bugs, but i realy realy doubt toady will have a problem spotting those and looking at all the tohers that have cropped up.
I can say this as programmer: crashing after editing with third party cheating utilities is not a bug.

The crash described by Fritz occurs in a save from well before I decided to edit the fort with Runesmith. Obviously I can't verify the nature of the abandon crash that the current save is experiencing - I have my suspicions, but it's pointless to pursue the issue further.

Also, while I understand that your intent was probably not to call me a cheater, I feel obliged to point out something about the nature of the fortress. After the initial infertility curse, I dedicated myself to recording the slow and inevitable fall of Weatherwires, in as much detail as I felt was necessary to entertain an audience. In this sense, I was no longer concerned with winning or losing. Tampering with the game using Runesmith, an act which would undeniably be cheating if I were challenging myself in the context of the game, thus became permissible because it was done solely to enhance the story.

That those actions may have irrevocably ruined the save is now a moot point to discuss, since the fort would not be explorable in adventure mode anyway. Coincidentally, in that same save, attempting to reclaim the fortress results in a crash as well. The only reason why, in this situation, the 234 abandon crash might be a real issue is that the new version of legends mode cannot be viewed - and yet, I think that this thread itself serves enough as a record of the events that took place after 185, so even that is not a huge loss.

The save from 185 is still bugged in a few ways - the infertility issue is but one of them. For the sake of avoiding issues caused by third party utilities, it will be the 185 fortress that I will submit, and I will only report bugs present in that save.

As far as the current story goes - I am currently in the process of working on a believable and satisfying ending to the saga.

That, however, will not be the end for Weatherwires - though it might seem as such from the point of view of anyone who is reading this thread. From the beginning, I had intended the fortress to be explored by a third party - ideally, other players in adventure or reclaim mode. Now it is clear that such exploration will not be a reality. However, I have struck upon an idea which will allow other people to explore Weatherwires as well as enabling me to continue the narration. I won't reveal more details than that, however, until after the saga is complete.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Ieb on December 19, 2011, 01:27:44 am
It's sort of awesome how you've managed to keep this up.
I have a fort that's around 20 years old now, 250 dwarves and not really anything to do but randomly extend the food and booze stockpiles(they drink a LOT).

Then again I don't really have the imagination or anything special that I'd like to do, like a huge underground dome. I usually start doing the special thing from the start and see how it turns out(badly, most of the time).
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Cellmonk on December 19, 2011, 03:09:46 am
However, I have struck upon an idea which will allow other people to explore Weatherwires as well as enabling me to continue the narration. I won't reveal more details than that, however, until after the saga is complete.

Hmmm... have you tried that dfhack modechange thing? someone could explore as the last survivor?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 19, 2011, 03:34:15 am
I have tried that, and it works - to a degree. It does allow a player to explore the fort as an adventurer, although it has the undesirable side effect of inducing hostilities between the plump helmet folk and the dwarves. Or possibly desirable. In any case, I'll make that option available by posting the last save before the end, so people have that option available to them.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Kogut on December 19, 2011, 04:49:52 am
The crash described by Fritz occurs in a save from well before I decided to edit the fort with Runesmith.
Then it is useful and it is quite likely that Toady will fix it soon (crash bugs have higher priority).

Also, while I understand that your intent was probably not to call me a cheater.
Cheater? In single player? In a bug riddled game? Where main outcome is story (great story!)?

Now it is clear that such exploration will not be a reality.
Unfortunately also bugfix will change nothing, as savegame compatibility will be broken in the next version.

However, I have struck upon an idea which will allow other people to explore Weatherwires as well as enabling me to continue the narration. I won't reveal more details than that, however, until after the saga is complete.
I hope that I am wrong, but probably game will crash also on "Your fortress has crumbled to its end".
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 19, 2011, 01:21:27 pm
Cheater? In single player? In a bug riddled game? Where main outcome is story (great story!)?

Hence the point - if I was seeking to challenge myself in the context of the game (not trying to actively make a story), I would have seen it as cheating. But there's already a thread to discuss that, so I'm not going to worry about semantics here.

Quote
Quote
However, I have struck upon an idea which will allow other people to explore Weatherwires as well as enabling me to continue the narration. I won't reveal more details than that, however, until after the saga is complete.
I hope that I am wrong, but probably game will crash also on "Your fortress has crumbled to its end".


I've already tested that - it does crash. However, my idea for continued narration doesn't require the fort to actually successfully end. I'm still working it out, in any case.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 20, 2011, 12:03:06 am
In 1, the Merchant of Echoing founded Mountaindune and Whiskeredgloves, twin mountain halls dug into the mountain range known as the Enchanted Tower. By 18, both settlements had been broken, crushed beneath the heel of so many nightmarish horrors. The dwarves fled into the Enchanted Tower, making their homes in the highest spires, far from the influence of man or monster.

For generations, the Merchant of Echoing was a civilization in exile - a kingdom with no monarch, a country with no capitol. The dwarves must have lived day to day, feeding upon whatever meagre fungus could be scrounged from natural caves, and cowering in fear from the mountain titan, Usu Wavedpearl the Murky Deer. Nobody knows for sure - all dwarves who were alive during those days are dead, except for the commander, Ézum Openeddoors, and no records survive from those dark years.

Then, in 126, more than a century after the ettin Baspu Powerhale slew the last fool who stood in defense of Mountaindune, a group of seven dwarves descended from the peaks of the Enchanted Tower to found a new fortress, a bastion which would house dwarvenkind in peace and prosperity forever. With only a wagon hewed of tower-cap, the pioneers, naming themselves the Diamond Cloisters, struck the earth in the shadow of the Fire of Channels, a fuming active volcano overlooking the Musty Field, a terrifying temperate grassland. At that time, hopes were high, and prospects for the future were grand, despite the plagues of zombie giant badgers and constant goblin raids - and yet, the future seemed bright.

Alas, twas not to be.

It is 234. A mere eight dwarves remain, the last surviving members of a race that has always been struggling against adversity. Out of these eight, however, only one is a natural citizen, and thus a member of the Diamond Cloisters: Ézum Openeddoors the Robust Stoker of Lances. Despite being the militia commander, he is only acquaintances with one other living dwarf - the others are doubtless only aware of the presence of a legendary warrior, slayer of countless demons and last remnant of the original fortress.

For the first time, the dwarves of Weatherwires have elected a mayor who is not a member of the Diamond Cloisters - not an original citizen. Tun Dyefight, merchant, has been elected despite her having been strong-armed into joining the failing fortress in the first place.

Spoiler (click to show/hide)

Now, more than ever, these recruited dwarves regret their decision to willingly join their brethren beneath the earth. They gave up their mercantile prospects for the promise of endless wealth in the deeps - but they have come to realize that the promise of the queen, Domas Tickcities, was empty. The days of glory and wealth in Weatherwires are over - the artifacts have been sealed far beneath the earth in hell itself, and very soon the fortress itself will fade into myth forever.

The doom of Weatherwires had been apparent to all of the merchants and their guards for decades. The way to the surface was sealed, however, and the levers guarded by the militia. Tun and her comrades were, for better or worse, citizens of the fortress until its end.

Or were they? In the late winter of 234, Tun considers her options. The commander would die soon, she was sure - death itself kept a constant company about him.

Spoiler (click to show/hide)

As the last member of the Diamond Cloisters, Ézum was the only reason the merchants remained in the fortress. Weatherwires was dead, and yet the commander continued training, day in and day out, in the antechamber above the stairwell to hell - but the stair was sealed with obsidian hatches, controlled by levers. Clearly the commander was mad. Tun considers her options - she and her recruited companions could either stay and die, or escape and try risk their chances.

The year was almost out. The doom of Weatherwires approaches.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Cellmonk on December 20, 2011, 12:17:54 am
OH ho ho! I like how this is going. From this, I can see you are in the process of forging a masterwork ending.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Panopticon on December 20, 2011, 02:07:58 am
I believe I see as well, brilliant.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 20, 2011, 02:28:40 pm
Spring arrives, unheralded.

Commander Ézum shows no signs of giving into old age - he merely continues training in the engraved antechamber, alone, running repeated weapon drills for a combat that will never come. He has reached the age of 165 - older than most dwarves have ever hoped to reach. And yet, despite his wrinkled skin and white beard and moustache (his scalp and sideburns are clean shaven), his close-set silver eyes still gleam with determination and purpose. He wears the finest suit of adamantine armor available in the fortress, and wields a steel shield and shortsword, both named by the commander himself.

A formidable opponent, were any to stand against him.

Tun and the other merchants grow weary of the situation. Any day now, Ilral Visioncloistered, that relentless spectre of death, could claim another one of them. With each passing day, the surface calls to the merchants more and more. They descended into Weatherwires, lured by lies of prosperity - but instead, all they found was rot and death. They are not pioneers, or migrants, or heroes - all of those are dead, save the mad commander. No, they were merchants, and merchant guards, who chose to be nomads, traveling from town to mountainhome to fortress and back again - and it was nomads they should have remained. It was a mistake to ever travel to Weatherwires in the first place - why did they not perceive the doom when they first arrived?

After the hellish trek from the human towns, they should have known. They came, first across the Dune of Phantoms, and many died from giant desert scorpion ambushes. Then, through the desecrated Musty Field, being plagued constantly by undead wildlife - not the least of which were swarms of zombie badgers. Finally, they arrived at Nugrethshorast, a smoking, fuming mountain, surrounded by countless corpses and littered with debris. At that point, the merchants should have known that the place was cursed - but the queen and her fortress guard had been exceptionally persuasive, and the newcomers had had no choice but to turn in their pack animals and join the rest of their race beneath the earth.

It had been a mistake.

Founding Weatherwires in the first place had been a mistake.

The dwarves should have remained in the high mountains, where they were safe, where they belonged. By descending to the edge of the flatlands, the Diamond Cloisters doomed themselves - they doomed all the dwarves.

So the merchants say to one another, as they gather beneath the shadow of the proud but foolish founders of Weatherwires.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 20, 2011, 05:14:32 pm
As the other merchants prepare their belongings and steel their nerves against the challenges to come, one dwarf wanders through the winding, carved streets of the dome and admires the accomplishments of her forbears. Solon Townclenched is the only dwarf left in the fortress with any appreciation for art or natural beauty, as well as the only dwarf to have made the acquaintance of the commander - perhaps it is her capacity to make friends quickly, and her appreciation for the architecture of the dome that has brought her into contact with the old warrior.

Spoiler (click to show/hide)

From the coffin garden in the southwest corner of the dome, Solon looks to the north. Midway up the building are pillars encircling an open mezzanine, which once contained the cages of dozens of trolls and goblins, captured when traps protected Weatherwires. Years back, those cages were tossed, prisoners and all, into the roiling, molten maw of the Fire of Channels. Two paths lead northward - one passes beneath the guildhall, mere meters above a reservoir of magma, and the other climbs steeply along the western edge of the dome, eventually reaching the tops of two other guildhalls.

Solon turns east, climbing up another winding path. She passes through the central mesa and, on a whim, turns south. After exiting the main hall within the mesa, she looks up, admiring the facade of the imposing barracks. Within this structure, too big to fully capture in a single glance from any direction, the legendary warriors of Weatherwires trained ceaselessly for decades. Also within this building were many chains and ropes, which held countless dwarves over the years - many prisoners died of thirst or starvation here, in this menacing building in the south of the dome. Now, it was populated only by the undead - none of the merchants would dare enter it. With a chill, Solon took one last glance at the entrance of the barracks, and turned northward.

Spoiler (click to show/hide)

To the north of the mesa was the founder's square, decorated by statues of six of the seven original pioneers who formed the Diamond Cloisters. Solon glanced to her right, to the east, and into the municipal garden that formed the mezzanine level of the red guildhall - once populated by the Gearguild and Gloveowners clan.

Spoiler (click to show/hide)

She yearned for a better view. There was only one place to get it - the top of Murdershot citadel. It was as sacred a place as one could find in the dome, but it overlooked everything, and this might be her last opportunity.

She climbed the avenue leading to the north, up into the mouth of the citadel.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 20, 2011, 05:59:20 pm
The citadel was silent except for the sound of Solon's footsteps, which echoed through the smoothed natural rock passageways like approaching thunder. Dust lay thick over every surface - nobody had come this way in years. The passage wound up through the citadel, and Solon passed bedrooms, memorial chambers, statuaries - all abandoned. Finally, she reached what had once been the queen's quarters - still filled with furniture of the finest artifice. Levers there were, in various alcoves or positions around the rooms - Solon touched none of them. She passed through the suite, making her way to the lonely top of the citadel - the tomb of the queen and her two royal children.

Spoiler (click to show/hide)

Solon had heard that the grove that grew atop the citadel was untouched by herbalist or woodcutter, but it was stunning to see just how overgrown the tomb really was. Fungus choked the smoothed pathway, blocking the intruder's view of the southern edge. Various bits of clothing, all showing some degree of wear, littered the few bits of muddy earth which were not claimed by fungi - the personal belongings of the Murdershot clan.

As she passed through the dense grove, Solon spotted the resting places of the two children. The princess, Cog Archwayward, had been interred into the black-cap casket known as the Last Scribe, on the western edge of the grove. On the opposite side was the diorite coffin, Glossrivers, which held the body of prince Asmel Deathchannels. Since they had been laid to rest, however, fungus had grown around and over their respective burial receptacles. Goblin-caps wound over the princess' casket, forming bulging veins of bright red that stood out against the black-cap artifact. Clumps of hardy black-cap had overgrown the prince's coffin, sealing the coffin shut.

At the southern tip of the citadel's summit, Solon found the queen's coffin, laid upon a smooth granite floor where no fungus would ever grow. Through the translucent light yellow diamond panels of Failedhushed the Music of Balding, the merchant thought she could almost make out the outline of the queen's skeleton - or maybe it was just a trick of the dim light cast off by the magma reservoir. She didn't look too long at the coffin, and instead peered southward out into the dome.

To the left, out over the red guildhall and the dome's main exit, through which mayor Tun was so eager to escape...

Spoiler (click to show/hide)

...to the right, over the tops of the other three guidlhalls, thick with fungus...

Spoiler (click to show/hide)

...and then straight south, to the ringed temple which dominated the center of the dome.

Spoiler (click to show/hide)

The view was exhilarating, but Solon couldn't shake the nagging feeling that she shouldn't be seeing it. This vantage point was meant for the queen, and the queen alone. She would forever be looking out over it through a pane of light yellow diamond. Unwilling to further disturb the royal dead, Solon quietly made her way back through the fungi-choked grove and back down into the ghost city, following the footprints she had left in the dust.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Poindexterity on December 20, 2011, 11:27:45 pm
 Jesus dude, what program are you using to get those POV shots?
ARE those actually POV shots or am i tripping?

what is going on here?

my brain just popped and i feel it oozing down my neck.

I DEMAND ANSWERS!!

Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Mapleguy555 on December 21, 2011, 12:43:10 am
@PointDexterity

Overseer
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Lordraymond on December 21, 2011, 01:51:53 am
*Looks down at pants*

Yup.

I CAME AT THE EPICNESS
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 21, 2011, 01:52:58 am
Jesus dude, what program are you using to get those POV shots?
ARE those actually POV shots or am i tripping?

what is going on here?

my brain just popped and i feel it oozing down my neck.

I DEMAND ANSWERS!!

Yep! Overseer. (http://www.bay12forums.com/smf/index.php?topic=63484)
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Epithemius on December 21, 2011, 02:33:18 am
*Looks down at pants*

Yup.

I CAME AT THE EPICNESS
*stares at Lordraymond*
*carefully hands tissue*
*backs away*
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Lordraymond on December 21, 2011, 03:48:44 pm
*Pants catch on fire*

Did I mention that I came magma?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Cellmonk on December 21, 2011, 03:57:51 pm
*Pants catch on fire*

Did I mention that I came magma?

I'm sure that can be weaponized.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 21, 2011, 06:35:59 pm
Based on the reactions to the pictures, I may have hit upon something. I've struggled throughout the rest of this thread with a proper portrayal of the dome a sense of scope from a dwarven point of view. Thus, before I finish up with the last couple chapters of the story (that's really all there is left... things are going to get pretty messy, pretty quickly) I'm going to post a POV tour of portions of the fortress - focusing on the exterior avenues that run between the buildings. I'm going to avoid including the inside of buildings in the tour for two reasons - one, they just don't look that good in the visualizer, and two, it will be much easier to visually follow an external view.

Also, for reference, I will include a DFMA map with POI where each picture was taken, for another level of reference.

Already, I've gone through and looked at parts of the dome that I never even thought to examine in the visualizer, from a very low, dwarf-eye perspective, and some of the results are quite intimidating.

Before I go ahead with this - were the previous Overseer screenshots too large? I can reformat them if people are having difficulty viewing them.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Poindexterity on December 22, 2011, 02:19:58 am
i had no problem with the size of the images.
are (Dare i ask) videos possible with this program you're using?
could we (no, no freakin way) possibly get a walking tour of this place?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 22, 2011, 03:44:30 pm
Alright, I've got about 80 pictures to sift through, organize, and upload. Should I add a warning for the thread being image-heavy? Is that something people worry about anymore? More accurately, is that something people on this board would worry about?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: Musashi on December 22, 2011, 04:42:16 pm
Yes, they'd worry 80 pictures isn't enough to correctly assess the epic awesomeness that is your fort.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers)
Post by: DS on December 22, 2011, 06:14:43 pm
And here we go! I'll wait on uploading and annotating a map - for now, the pictures will probably be enough, I think.

Our tour starts as we approach from the southwest, across the Musty Field. From here, our path is fairly obvious - there is only one way into the fortress, and it is rather conspicuous.
Spoiler (click to show/hide)

It may not look very high, but this bridge has been the death of more dwarves than I care to count.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

These are the only trees left outside. No vegetation larger than a shrub will grow in the Musty Field. It is a dead place.
Spoiler (click to show/hide)

Once, this corridor was heavily trapped. Now, it is bare, except for the piles of bone and rot that aren't shown in the visualizer.
Spoiler (click to show/hide)

For a long time, the trade depot occupied the spot where this screenshot was taken. You can clearly see the rim of the volcano, as well as the far side of the pillar-lined pathway that encircles the caldera. We will take a short walk around the volcano, so we can see the various negative spaces that have been dug out of the interior of the volcano.
Spoiler (click to show/hide)

What the visualizers does not render, however, is lava/magma. As we begin to walk clockwise around the caldera, you can see the carved out area what was once the dining hall (the walkway passes directly underneath it), but you can also see the top of the sealed passage - currently the only route into or out of the dome. Usually, it's covered with lava, and thus "sealed."

The dining hall was the first room to be excavated, and resulted in quite a bit of fun learning experience which was put to good use in the dome.
Spoiler (click to show/hide)

From the far side of the caldera, we can look back and see the entry hallway, 6 z-levels tall at the apex.
Spoiler (click to show/hide)

Also from this point, we can look up and see (with a little difficulty) the three ledges that comprise what was once the ducal suite. The highest is dug out of a layer of obsidian, which is rendered as a flat black color - thus it might be difficult to make out. Beyond the highest "room" is the duke's tomb.
Spoiler (click to show/hide)

From the dining hall area (which was seen in a previous image), we have a good view of the two excavated areas which lie just to the north of the main entrance. The lower area held most of the workshops before the dwarves withdrew from the surface. The upper area was the mayoral suite - like the duke's chambers, it was comprised of three ledges, exposed to the open air. However, the mayor's ledges were separated only by 1 z-level, and connected with ramps - the duke's were separated by 7, and connected with staircases.
Spoiler (click to show/hide)

...and a quick glance down reveals the walkway that leads from a chamber beneath the dining hall, into the sealed obsidian block pillar, and down into the dome. That's the next part of the tour - I'll have that posted in a little while.
Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers + image heavy tour)
Post by: DS on December 22, 2011, 09:07:00 pm
Even in the earliest planning stages of the dome, I wanted there to be some mechanism in place that would keep the entrance to the fortress sealed against all but the most determined enemies. To that end, I drained the top layers of the volcano and constructed a hollow tower made of obsidian blocks, leading from the upper fortress into a hewn passage to the dome.
Spoiler (click to show/hide)

There is a side passage off the south stretch of the pillar-lined passage. Beyond this is a low-ceilinged, engraved chamber.
Spoiler (click to show/hide)

In the chamber are dual stairwells which descend into magma. To any visitor to Weatherwires in the past few decades, this has been a dead end. However, at the pull of a lever, the volcano can be drained again, and the magma will recede low enough on the stairwell to provide access to a curious chamber.
Spoiler (click to show/hide)

This chamber looks odd in Overseer because all of those open spaces are covered with steel grates. The moment the magma recedes below the level of the grates, the passage becomes accessible without having to wait for a bunch of 1/7 magma to dry.
Spoiler (click to show/hide)

The passage out of the chamber leads to obsidian structure within the caldera. This passage is also built out of mostly masterwork steel grates. The entire passage can be made accessible in a matter of days - and just as quickly, the volcano naturally refills when the draining is stopped.
Spoiler (click to show/hide)

Walking across the grates would be nerve-wracking for any non-dwarf - if any non-dwarf had crossed the passage. If anyone stands here, it has been while lava roiled and surged mere feet below them, occasionally spurting a pillar of molten rock into the air - anyone familiar with volcanoes will recognize this phenomenon. These surges ignore the steel grates - although it hasn't happened yet, it is possible for an individual, while crossing the grates, to be immolated by a blast of lava.
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This is the last view the dwarves had when they crossed the grates and entered into the darkness.
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Of course, if you were to look down, you should see a line of steel grates, with a lake of churning magma immediately below. Instead, this is what's rendered:
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At the end of the grates is the nether-cap door, Syrupsevers. It is encrusted with obsidian, decorated with nether-cap and encircled with bands of cat's eye, light yellow diamond and goblin bone. The door (presumably the non-magma side) menaces with spikes of black-cap, reindeer leather, and cave spider silk. On the door is an image of a diamond in diorite, possibly representing the unbreakable fortitude of the dwarves. It is a priceless artifact.

It is also, unfortunately, not rendered in Stoneseer.

Just beyond Syrupsever is a ramp that leads up - if, for whatever reason, something should lodge the door open, the magma will not clog the passage. All that Syrupsever does is ensure that there is no need to wait for magma to dry for the passage to be accessible.
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We've passed the magma seal and are now inside the obsidian block structure. A single tile wide staircase leads down - although it looks inaccessible, steel grates connect the top of the stairs to the rest of the chamber.
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Looking down the stairs, in the interior of the structure. This view, of course, would be obstructed by a masterfully crafted steel grate.
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Here we are at the base of the stairs. The passage ahead leads out of the caldera and into the tunnel system.
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The passage is long, and generally surrounded by magma - the heat must be devastating.
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At the end of the passage is the blessed relief of cooler air, and a small chamber. To the right is the tunnel that leads to the duke's chambers, which have been sealed off from the upper fortress. Now, they are accessible only from this point - and thus, the rest of the dome.
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To the left is a doorway which leads to the top of the next stairwell.
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Once more - the top of the stairwell is made accessible by masterful steel grates. According to my stocks menu, I have over 300 steel grates - and the vast majority of them are used somewhere in the fortress.
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The top of the staircase, looking down. It's gonna be a long climb, but at the end is the real goal of this tour - the dome of Weatherwires.
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Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers + image heavy tour)
Post by: DS on December 22, 2011, 10:27:01 pm
35 z-levels down, and finally we reach the landing.
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After only a few paces, we reach the antechamber it seems empty in these pictures, but at this point in the fortress, it is filled with rows of obsidian coffins. Looking towards the passage beyond...
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...and back towards the stairwell, from whence we came.
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Then, the long hallway. Imagine the reaction of a visitor who, without prior knowledge or even speculation of the dome, enters into it for the first time.
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Here we are! The central structure is the temple, first visible from inside the entrance tunnel, although it is also visible from nearly every other point in the dome. Atop the circular temple are a series of statues, representing each god that is worshiped in the Merchant of Echoing. It towers above the central mesa, which acts as a hub for the subterranean city. As well, it is connected via retractable bridges to Murdershot citadel, in the north of the dome.
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To the south is the barracks. The actual structure itself is obscured behind many tall rock spires, but you can see part of the pathway that leads to it from the central mesa.
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Looking down over the ledge, we can see the cavern floor, and part of the lower entrance to the barracks - in the early years of the dome, the only entrance to the city was via the barracks, which was populated with many legendary warriors, perpetually training. Now, there is but one warrior left, and other entrances have been carved -hose ramps are rarely used. To the right, much closer to our vantage point, is the primary entrance to the mesa. We stand at the top of a winding causeway which snakes down to that entrance.
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The causeway itself isn't very picture-worthy up close, so we'll skip right to the bottom. Looking back up at the vantage point we just left:
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The entrance to the mesa. Beyond these doors are stairs that lead up - more magma-proofing, dating back to a time when the dome could be flooded with magma at a whim.
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This is the multi-tiered meeting area. Doorways and stairwells leading to various avenues or passages throughout the dome can be found here. Our path lies to the right - to the north.
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Upon exiting the mesa, we are confronted by the imposing citadel which towers over the rest of the city. To the left is the entrance to the yellow and blue guildhall - mushroom trees atop this structure are selectively hewn to result in a grove of fungiwood and nether-cap. Directly ahead, a causeway leads up into the citadel, and a little to the right is a route that leads down to lower levels. This crossroads is decorated in-game with statues of six of the seven original founders, and thus is known as Founder's Square.
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Our path lies to the right - through the mezzanine level of the red guildhall. The top of this structure is overgrown with goblin-cap and blood thorn.
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The mezzanine is thick with fungi, 2 z-levels high, and lined with hewn pillars. Two stairwells are here - one leading down (in the foreground), and one up (further away).
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Coming around the corner, the door we are about to go through comes into view.
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But first, let's take a look between the pillars. From the mezzanine level, we can see the lower route that leads from Founder's Square. The passage beyond the doorway we are about to go through connects with this avenue.
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And there, visible above and beyond the monolithic spires of rough-hewn stone, is the highest part of Murdershot citadel.
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We move past the doorway and descend down a short passage to the street below.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers + image heavy tour)
Post by: DS on December 22, 2011, 11:05:31 pm
So, we descend into the street, and then dodge into a side passageway. We're making a quick detour into the northeastern mortuary. It's just through this passageway.
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I decided we'd go this way, because this is one of the lowest points in the dome, but it is also wide open and immediately adjacent to the citadel, which is the highest point. The following two pictures are just the first instance where a structure is too large or viewed too closely to capture in a single snapshot. Also, bear in mind that the entire flat area is literally covered with coffins.
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Back the other way, we can see how much lower we are than the mezzanine, where we just came from.
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And now, back up to the avenue. Looking back, we see just how large the red guildhall is up close.
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Now that we're back on the avenue, look east - that ramp leads to the lever room, where the myriad hatches and pumps of the fortress are controlled.
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However, we are not going that way. We are heading west, through this passage - underneath the citadel.
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This part of the path leads through a few of the massive monolithic spires that are adjacent to the citadel.
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Have issues with vertigo? Worried about columns of poorly supported rock crashing down upon you? Don't look up.
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This broad area is immediately underneath the citadel. To the left is the entrance to the water source, which itself is connected to various other passages within the city. Once, this part of the dome was always bustling. Now, it is almost always devoid of any dwarves.
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And now, we're passing out from underneath the citadel, and into the open air of the dome.
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...well, open air in the sense that you're no longer beneath hundreds of tons of solid rock. We're still surrounded by towering spires.
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This happy orthoclase road leads ultimately back to the central mesa, if we follow it straight ahead. To the left is another entrance to the blue and yellow guildhall, and to the right is the aqua and pink guildhall - spore trees and tunnel tubes grow rampant atop this structure. A bit of the temple is visible through the canyons between buildings.
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Instead of continuing straight, let us turn right, down this side street. If the dome was still populated by dwarves, this stretch of avenue would undoubtedly be the red light district - it is not often trod (there are more efficient routes, distance-wise), it is dark and cramped, running amidst a claustrophobic array of spires, and it is close to the noxious fumes of molten rock. For some dwarves, these conditions are desirable. For a visitor such as yourself... maybe not so much?
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Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers + image heavy tour)
Post by: DS on December 22, 2011, 11:30:32 pm
The alley leads underneath the aqua and pink guildhall, through a rough-hewn passage amidst molten rock fumes. If you hadn't gotten enough hints, the coffins lining the walkway might persuade you to try another route.
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Very quickly, this street narrows and becomes cramped, with little air flow.
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This section of the dome is exceptionally dangerous. Any dwarf who dodges an attack here who goes over the edge will be incinerated in the magma lake that lies immediately below.
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Looking straight up.
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Soon, we leave the claustrophobic alley and come into an open area between the aqua and pink guildhall and the next - this guildhall's colors are black and white (black-cap and tower-cap). Although it is not apparent in these pictures, the open spaces on either side of the causeway are filled with magma.
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Passing through the archway into the southwestern mortuary. Also, filled with coffins.
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From the mortuary, we can get a pretty good view at the barracks, which towers high in the east. The low passage underneath the spire immediately in front of us leads back up to the central mesa.
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We won't go that route - instead, let's head up to the tops of the guildhalls. That road follows the edge of the dome, on the left there. From here, as well, we can see the mezzanine of the black and white guildhall.
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And up we go!
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As we pass by the mezzanine, go ahead and peek in - it's empty, of course. It used to have a zoo, featuring goblins and trolls. All the cages have been dumped in the volcano - with the goblins and trolls still inside.
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We're gaining elevation quickly. To our right, you can catch a glimpse of the central mesa and the temple through the guildhalls. That's the other path, down below - once again, that open space should be full of magma.
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At this height, the slope of the dome is much more apparent than it was in the coffin gardens.
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Looking back at how far we've come.
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And these are the last few ramps before we reach the top of the guildhalls!
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Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers + image heavy tour)
Post by: DS on December 22, 2011, 11:57:10 pm
There's a kind of garden here, where some water accidentally spilled during the flooding of the tops of the buildings. Even though they're not rendered, a few large fungi grow in this walkway, just below the top of the aqua and pink guildhall.
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Almost there!
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...ah! Finally, after that hard climb, we reach the top of the guildhall. Looking to the southeast, we have a great view of the temple - but we're about to get even closer.
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To our left looms Murdershot citadel, and a bridge to the top of the yellow and blue guildhall. This is the route we are going to take on our way to the top of the red guildhall, in the distance.
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As we walk south across the top of the yellow and blue guildhall, take a look at the top of the citadel. That open space is a statuary dedicated to the royal family. The top few layers were the queen's quarters - while she was still alive.
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Here, at the south edge of the guildhall, we're so close to the temple you could almost reach out and touch it. I wouldn't recommend trying, though - it's a 17 z-level drop to the cavern floor. The top of the mesa (not pictured here, but it's been seen previously) is covered with statues of laboring dwarves, commemorating the founding of Weatherwires.
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To our left is the bridge to the red guildhall. Beyond, you can also see the extrusion that marks the primary entrance to the dome, which we came through.
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As we cross the bridge, look down into the space we're crossing over - it's Founder's Square! To the left is the avenue that leads to the citadel...
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...and to the right is the low road, which we didn't take, but met joined with a little further on (you can see the spot in this picture, at the base of the red guildhall).
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From here, atop the red guildhall, we can easily see the entrance to the dome, and part of the winding causeway that leads to the mesa.
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It's just a short climb to the top of the guildhall, one of the highest points in the dome (excepting the temple and citadel, and portions of the barracks).
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There is little else to see (from our current vantage point) that we haven't already taken a look at. Here is the low road leading from Founder's Square:
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The rest of the top of the red guildhall, which is accessible through other passages (Oh, and those spaces around the stair? Steel grates.):
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A look down into the northeastern mortuary:
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And that's it! I hope you guys enjoyed it, and my apologies for anyone's computer who gets wrecked trying to load all this pictures.  :D

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Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers + image heavy tour)
Post by: Epithemius on December 23, 2011, 12:49:08 am
How high is your wealth? It must be astronomical, considering the amount of STUFF in that fort.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers + image heavy tour)
Post by: DS on December 23, 2011, 01:07:56 am
Not really, just over 50 million dwarf bucks. People have reached quite a bit more than that, and in far less than a hundred years.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers + image heavy tour)
Post by: Endiqua on December 23, 2011, 08:56:57 am
That was fascinating!  Thanks for taking the time to create and post all those images!!
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers + image heavy tour)
Post by: Madventurer on December 23, 2011, 10:31:34 am
Wow. This is so epic that I must wonder if you quit real life just to narrate this awesome story. So many pictures that I can't even watch all of them in one time. Damn awesome.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers + image heavy tour)
Post by: DS on December 23, 2011, 03:48:20 pm
Quit real life? No... I just had some free time yesterday. A lot of free time.

Story will continue soon, though I think I'll wait to let the tour get some more exposure. There were a few points where I was going through in the visualizer, and then noticed something totally strange or interesting that I had no idea existed (or at least, looked totally different than my conception while playing DF). For example, I personally find the views from the coffin gardens to be spectacular - it's basically all aesthetics, though, which are ultimately subjective depending on one's taste. Everyone has different aesthetic sensibilities, so I tried to capture a variety of different architectures, intentionally dug or not, even if I didn't personally find them to be pleasing.

I'm interested as to what parts of the tour people enjoyed most?
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers + image heavy tour)
Post by: peskyninja on December 23, 2011, 04:47:11 pm
Quit real life? No... I just had some free time yesterday. A lot of free time.
More than 24 hours?  :P
Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers + image heavy tour)
Post by: Cellmonk on December 23, 2011, 05:32:34 pm
Quit real life? No... I just had some free time yesterday. A lot of free time.
More than 24 hours?  :P
Spoiler (click to show/hide)

What?! Quitting RL?! On B12?! IMPOSSIBLE!!
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers + image heavy tour)
Post by: DS on December 26, 2011, 03:47:34 pm
Quit real life? No... I just had some free time yesterday. A lot of free time.
More than 24 hours?  :P
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What?! Quitting RL?! On B12?! IMPOSSIBLE!!

Haha, I've spent the past few days with family - no computer time. I suppose that counts as a return to real life. Besides, as a music major, I spend the majority of my time alone in a practice room... so I suppose I've quit RL, even without DF.

The story will be concluded forthwith.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers + image heavy tour)
Post by: DS on December 26, 2011, 09:16:47 pm
It is Felsite - late spring - of the year 235. The merchant mayor, Tun Dyefight, has been planning to abandon the fort for months - but the logistics of such an endeavor are daunting. There is so much of value in the dome - what do they take with them? What do they leave? Even besides the artifacts that were sealed away in hell, there are numerous sets of adamantine gear and weaponry, and various crafts made of steel and gold and silver; not to mention the countless prepared meals, cooked to perfection by Logem Buriedboard, chief chef and founder of the fortress. But what if the treasure of Weatherwires is cursed, and by taking even a part of it with them, they invite upon them and whatever dwarves who remain in the highest mountains that very same fate that befell the Diamond Cloisters?

There is no time for careful deliberation. On the 10th of Felsite, the merchant Stâkud Duskbooks is scared to death by Ilral Visioncloistered. As mayor Tun stands in the dining hall over Stâkud's body, beholding the merchant's final horrified, contorted expression, she resolves that this shall be the last of her mercantile kin to fall prey to Weatherwires. She gives the order for food and drink to be placed in the chamber atop the obsidian spire within the volcano, just behind the nether-cap door, Syrupsevers - enough food and drink to subsist upon during their long voyage back to the high mountains.

After giving the order, Tun stalks through the empty avenues and tunnels to the lever room, coming across no living thing - the dome is a dead place. If she had arrived at Weatherwires during the golden years, she might have stayed, and willingly given her life in defense of her home. But this was not her home, and she was realizing now that it never had been - the dome was a prison at first, and in the end, a tomb. Why had the Diamond Cloisters sought to bury themselves and their civilization within a mausoleum, even one so great? There might have been answers to these questions, but Tun would never know them.

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Meanwhile, the body of Stâkud Duskbooks is interred into one of the available coffins in the mortuary, high atop the barracks, the last dwarf to be given a proper burial.

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All the other dwarves busy themselves with moving about a hundred units each of alcohol and food - only two stacks of quarry bush leaf roasts and six barrels of dwarven wine and ale are sufficient for this. The merchant's spirits are high, as, for the first time in decades, they have hope - hope of survival. To remain in Weatherwires is not to invite death, but to welcome it with open arms.

All the other dwarves busy themselves - all except one. The commander, Èzum Openeddoors the Robust Stoker of Lances, continues his endless training in the antechamber above hell. He is unaware of the merchant's plan to abandon the fortress, and it is likely they they wish it so - he is 165 years old, as long as nearly any dwarf can be said to have lived, and will not last much longer. Why invite the old warrior to leave, to abandon the fortress for which he has seen every single one of his comrades die in defense?

No, the merchants all agree, it is better that he does not know.

Tun reaches the lever room, and with a mighty pull, ten hatches in the deeps slide open.

The final chapter of the saga of Weatherwires begins.
Title: Re: Weatherwires: Children of Dwarves/THE END IS NIGH (spoilers + image heavy tour)
Post by: DS on December 26, 2011, 09:35:15 pm
Spoiler (click to show/hide)

Far above the accursed darkness of the dome, the sun shines bright through the openness of the caldera, illuminating the pillared walkway that encircles the lava lake. A mountain goat walks calmly along the rim of the volcano - no dwarf has trod this ground in years, and even the goblins and trolls that once surged through these abandoned tunnels have moved on, baffled by their enemies' disappearance. The lava lake itself has remained still and serene throughout the years - at least, as still and serene as a lava lake can be. The goat moves along slowly, perhaps looking for a rope reed sock to munch upon.

Suddenly, a low rumbling emanates from beneath the earth, and the lava nearby ripples and bubbles. The goat looks on dumbly, as - slowly, but surely - the surface of the lava begins to sink.

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Soon, the surface is roiling and spitting with waves of lava that churn back and forth. Large bubbles of air, rise up from somewhere beneath and pop violently upon the surface. The surface sinks lower as the molten rock churns about inexplicably - the goat, obviously, has had enough.

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In the deeps, the ten nether-cap hatches have opened, siphoning off massive amounts of magma into the second cavern layer, incinerating flora and fauna there.

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Ten columns of molten rock cascade down the sheer obsidian walls.

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When the various mechanisms of draining the dome were put in place, all were linked, ultimately, to this cavern layer. These drains are no exception. Smoke fills the deeps as decades of cobwebs are incinerated, and the open area beneath the dome is turned into a magma lake.

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Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 26, 2011, 10:51:25 pm
Even as the dwarves haul food and drink into the passage, the volcano continues to drain. The square top of the obsidian structure, the sealed passage itself, becomes visible as the lava recedes. The molten rock dries atop the structure, revealing a smoking surface of glossy volcanic glass.

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The passage itself, however, remains flooded with magma - thankfully, since the dwarves still haven't brought up all the food necessary.

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Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Mapleguy555 on December 26, 2011, 10:54:12 pm
Back to the Future Surface
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 26, 2011, 11:18:36 pm
Spoiler (click to show/hide)

Gradually, as the level of molten rock within the volcano sinks lower and lower, the steel grates of the walkway slowly become visible.

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As I described on the tour, there is no time that the dwarves must spend waiting for the magma in the passage to dry. Once the lava has sunk below the grates, they are immediately accessible - although, the passage as a whole does not become accessible all at once. At this moment, only a portion of the causeway is exposed. The rest is still inundated with lava, as it pours over the obsidian support walls on either side of the grates.

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In this Stonesense screenshot, the passage is clearly visible. To the right is the top of the obsidian structure, and the descending stairway to the dome. The causeway of steel grates extends across the magma tube (a few grates are visible), and into the grate-floored chamber which, for the moment, is still full of magma. To the far left is the stairwell which leads to the upper fortress.

Note that the stairwell is 3x3, with an open space in the middle, and extends down below the level of the access chamber. This is so that, once again, when the magma recedes below the level of the grates, it becomes immediately accessible - it simply flows down to the lowest level of the stairwell. The open space in the middle is an aesthetic design which is apparent in multiple places throughout the fortress.

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Soon, the walkway will be free of magma, and the way made clear for the merchants. Freedom is only a few short paces away.

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Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 27, 2011, 12:25:21 am
Five of the six deserters wait in the chamber behind Syrupsevers, biding their time until the causeway becomes accessible. The last dwarf, Solon Townclenched, despite having days to find her way up to the sealed passage, is still in the citadel, moving slowly towards the exit. She crawls, having been paralyzed from the waist down during the dwarves' last foray into hell. It is possible she may not even make it in time.

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The only other dwarf in the dome is, of course, militia commander Èzum Openeddoors. Despite the clatter of machinery and the rumbling of magma echoing through the deeps, he continues training ceaselessly in the engraved antechamber. A dozen ghosts keep him company - a grim reminder that he, too, will soon join them.

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The last panels of grating drain clear of magma, and the passage that has been closed since 204, more than three decades, is finally open once more - for what will be the final time, though, not as the merchant mayor intended.

As the dwarves haul their barrels and pots across the causeway, a horn echoes in the distance. War cries in a gutteral yet familiar tongue echo through the caldera, and the color drains from the deserters' faces. Attempting to flee from their doom has only brought it upon them sooner.

For it seems that, in the end, no dwarf will survive the curses of Weatherwires.

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Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Poindexterity on December 27, 2011, 02:58:48 am
OH MY GOD!
dude, i knew you were just takin a few days off for the holidays, and that when you came back and got back to it, you'd work it out, but i did NOT expect you to just come out the corner swinging and knock it out in ONE ROUND like that dude!

When your book comes out, im buying it.

thank you.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Karakzon on December 27, 2011, 07:31:40 am
It seems the millitery commander will get his last stand after all. :)
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: ledgekindred on December 27, 2011, 11:34:06 am
my head literally just exploded with awesome
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Mapleguy555 on December 27, 2011, 12:27:08 pm
And then the old coot dies of old age right in front of the siege.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Lordraymond on December 27, 2011, 03:07:05 pm
Those are some damn patient goblins. If history advanced while a fortress was going, I'd imagine that you would come out and find a full fledged gobbo city at this point.

Also, they should retreat back inside and the commander should show them how to properly dispose of a goblin infestation.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 28, 2011, 09:33:07 pm
The merchants panic. The bone crafter Goden Mawknife and stonecrafter Onol Plaitorbs immediately turn back down the passage and disappear into the darkness. The planter Alåth Oilycyclone and the merchant Reg Oiledsacks, led by the merchant mayor Tun Dyefights bolt across the steel catwalk, driven either by madness or desperation. Each wields an adamantine battle axe, for wood and charcoal, so that the smelters could have been started up when they arrive in the high mountains - not to mention having beds as soon as possible. That hope has been shattered, however, and the final doom of Weatherwires draws near.

Deep below, Solon Townclenched still crawls about the dome without a crutch.

The merchant's screams, and the distant horn call to battle Èzum Openeddoors, militia commander and last member of the Diamond Cloisters. The old warrior sprints up the serpentine causeway and up the staircases to the upper fortress.

The mayor and his two remaining companions clamber across the gates, tripping over each other in their attempts to escape. The chamber with steel grate floors is choked with lava, but the grates form a clear passage to the stairwells.

Spoiler (click to show/hide)

The trio reach the top of the stairs, and rush towards the exit - just as a pair of trolls stomp through the doorway, cutting them off. The dwarves panic and scatter as the tusked brutes charge towards them. Tun Dyefight screams down the sealed passage to pull the lever, to seal the passage once again so that the goblins can't get in. She is chased away from the stairs and into a side passage, and is slain moments later.

Spoiler (click to show/hide)

Deep below, Solon Townclenched hears the mayor's plea and slowly begins to make her way to the lever room.

The commander reaches the room with grate floors just as one of the trolls does. He charges the beast and, with two quick strokes, severs an arm and a leg. As the creature collapses to the grates, the commander brutally stabs and slashes it apart, covering the magma-clean steel with sheets of cyan blood.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 28, 2011, 09:34:41 pm
He climbs to the top of the stairs, as ready as any a dwarf could possibly be. His steel short sword, Clinchlulled, has claimed the lives over a hundred foes above and below ground.

Spoiler (click to show/hide)

His silver eyes have seen decades of horror and grief. Every dwarf he has ever known, save these merchants, are dead. He doesn't really care about anything anymore.

Spoiler (click to show/hide)

Commander Èzum reaches the top landing and scans the chamber. Two trolls loomed over the broken body of the merchant mayor, while the two other fools who had followed him this far were separated and running out two different exits - both with trolls on their heels. The old warrior raised his sword and charged the nearest of the beasts with a mighty dwarven battle cry. One slash; two; and suddenly they were upon him. Four trolls surrounded the commander, who - suddenly thrown on the defensive - began blocking and dodging every attack while making none himself.

Spoiler (click to show/hide)

They fought him across the chamber, from the western stairwell to the eastern, never actually landing a blow - but forcing the militia commander to retreat backwards. Four trolls, seeming to be hardly a challenge for Èzum Openeddoors the Robust Stoker of Lances, who had killed dozens of demons in single combat, or arrayed against him in numbers.

Spoiler (click to show/hide)

He parries a strike and steps backward onto the eastern stairwell. One troll - Song Sinfulpraises - charges the commander. The beast's attack misses, but his momentum carries him forward, crashing into the adamantine-clad warrior and knocking him back through the air.

Èzum flies back a few feet, over the edge of the stairwell and into open space.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 28, 2011, 09:36:27 pm
He plummets like a stone, five z-levels, into a full layer of magma.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

The commander shakes his head - the fall caused him no injury, it merely stunned him. For a moment, he appears to be fine, suffering no immediate injuries from the heat.

Then, the trolls come in after him.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

The beasts dive into the magma after the dwarf. Trolls are not bright creatures. Their clothing immediately bursts into fire, and they themselves soon follow.

They force the commander back into the corner of the bottom of the stairwell. His leather backpack and waterskin incinerate, and the stairwell is filled with clouds of boiling ale. He still, however, remains unhurt by the heat. Perhaps his complete suit of adamantine armor bestows a limited kind of heat resistance.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Apparently completely incompetent as well as stupid, the trolls cannot land a single strike on the commander. He parries or dodges the few attacks that come slowly through the thick, painfully hot liquid.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 28, 2011, 09:37:45 pm
As the battle continues, slowly but surely, the commander's extremities begin to show the wearing and building heat that is seeping through his armor. His hands and feet first, but then the entire rest of his body begins to melt and drip with blood. He still, however, has not actually caught on fire.

Spoiler (click to show/hide)

The trolls attack relentlessly, even as their own bodies begin to cook and fall apart to the fire. The commander defends ceaselessly, right up to the end.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Thus ends Èzum Openeddoors the Robust Stoker of Lances, militia commander of the Diamond Cloisters and last surviving member of the Urns of Work. In all his decades of combat, he was never truly defeated, and despite reaching the age of 165, never died of old age. Instead, he perishes here, at the bottom of a stairwell, broiled in his own suit of adamantine armor.

Spoiler (click to show/hide)

The trolls who chased him into the magma are incinerated a few seconds later, and the stairwell is choked with smoke. The sounds of the goblin army's bootsteps echo down the hallway, even as the crippled merchant Solon Townclenched, who has now been elected mayor by the three other living dwarves, crawls through the dome to the lever room.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Cellmonk on December 28, 2011, 11:15:13 pm
Woah.... battle in the magma while falling. THIS..... IS..... DWARFA!!!!!!!!!!!!!
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Callista on December 29, 2011, 03:13:22 am
Their actions sound perfectly logical to me. After all, if you're the last of a dying species, what are you going to do--just sit there and wait to die? Heck no. Record your history; leave a legacy for the archeologists to find; then grab the nastiest beastie you can find and drag it into the abyss with you when you go.

I mean, isn't that what we're all out to do, anyway, even in real life? Of course, given the existence of entropy, that means we've got to find a way to write our message on the fabric of the multiverse itself, to survive infinite Big Bangs and bubble universes--a sufficiently dwarfy project for anyone, I'm sure!*

*Cosmology discussed in this post is theoretical and not yet proven. Do not attempt this at home. Problem may become irrelevant due to nuclear holocaust, superflu pandemics, and/or really horrible pop music.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Cellmonk on December 29, 2011, 03:26:20 am
*Cosmology discussed in this post is theoretical and not yet proven. Do not attempt this at home.

Hmmm... that makes me itch to find out if through one or more embarks on one save, a message can be left for later gens. I mean, If the dwarves knew how the program runs, and knew EXACTLY when the next gen would occur, could they manipulate the state of the random number generator (by making their world crash earlier or later), defining the moment the next one is automatically genned such that the world of their choice (possibly with a message) is formed?

Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Lordraymond on December 29, 2011, 04:02:54 am
I find it satifyingly grim that the Commanders last thought before death was most likely "Took joy in slaughter"

Also, it sounded quite Star-Warsy, the whole magma falling thing. I'm just sad to see this artifact thread end...
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Endiqua on December 29, 2011, 09:02:34 am
Quote
Thus ends Èzum Openeddoors the Robust Stoker of Lances, militia commander of the Diamond Cloisters and last surviving member of the Urns of Work. In all his decades of combat, he was never truly defeated, and despite reaching the age of 165, never died of old age.

Lord knows there are worse endings for a dwarf.  Just ask my populations.   :D

That was amazing to read.  I was totally surprised and delighted when not only did he survive the initial fall, but the trolls went in after him. 
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: zombat on December 29, 2011, 09:24:08 am
Toying with trolls whilst rolling around in molten rock, on fire. Now that is what you call a death fit for a dwarf!
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 29, 2011, 07:41:01 pm
Also, it sounded quite Star-Warsy, the whole magma falling thing. I'm just sad to see this artifact thread end...

That was amazing to read.  I was totally surprised and delighted when not only did he survive the initial fall, but the trolls went in after him. 

Toying with trolls whilst rolling around in molten rock, on fire. Now that is what you call a death fit for a dwarf!

I didn't see it coming, and when it happened, my reaction was essentially "wat." Were I actually writing the story (as opposed to merely recording it as it happens), I would have never had the commander die by being knocked back into magma - though, I suppose that's the primary charm of the game: that it continuously surprises you, even after playing for years.

Then again, perhaps it is a fitting end. The commander could have never been defeated in combat - some sort of fall into an open space was required. I assumed it would be a dodge into the volcano, or off the bridge, but once again, DF throws a curveball. This is a tragedy, after all.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: keyreper on December 29, 2011, 08:42:12 pm
THIS IS EPIC
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 29, 2011, 09:15:18 pm
As the commander's melted body is finally incinerated by the pool of molten rock at the bottom of the stairwell, the other trolls descend upon the two dwarves who followed mayor Tun to the surface. Alåth Oilycyclone, previously a merchant guard, is caught from behind as she flees down a narrow passage.

Spoiler (click to show/hide)

Reg Oiledsacks is slain as the trolls surround her outside, at the edge of the caldera.

Spoiler (click to show/hide)

The ill-fated escape attempt is crushed before it can even reach the upper fortress. Three of the six merchants are dead, slain by siege trolls.

Spoiler (click to show/hide)

Word of the battle quickly reaches the goblin army as it passes through the fortress' main entrance hall. The small army consisted of no more than 60 goblins and a dozen trolls, and was led by a trio of weapon masters. At their head strides the axe lord Ago Incestrazors, wielding a superior iron battle axe, and leading a squad of swordsmen. Following close at their heels is a squad of spearmen, led by the spearmaster Damsto Pullwitches. Not far behind, leading a squad of hammermen up the bridge, is Kutsmob Controlledseduced, a goblin mace lord.

The news that reaches the captains' ears is unthinkable. Not only were there living dwarves in the fortress, but a new passage had been made clear, which apparently led to a new part of the fortress. The jade-skinned captain Ago Incestrazors rubs his angular chin, peering towards the strangely empty caldera ahead. This new passage must undeniably lead to that refuge where their hated enemy had been hiding all these decades.

After all these years, all those sieges and raids that had swept through Weatherwires, only to find abandoned passages and wealth - but no dwarves - what luck that Ago should be the one who should raid the last mountainhome. Before, he had been just one amongst countless thousands of goblins. Now, he would forever be known as the doom of the Merchant of Echoing, the slayer of the last dwarves.

Spoiler (click to show/hide)

Far below, in the dome, mayor Solon Townclenched heeds the last, screamed wishes of the late mayor Tun Dyefight. Surrounded by restless haunts, Solon slowly crawls out of the citadel. For any other dwarf, the lever room would be a short walk through the streets of the dome. For the crippled mayor, the route is anything but short. There is no other dwarf to do it - Goden Mawknife and Onol Plaitorbs are apparently oblivious to their approaching doom.

Spoiler (click to show/hide)

And so, Solon, the only dwarf left with a sense of urgency, begins the long crawl to the lever room.

Spoiler (click to show/hide)

The dome must be sealed once more, and forever.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 29, 2011, 09:48:11 pm
The goblins pass through the main entrance to the fortress slowly - warily. Perhaps it is the reputation this broad passage has amongst the goblins - countless sieges and ambushes have ended here. There can be no doubt that this was once the heavily trapped corridor that protected the upper fortress of old; one need look no further than the piles of goblin and troll bones that clutter the hall, or the thick layers of blood and vomit that obscure every engraving. They progress with caution - the devilry of the dwarves could never be underestimated.

Spoiler (click to show/hide)

Upon crossing through the passage and entering into the fortress, the report of the new passage was confirmed.

With his own eyes, Ago Incestrazors could behold the obsidian structure, apparently rising out of the midst of the volcano itself, and made accessible by a narrow causeway leading from the south. That, Ago knew, was undoubtedly where the stairwell led, that damned stairwell which led down into magma every other time the goblins had searched the fortress. Still, though, the captain suspected some dwarven trick. Two trolls had already been slain - burnt up in battle with one of the dwarven warriors, after they dove into the molten rock after him. The trolls were not too smart, Ago observed.

Spoiler (click to show/hide)

Another captain, the spearmaster Damsto Pullwitches, runs ahead of the rest of the army, undoubtedly hungry for glory. His goblin spearmen follow quickly behind. After decades, the way was open, the fat soft underbelly of the dwarven civilization laid bare to his spearpoint - best to strike swiftly, before the opportunity was taken from them once more.

Spoiler (click to show/hide)

Solon pulls herself down the avenue from the citadel, through the founder's square and through the passage underneath the red guildhall. There is no time to look up and admire the wonderful architecture that she admired for so long, nor is there time to consider the fate of the old commander.

Spoiler (click to show/hide)

Her fingers scrape against the smoothed rock floors of the avenue as she continues, single-mindedly determined in her final task. She had to make it in time.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 29, 2011, 10:31:08 pm
The spearmaster rushes into the engraved passage and pauses, only briefly, at the top of the western stairwell. For decades, magma had filled this space - now, it was made clear, by some dwarven trickery. There was no time to wait. Damsto Pullwitches led his squad down the stairway, the stone still hot from the molten rock which had apparently just receded.

Spoiler (click to show/hide)

The avenues are long - long enough for a dwarf who could walk, and staggeringly so for one who could not. Ghosts trailed after Solon, forlorn haunts that watched the dwarf's final effort with incomprehensible sadness. Suddenly, ahead of her, the flat street began to rise. Solon looked up from her hands, which were growing sore with the effort - above her towered the eastern wall of the dome, smoothly sloping away into the darkness high above. Up the ramp just ahead of her was the entrance to the back tunnel, which led to the map room. She lifted herself up and heaved forward.

Spoiler (click to show/hide)


At the bottom of the stairwell, Damsto finds the siege trolls hard at work, doing what they did best - destroying things. Each troll had chosen a section of the steel grates and was pulling it up, tearing the grate apart and throwing the pieces into the magma below. Silently hoping that the trolls didn't destroy their only escape route, the spearman crossed the lava-hot room, lit from below by churning magma, and beheld the tiny passage which led out to the causeway. His red eyes narrowed.

Spoiler (click to show/hide)

Solon pulled herself past the coffins and spires, towards the entrance to the passage, moving as quickly as she could. If she failed, the myriad treasures of Weatherwires would be vulnerable to the treasure hunters and tomb robbers of the world. She gritted her teeth - the legacy of the Merchant of Echoing would never be plunder for any invader.

Spoiler (click to show/hide)

And yet, even as Solon swore in the deeps, captain Damsto and his squad passed across the causeway. Just below their feet, the lava of the open volcano roiled and spat - the heat seeped through their boots from the red-hot steel grates. Ahead, the nether-cap door Syrupsevers - one of the dwarves' artifacts. This was it - this was their legendary refuge. The spearmaster threw the door open and rushed inside.

Spoiler (click to show/hide)

The sealed passage is breached - the final safeguard of the dome, compromised.

If Solon is aware of the closeness of the invaders, she makes no sign of it, but simply continues. The next chamber has two exits. The north exit leads to a doomed room, a place of fiery death where artifact furniture burns ceaselessly - a relic of more prosperous, and reckless days. Solon crawls between the coffins towards the southern exit - the passage to the lever room.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Endiqua on December 30, 2011, 09:15:00 am
 :o  Wow.  I'm on the edge of my seat here! 

Nice writing, DS.  The tone is just perfect.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Karakzon on December 30, 2011, 12:52:09 pm
i wonder, is the levers in the map room also linked to the domes magma flooding system?
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 30, 2011, 01:16:12 pm
The smoothed, sloping tunnel echoes with scrapes and grunts as Solon pulls herself up ramp after ramp. She is near to the lever room, she knows, but there is no time to waste.

Spoiler (click to show/hide)

The goblins finally reach the bottom of the obsidian block passage, filled with searing heat and the low roar of the magma flows outside. Damsto walks through the tunnel, spear at the ready, but encounters no resistance. The dwarves and their impregnable defenses have finally been broken.

Spoiler (click to show/hide)

The mayor reaches a bend in the passage. She eyes the coffins to her left, before turning to the right and continuing the long crawl. The ghosts follow after her, perhaps to witness the final fate of the Merchant of Echoing. These woeful spirits do not cheer her on, or stress upon her the urgency of the situation. For the dead, these final days are merely the culmination of a long and agonizing wait - a wait which, in all likelihood, will continue on into eternity.

Spoiler (click to show/hide)

Damsto and his spearmen enter the statue chamber just past the sealed passage. He instinctively makes for the eastern passage, to the long stairwell that leads into the dome. He is driven by instinct, the same instinct by which the goblins knew, year after year during their enemies' mysterious disappearance, that the dwarves were indeed alive in Weatherwires... somewhere.

Spoiler (click to show/hide)

With an agonized grunt, Solon pushes the steel door open. Using her birchen training axe as a wedge, she props the door open and crawls through the entrance. Three spirits slide through the walls after her. There are 13 levers in this chamber, but there is only one that she seeks. Her journey is almost finished, but she does not - cannot - feel discouraged now. She pulls herself stoically onward.

Spoiler (click to show/hide)

At that moment, as Solon began crawling to the lever she sought, spearmaster Damsto reached the bottom of the staircase. His nostrils flared, taking in the multitude of scents. Dwarves... brimstone... and death. Readying his spear, he moved through the narrow passage, his underlings following closely after.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 30, 2011, 01:18:58 pm
i wonder, is the levers in the map room also linked to the domes magma flooding system?

Wouldn't that be nice - destroy the goblins with a deluge of magma inside the dome itself? Unfortunately, trolls destroyed the magma flooding system years ago. (http://www.bay12forums.com/smf/index.php?topic=93279.msg2722874#msg2722874) :(
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Madventurer on December 30, 2011, 01:31:43 pm
This is so insane! One of the top stories of all times!

This should have a page in the wiki. And an overview in there...

Perfect example what you can achieve in DF if you just have the patience and creativity. If you don't, program your RL Runesmith and use it to add them ;)
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Karakzon on December 30, 2011, 03:03:20 pm
i wonder, is the levers in the map room also linked to the domes magma flooding system?

Wouldn't that be nice - destroy the goblins with a deluge of magma inside the dome itself? Unfortunately, trolls destroyed the magma flooding system years ago. (http://www.bay12forums.com/smf/index.php?topic=93279.msg2722874#msg2722874) :(

a great shame.
still, ^^ a blast reading this thread dear sir.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Poindexterity on December 30, 2011, 09:47:21 pm
i wonder, is the levers in the map room also linked to the domes magma flooding system?

Wouldn't that be nice - destroy the goblins with a deluge of magma inside the dome itself? Unfortunately, trolls destroyed the magma flooding system years ago. (http://www.bay12forums.com/smf/index.php?topic=93279.msg2722874#msg2722874) :(

i remember that.
"For a moment, perhaps, the furry, horned beasts stared into the vast abyss beyond the ruins of the pumps, dimly lit with a red glow from the sea of magma far below, and a glimmer of comprehension of what the dwarves had accomplished flashed briefly through their primitive minds before they turned and retreated to the surface." is in my opinion, one of the most well written and image evoking lines of the whole thread.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: keyreper on December 30, 2011, 11:26:36 pm
OMGYOU GOT MEZ ADICTED, GIVZ ME MOAR!!!
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Cellmonk on December 31, 2011, 01:01:16 am
OMGYOU GOT MEZ ADICTED, GIVZ ME MOAR!!!

I agree. DS is a master storyteller and dwarf fortresser. It is our responsibility to pressure him into some sort of sequel, for the benefit of the next generating of B12ers. Not that he needs pressuring.

                  He's on fire.

               !!DS!!

A dragon and a giant desert scorpion, locked in mortal combat.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Lordraymond on December 31, 2011, 02:00:57 am
Dammit DS, while I was reading this thread I was tabbed out of my up-and-coming fort after another crumbled to its end due to a combo nine-squad Naga+Elephant Warrior on mounts siege. I come back to find that the Circus had come into town while I was gone thanks to a one-block candy stringer that had found its way into my mining designation and they all died.

HNNNNNG
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: keyreper on December 31, 2011, 12:26:39 pm
OMGYOU GOT MEZ ADICTED, GIVZ ME MOAR!!!

I agree. DS is a master storyteller and dwarf fortresser. It is our responsibility to pressure him into some sort of sequel, for the benefit of the next generating of B12ers. Not that he needs pressuring.

                  He's on fire.

               !!DS!!

A dragon and a giant desert scorpion, locked in mortal combat.


i went up agenst a bronze collosis once as an adventurer, i hit him so much with an iron mace while by a tree the he was deleted by the tree so the tree could continue to exist, 0.o stupid elves
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 31, 2011, 04:32:42 pm
Spoiler (click to show/hide)

The goblins entered the tiered antechamber of the dome - though, in truth, they could not have possibly known what lay beyond. Below them were arrayed rows of coffins, with narrow walkways between. This, the goblins realized with rising fury, must be where the dwarves had placed all of their dead after the battles of 203 and 204. In those years, a great force of goblins and trolls had besieged the fortress, only to find the site abandoned. The trolls had gone about the business of smashing apart the innumerable coffins, defiling the graves of their enemies. Then, suddenly, the dwarves had emerged, without warning, from their hiding place. All the invaders within Weatherwires had been slain without mercy.

The next siege that had arrived, a few months later, had found nothing. There was no sign of the dwarves, or their dead, or any coffins at all. The fortress - at least, that part of it which the goblins could reach - was empty. The dwarves' disappearance had been a mystery.

Until now.

Spoiler (click to show/hide)

These must have been the coffins that the dwarves had claimed in 204, Damsto reasoned, hauled down into this safe hole and sealed away with magma. The spearmaster's jade lips twisted into a sneer beneath his copper helm, and he turned his attention to the prominent passage on the opposide side of the chamber. By a quick count, there were little more than four score dwarves buried here - and, so the stories went, the entire dwarven civilization had died here, in Weatherwires. The rest of the tombs must lie elsewhere... deeper within the tunnels.

Spoiler (click to show/hide)

As the goblins began to pad through the hewn passageway, their ears picked up the faint sound of creaking machinery, and an odd thumping sound. Any right-minded goblin knew to be wary when strange sounds echoed through the halls of a Mountainhome, but Damsto laughed at his underlings, dismissing the sounds as the stupid trolls tearing up grates far above them.

The trolls were indeed stupid, and it was true, that they were tearing up grates. Occasionally, one would rend a grate in pieces while he stood upon it, causing him to fall into the magma below.

Spoiler (click to show/hide)

But what Damsto and his squad did not notice - or gave no heed to - was the sudden diminution of that ceaseless rumbling which had accompanied them through the previous tunnels, which had echoed loudly within the caldera of the volcano. Any dwarf would recognize that sound: the reverberations caused by the flow of massive amounts of molten rock. And likewise, the sudden ceasing of that sound could mean but one thing.

The draining had stopped.

Spoiler (click to show/hide)

Solon Townclenched lay next to the toggled lever atop the ring in the center of the room, gasping for air after her long trek from the citadel. The entire lever room was indeed a miniature map of the dome, with levers tending to correlate to different hatches or seals in the fortress - but these levers, atop the central ring which was analogous to the great temple, controlled the drainage of the volcano; the sealed passage to the surface.

She glanced down from her vantage point, and through the doors below her, she heard echoing cries of surprise and anger, and harsh curses in a guttural tongue. Despite her best efforts, the goblins had breached the dome - the dwarves were truly doomed. The goblins had, in the end, finally made it into the fortress, and it would be those foul creatures - not demons, nor ghosts, nor legendary beast - who finally laid the Merchant of Echoing in its dark and forgotten tomb.

And, she realized, with the only exit quickly sealing, they would seek a way out. They would search every chamber in the fortress. This room - they would eventually find it, and Solon, too.

She crawled down the staircase and made for the door.

Far above, the lava in the caldera settled flat, and began slowly refilling.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 31, 2011, 04:46:43 pm
!!DS!!

A dragon and a giant desert scorpion, locked in mortal combat.


Huh, now I kind of want to change my screen name to !!DS!!. Though, I guess that would count as tooting my own horn, so to speak - and it might not fit, as I tend to avoid being inflammatory on message boards whenever possible.

Dammit DS, while I was reading this thread I was tabbed out of my up-and-coming fort after another crumbled to its end due to a combo nine-squad Naga+Elephant Warrior on mounts siege. I come back to find that the Circus had come into town while I was gone thanks to a one-block candy stringer that had found its way into my mining designation and they all died.

I cannot be held responsible for lost dwarves, fortress, socks, magma, children, alcohol, marbles, composure, or anything that can be weaponized on account of reading this thread.

Nice writing, DS.  The tone is just perfect.
This is so insane! One of the top stories of all times!
still, ^^ a blast reading this thread dear sir.
"For a moment, perhaps, the furry, horned beasts stared into the vast abyss beyond the ruins of the pumps, dimly lit with a red glow from the sea of magma far below, and a glimmer of comprehension of what the dwarves had accomplished flashed briefly through their primitive minds before they turned and retreated to the surface." is in my opinion, one of the most well written and image evoking lines of the whole thread.
OMGYOU GOT MEZ ADICTED, GIVZ ME MOAR!!!

Haha, thank you all for the positive feedback and appreciation! I am, of course, extremely glad that people are enjoying the thread.

It's winding down, of course. I foresee, maybe, a handful more posts, give or take a few, depending on how verbose I decide to be at the time of writing. I hope that, once it's over and finished, people will continue to read it and enjoy it, though I'm sure the size of the thread is a deterrent to some. I often wonder how many people read this thread and don't post - so I'm grateful for any sort of feedback at all.

Also, those quotes would be hilarious to read on the "back cover" of this thread, if you get my meaning.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: keyreper on December 31, 2011, 04:58:14 pm

Haha, thank you all for the positive feedback and appreciation! I am, of course, extremely glad that people are enjoying the thread.

It's winding down, of course. I foresee, maybe, a handful more posts, give or take a few, depending on how verbose I decide to be at the time of writing. I hope that, once it's over and finished, people will continue to read it and enjoy it, though I'm sure the size of the thread is a deterrent to some. I often wonder how many people read this thread and don't post - so I'm grateful for any sort of feedback at all.

Also, those quotes would be hilarious to read on the "back cover" of this thread, if you get my meaning.

can you come back to the fort as an adventurer to continue the story? it would be awesome for a dwarf to come back to all this awesomeness and wonder, what happened to this place?
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 31, 2011, 06:46:24 pm

Haha, thank you all for the positive feedback and appreciation! I am, of course, extremely glad that people are enjoying the thread.

It's winding down, of course. I foresee, maybe, a handful more posts, give or take a few, depending on how verbose I decide to be at the time of writing. I hope that, once it's over and finished, people will continue to read it and enjoy it, though I'm sure the size of the thread is a deterrent to some. I often wonder how many people read this thread and don't post - so I'm grateful for any sort of feedback at all.

Also, those quotes would be hilarious to read on the "back cover" of this thread, if you get my meaning.

can you come back to the fort as an adventurer to continue the story? it would be awesome for a dwarf to come back to all this awesomeness and wonder, what happened to this place?

Unfortunately, no. The game crashes upon attempting to enter the fort as an adventurer, and that's in the oldest save I have (year 188). In the current save, I can't abandon the fort and the game crashes upon the last dwarf's death, so you can't even change modes, unless you use a 3rd party utility.

It would have been awesome, though.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Cellmonk on December 31, 2011, 07:16:41 pm
can you come back to the fort as an adventurer to continue the story? it would be awesome for a dwarf to come back to all this awesomeness and wonder, what happened to this place?

Unfortunately, no. The game crashes upon attempting to enter the fort as an adventurer, and that's in the oldest save I have (year 188). In the current save, I can't abandon the fort and the game crashes upon the last dwarf's death, so you can't even change modes, unless you use a 3rd party utility.

It would have been awesome, though.

Have you tried using that third party utility? It might be a !!fun!! challenge for the fans to try to destroy that last goblin siege with the injured(?) mayor.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 31, 2011, 07:31:48 pm
can you come back to the fort as an adventurer to continue the story? it would be awesome for a dwarf to come back to all this awesomeness and wonder, what happened to this place?

Unfortunately, no. The game crashes upon attempting to enter the fort as an adventurer, and that's in the oldest save I have (year 188). In the current save, I can't abandon the fort and the game crashes upon the last dwarf's death, so you can't even change modes, unless you use a 3rd party utility.

It would have been awesome, though.

Have you tried using that third party utility? It might be a !!fun!! challenge for the fans to try to destroy that last goblin siege with the injured(?) mayor.

I have, and it appears to work quite well. After things finish, I'll release the untampered (relatively speaking) save, as well as a few saves as different adventurers.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on December 31, 2011, 07:58:51 pm
The invaders stood just beyond the doorway at the end of the tunnel, sputtering with fury at the open vastness of the grotto into which they had entered. Ahead and above them, concentric circles of alternating light and dark rock were dimly lit by a constantly shifting, deep red glow. The vast ceiling of the grotto was lit brighter and brighter as it stretched away into the void, eventually becoming a wall rather than a ceiling, but the source of the glow could not be seen - it was hidden from sight by the silhouette of some kind of massive rock formation, which stretched across the grotto.

Up above, however, the carved underside of a massive ring, supported by stone pillars, was lit from below by a circular pool of magma, clearly visible to the goblins. The pool was situated in the middle of a flat area, which the goblins could plainly see was polished - the reflection of the ceiling colored the entire top of the broad, central structure a constantly shifting red. And there, through the blackness, Damsto could see a multitude of the hated dwarves, as if gathered for some kind of meeting, each one a black silhouette against the glow. without waiting any longer, urged his squad down the causeway and into the darkness.

The goblin's own torches had served them well in the mines so far, but from here, atop what was apparently some kind of high causeway, their light fell upon the dark void beyond the walkway and lit nothing. Both the vast wall behind them and the pillars supporting the causeway below them stretched away into the blackness after only a few dozen feet. Their torches' reflections shined in the polished rock beneath their boots. Occasionally, a goblin peeked over the edge of the causeway - and there, away in the blackness, was his own reflection in some black, still lake far below.

Spoiler (click to show/hide)

Soon, the invaders reached the bottom of the causeway, and the front of a massive rough-hewn facade rose up in the darkness before them. The causeway spread open into a broad ledge, lined on its edges with coffins, finely crafted of reflective obsidian. The floor was smooth - polished with the wear of countless dwarven feet through the years. Ahead, two doors led to an upward staircase immediately inside the structure, and around it were arrayed three statues. The two flanking statues were masterfully crafted of shining steel - dwarves striking menacing poses as they raised from the dead - but the statue in between the doorways was made of a brilliantly shining metal Damsto had only heard of in myths.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Damsto sneered at the statues. Dwarves. If he and his kind knew the secret of creating steel - let alone adamantine - they wouldn't use it to make something as wasteful as statues. The spearmaster looked the adamantine dwarf in the eye and spat at it. Each goblin in turn spat upon the statue as they passed through the doorways and into the monolithic structure.

Spoiler (click to show/hide)

Solon threw herself against the steel door, slamming it shut all the way - then she pulled the lock, sealing the door shut. There was no other way into or out of the lever room, and the steel doors were exceptionally crafted, and designed to withstand force. Well, there was one other way into the map room - but the chance of the goblins finding that way in was incredibly unlikely. She pulled herself into a sitting position against the door, sighed, and looked silently upon the miniature replica of the dome.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: IamanElfCollaborator on January 01, 2012, 04:41:58 am
We need someone to get in there and explore. SOMEHOW.

Also, has this been put up in the Hall of Legends? I think this is pretty much worthy of it.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: darkflagrance on January 01, 2012, 06:02:00 am
I wonder if mishaps in the machinery refilling the lava will cause what I suspect will happen

 ;D
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on January 01, 2012, 04:26:51 pm
(Up until now, I've been referring to Damsto Pullwitches as a spearmaster, but he is actually a pikemaster. Not a huge difference, and I'll probably go back and edit some posts to avoid future confusion.)

Beyond the stairs, inside the massive rock, the goblins found a large open area, though small enough to be lit by their torches. Ledge, ramps, and stairs connected various exits and entrances to the smoothed, engraved floor 20 feet below them. Statues of what appeared to be giant eagles were placed here and there, interspersed between the long tables, lined with chairs. In the far corner, barely within the illumination of their torches, the floor was covered with small piles of bones.

Drawn by instinct, or a distinct dwarven scent, or some other hint of their quarry's location, the goblins creep to the north. They soon find themselves at a five-way junction - the founder's square. By now, Damsto has picked up the trail of one of the last dwarves. He rushes through the mezzanine of the red guildhall, making for the upper stairwell.

Spoiler (click to show/hide)

Onol Plaitorbs, stonecrafter lay asleep in bed, a few stories up, blissfully unaware of the dangers that he, along with mayor Tun Dyefight and the other merchants, had unleashed upon Weatherwires.

Spoiler (click to show/hide)

The pikemaster entered the room, and moved silently to the dwarf's bed. Three ghosts are mute witnesses to the stonecrafter's murder.

Spoiler (click to show/hide)

Mercifully, he is likely never aware of the goblin's presence. He never awakens.

Spoiler (click to show/hide)

Down below, Damsto met Kutsmob Controlledseduced, the mace lord and third captain of the siege. Kutsmob had undoubtedly been following the same trail which led the pikemaster to the stonecrafter, but Damsto quickly informs the mace lord of the killing. Having little idea where the final dwarves were, they decide to split forces - Damsto would head south, and Kutsmob up, to find any other denizens.

Spoiler (click to show/hide)

Just inside the large interior chamber, Damsto found another dwarf: Goden Mawknife, bone carver.

Spoiler (click to show/hide)

Goden turned and ran out of the south exit, and Damsto burst into a spring after him. They crossed a short causeway that led to a massive rock edifice, surrounded by spires of rock that rose from the darkness below and into the void above.

Spoiler (click to show/hide)

The much more agile pikemaster easily caught up to Goden. A deep stab with his silver pike to the dwarf's left lower leg brought his quarry to a stop, and another quick stab to the throat confirmed the kill.

Spoiler (click to show/hide)

Goden collapsed against the lowest steps of the barracks, his throat gushing noisily out over the stairs. With a third stab to the skull, the pikemaster pierced the dwarf's brain. The gurgling noises ceased, and the grotto was silent.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Lordraymond on January 01, 2012, 05:19:14 pm
Only two dwarves left now, right? There were seven, three died, then two more in this update, unless I'm mistaken somewhere.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on January 01, 2012, 05:40:39 pm
There were seven: the mayor died, then the commander, then two more on the surface, then two more in this update. One remains.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on January 01, 2012, 06:53:43 pm
While Damsto and his spearmen ran down the bone carver outside the barracks, Kutsmob leads his squad up the stairs from the dining hall, to the top of the mesa. To their furious surprise, the dwarves they had seen when they first entered the dome - those silhouettes atop the dimly lit central structure - were in fact nothing more than a mass of statues, each one a finely crafted representation of a laboring dwarf.

They cursed and swore amongst each other, wondering where to search next, when their captain called their attention to the top of the nearby structure. Movement! Dwarves, perhaps, or some of their pets. The goblins rushed across the bridge that connected the two stone buildings, and climbed the stair that led to the roof.

Spoiler (click to show/hide)

Kutsmob paused at the landing, the hatch held open, and stared out through the goblin-cap and tower-cap grove that covered the roof. There, scattering in fear at his appearance, was a large tribe of plump helmet men, over which towered two panicking rutherers. The mace lord grinned evilly and charged the nearest humanoid mushroom.

Spoiler (click to show/hide)

The rest of his squad charged up the stairwell and threw aside the grates. With various battle cries and curses, the hammermen charged into the fray, swinging at the mushroom folk with their hammers. With no bones, a single hammer strike to the arm or hand was enough to sever that appendage.

Spoiler (click to show/hide)

The plump helmet men gave no real resistance, being unable to land a single blow. None of the mushroom folk were skilled in any kind of combat, and merely ran frantically about the top of the guildhall like panicking animals. They were brilliant thinkers and philosophers, not warriors.

Spoiler (click to show/hide)

Kutsmob waded through the fray, bashing limbs off of several of the small humanoids with his silver flail, until he passed a little too close to one of the rutherers. The creature, though not trained for war, snapped at the mace lord, biting his right hand (with which he held his flail), and with a quick flick of its neck, tore the appendage free.

Spoiler (click to show/hide)

The silver flail clattered to the ground. Kutsmob gripped the stump of his right forearm, which was spraying blood all about, and howled a retreat. He disappeared down the stairwell, and his squad soon followed, withdrawing completely from the top of the guildhall without any further conflict. The mace lord flees from the dome, leading his squad back to the surface.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Cellmonk on January 01, 2012, 08:07:00 pm
That scared the mushroom-paste outa me. I though they were going to kill the mushroom men! Thank armok for the rutherer. You know, that would be an interesting game, to play as a mushroom man adventurer. Grab the fallen mace. Bash some gobbo skulls.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Poindexterity on January 01, 2012, 10:02:27 pm
god im DYING over here!
what did that lever do?
what's the "other" way into the map room?
AAAARRRRRGH!
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on January 02, 2012, 04:32:24 pm
god im DYING over here!
what did that lever do?
what's the "other" way into the map room?
AAAARRRRRGH!

The lever Solon pulled is linked to 10 nether-cap hatches, which cover 10 separate drains which link the magma tube and the second cavern layer. When open, the volcano drains, revealing the obsidian structure - when closed, the volcano naturally refills, sealing the entrance once again. Sorry if that wasn't clear.

As for the "other way" ... I had intentionally made that vague, since it wasn't really important to the plot, it would have taken extra time to explain, and I didn't want to spoil anything for would-be adventurers. But since, as an adventurer, you can just bash down locked doors anyway (and thus break into the map room that way), I might as well tell you.

Way back during the days when the dome was filled with magma, I had plenty of passages in and around the fortress that would not be flooded with magma. Almost the entire hewn city was beneath the surface of the artificial magma sea, rendering it, in the words of Girlinhat (http://www.bay12forums.com/smf/index.php?topic=93279.msg2653574#msg2653574), a kind of dwarven atlantis. The only parts of the city that were visible above the magma were the ringed temple, and the summit of the citadel. Everything else was connected via small passages between guildhalls.

Since, at this time, the dwarves were still frequenting the surface ("recruiting" merchants, hauling goods to and from, etc.), there also needed to be some kind of tunnel to the surface. That passage which I had planned to be (and has since become) the main entrance - the serpentine causeway/coffin antechamber/sealed passage which has been featured in the past few updates - was still flooded with magma, an alternate route was needed. Thus, bridges (http://www.bay12forums.com/smf/index.php?topic=93279.msg2685502#msg2685502) were constructed, stretching from the citadel, to the ringed temple, to a long backdoor passage which led directly to the map room. The map room was thus connected to the sealed passage, and hence to the surface.

Spoiler (click to show/hide)

The connection from the map room to the passage itself is still there, but is inaccessible. After the dome was drained of magma, there was no need for the alternate route - a channel was dug, a bridge constructed, and a lever pulled. That route has been closed ever since. However, if one were to find it, it would prove to be much quicker than attempting to navigate the winding avenues inside the dome.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on January 02, 2012, 07:11:46 pm
As Kutsmob the one-handed fled from the dome, followed by his squad in a hasty retreat, the other two goblin captains made their way to the summit of the black and white guildhall. Ago the axe lord laughed scornfully at the mace lord as they passed each other upon the serpentine causeway, and gave no heed to the defeated captain's warnings of a "killer rutherer."

After slaying the dwarf at the barracks, Damsto and his spearmen returned to the open-aired dining hall. After climbing another stairwell, they exited the mesa through a doorway to the southwest, and crossed a small bridge into the adjacent mezzanine.

They had crossed countless bridges like these, which crossed the narrow voids between the stone structures, the bottoms of which the torchlight could not reach. The bottom of this expanse, however, was visible as a constantly shifting lake of magma, which lit the entire western half of the dome from below.

Spoiler (click to show/hide)

The pikemaster ascended the stairs, passing by clusters of apartments which reeked faintly of dwarves - none of them had lived here recently. He reached another dining hall, furnished with tables and chairs crafted out of hard, white fungus. Damsto spat. Fungus - the dwarves loved it, but the goblins hated it.

He left the dining hall through a side passage, went down a ramp, and stood in a moss-covered archway. Beyond was the empty void, lit dimply with magmalight - he was atop one of the structures, Damsto knew. But to the left, inside, was a staircase that went up - a staircase still wet with goblin blood. Readying his pike, the captain ascended the stairs.

Spoiler (click to show/hide)

The plump helmet man scattered as the pike master, the tip of his weapon still dripping dwarf blood, emerged from the steel hatch. He cackled - the mace lord had been defeated by mushroom folk and beasts of burden!

Spoiler (click to show/hide)

Without wasting any more time ridiculing Kutsmob, the pikemaster dove in amongst the plump helmet men, cutting a swath through them with his silver pike. His squad climbed up through the hatches after him, and began driving the small humanoids about, cutting off their limbs before finally delivering the killing blow.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on January 02, 2012, 07:14:08 pm
One spearman bull rushed a child, and the diminutive mushroom person, already missing an arm and a leg, tumbled backwards over the edge of the guildhall. The poor creature fell quickly by another squad of goblins - Ago Incestchained and his swordsmen - before disappearing into the crack between the buildings. She plummeted into the magma lake, and was incinerated.

Spoiler (click to show/hide)

By the time Ago and his squad reached the summit of the building, there was little left to be done. Dismembered arms and legs, all purple and lacking fingers or toes, littered the top of the structure. The few remaining plump helmet man ran, panicked and helpless, from tree to tree, desperately hoping to find some sort of cover. There was none.

Spoiler (click to show/hide)

The goblins descended upon the last few mushroom folk, slaughtering them without mercy. There were no warriors amongst their victims who fought back, no resistance given. They fell quickly and offered no battle.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Soon, there was only one left - one of the legendary thinkers and socialites of the plump helmet folk, one of the original few who were captured and tamed before 226.

Spoiler (click to show/hide)

Her legendary skills are of no use to her now. If she could speak, or the goblins could interpret her spore-language, they might have some common ground, some way to communicate - but alas, there is no way to negotiate with these invaders. Perhaps, in her final moments, this great mind finds some kind of peace, some way to cope with her rapidly approaching demise - if she does, we will never know.

The crowd of warriors surround the plump helmet woman, striking repeatedly until all that remains is a pile of finely minced plump helmet.

Spoiler (click to show/hide)

The goblins stood victorious atop the black and white guildhall, amidst piles of plump helmet tissue and rutherer blood. The dome echoed with evil laughter and the clang of weapons against shields.

They are all likely unaware that they have slaughtered those who would have been the heirs to the dwarves' legacy - though, if they knew the importance of the plump helmet men, and their unique talents, they would have surely sought them out first, upon entering the dome. It is, ultimately, a moot point - the nascent tribe of brilliant, yet innocent plump helmet men, which showed such promise in its infancy, has been snuffed out. Their demise is just one more instance of the cruel hand of fate dealing a callous blow to the accursed fortress.

So it goes, in Weatherwires.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on January 02, 2012, 07:14:46 pm
Spoiler (click to show/hide)

The two captains met and discussed their next move, but neither had any good plan - they were baffled. They were sure there was a dwarf in the fortress, somewhere - their intuition, born out of a natural hatred for dwarves, confirmed this - but they had no idea where it was.

Spoiler (click to show/hide)

Solon Townclenched silently sat in the map room, her back against one of the mighty steel doors. She was not alone. No less than 21 ghosts floated about her, keeping a grim company with the last dwarf. Among them were many merchants, who she knew in life. Others were merchant guards who had died on the surface, their bodies left to rot by the dwarves of Weatherwires. Soon, she knew, she would join them.

The last dwarf of the Merchant of Echoing sighed and looked out upon the miniature replica of the dome city before her. She was sure that the goblins had found their way into the dome, and had slain her comrades. Her only hope was that the caldera would refill before they could turn and escape - that they too would be caught forever in this haunted dome.

But then, that would hardly change things for the dwarves. As her stomach began to rumble with hunger, Solon reflected upon the fact that, whether or not the goblins were trapped in Weatherwires, her story would end here, in the map room. Nobody would ever know of these final days - unless she recorded it. She pulled herself away from the door and crawled down the ramp, towards the southern exit. Behind that door was a long passageway that led to a dead-end. It was the backdoor route of the fortress, which had only been used when the dome had been filled with magma, and the primary exit had been inaccessible. Now, the only way into that alternate passage was from the map room, or (if one pulled the right levers) from the citadel. But the goblins would not find that route, she was sure.

Solon pushed aside the steel door and crawled into the long hallway. Years ago, as a way for the engravers to hone their skills, the floors and walls of the passage had been smoothed - but they had never been engraved. Although she had no skill at detailing stone, and it was likely that she would die of starvation before her tale was complete, she was surprisingly content.

She was getting used to tragedy.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Cellmonk on January 02, 2012, 07:29:44 pm
NOT THE PLUMP HELMET MEN!! :'(

Are there any survivors? any at all? Any which might have wandered away?
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: IamanElfCollaborator on January 02, 2012, 07:32:03 pm
I am tempted to ask for the save, use runesmith to bring the dead back, and charge the goblins.

ARMY OF THE LOST.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Cellmonk on January 02, 2012, 07:33:19 pm
I am tempted to ask for the save, use runesmith to bring the dead back, and charge the goblins.

ARMY OF THE LOST.

!!:D!!
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on January 02, 2012, 08:56:16 pm
NOT THE PLUMP HELMET MEN!! :'(

Are there any survivors? any at all? Any which might have wandered away?

Nope. All dead.

...luckily, a plump helmet man scenario is still possible, through a couple of different routes.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Poindexterity on January 02, 2012, 09:51:38 pm
NOT THE PLUMP HELMET MEN!! :'(

Are there any survivors? any at all? Any which might have wandered away?

Nope. All dead.

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Lordraymond on January 03, 2012, 02:40:51 am
A tear shed for those lost

Blood shed for the goblins who killed them!
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Cellmonk on January 03, 2012, 04:48:45 am
A tear shed for those lost

Blood shed for the goblins who killed them!

No need to shed any blood. The blood should be boiled.  >:(
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Lordraymond on January 03, 2012, 05:01:11 am
A tear shed for those lost

Blood shed for the goblins who killed them!

No need to shed any blood. The blood should be boiled.  >:(

What if we make the goblins shed the blood, replace the blood, boil it, then make them shed it again?
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: IamanElfCollaborator on January 03, 2012, 05:07:27 am
Or..

Revive the dead dwarves and plump helmet men using runesmith, use dfusion to make them ally, and charge the goblins.

The legends will forever tell of the day the dead rose to stop the goblins from desecrating their graves.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Cellmonk on January 03, 2012, 05:25:03 am
Or..

Revive the dead dwarves and plump helmet men using runesmith, use dfusion to make them ally, and charge the goblins.

The legends will forever tell of the day the dead rose to stop the goblins from desecrating their graves.

I wonder if the artifact door to hell might.. just.... unlock itself.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: IamanElfCollaborator on January 03, 2012, 05:27:11 am
Not so much as unlock, rather break apart with the words of a thousand dead languages, and the cries of carrion-birds, and the pleading of elves as their blood pours out in copious amounts...
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Cellmonk on January 03, 2012, 05:32:03 am
Not so much as unlock, rather break apart with the words of a thousand dead languages, and the cries of carrion-birds, and the pleading of elves as their blood pours out in copious amounts...

no... just.. unlock
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Kogut on January 03, 2012, 08:17:23 am
NOT THE PLUMP HELMET MEN!! :'(

Are there any survivors? any at all? Any which might have wandered away?

Nope. All dead.

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
And I thought that I can be original. Nooooooooooooooo!
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on January 03, 2012, 01:21:28 pm
Or..

Revive the dead dwarves and plump helmet men using runesmith, use dfusion to make them ally, and charge the goblins.

The legends will forever tell of the day the dead rose to stop the goblins from desecrating their graves.

I wonder if the artifact door to hell might.. just.... unlock itself.

The artifact door is in hell. The "door to hell" is actually four obsidian hatches, linked to an artifact lever. So, it can't be arbitrarily unlocked at this point, without tampering.

In any case, I've tried using Runesmith to revitalize the dead, and I haven't found a way yet. If you find one that works, let me know.

Also, one small point...

Not so much as unlock, rather break apart with the words of a thousand dead languages, and the cries of carrion-birds, and the pleading of elves as their blood pours out in copious amounts...

There are no such thing as elves in this world. They never existed. No forests = no elves.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: peskyninja on January 04, 2012, 08:57:20 am
(http://images.cheezburger.com/completestore/2010/4/14/129157477066831452.gif)
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on January 05, 2012, 05:03:11 pm
Possessing no skill at engraving, and constantly distracted by the ravenous hunger growing in her belly, Solon spent hours etching each panel of her last testament into hallway's smooth walls. The resulting images are crude, of the most meager craftsdwarfship, and bear little outward connection to one another. The first two engravings are of sweet pods, and obviously reference the sigil of the Merchant of Echoing.

Spoiler (click to show/hide)

The other engravings - leaves, dwarves, oysters, a shield - are more difficult to interpret. What meaning is contained in these four other images, in the context they hold with one another?

Spoiler (click to show/hide)

Two engravings - the dwarves and the shield - Solon etched into the floor. The others - the oysters and the leaves - were engraved into the walls on either side. They form no linear connection, either spatial or temporal, with one another.

Spoiler (click to show/hide)

There can be no literal interpretation of the engravings - indeed, as Solon no doubt realized, there will most likely be no interpretation at all. Perhaps, in the distant future, some bold adventurer will find the hidden path into the depths of Weatherwires, and by chance come to find the lever room - it is only a hope, faint and dim, but it is all Solon has left.

Spoiler (click to show/hide)

Taken as a whole, the images are an indecipherable pictogram - a confusing and jumbled impression of the last thoughts of Solon Townclenched, the very last dwarf, who had never attempted to make an engraving in her entire life. In her engravings, Solon might have vainly sought to capture some kind of story, to inform posterity of the ultimate fate of Weatherwires. Or, perhaps, they are a scrambled flow of metaphorical images; the emotions of the last member of a species, soon to be extinct, caught in abstract form.

Spoiler (click to show/hide)

Before she can finish a seventh engraving, Solon's hunger becomes too much to bear. The dwarf gives up on the final engravings, and returns to the lever room, searching in vain for some kind of sustenance.

Spoiler (click to show/hide)

The last engraving is left vague and unfinished - a tiny mystery in the midst of of an ocean of tragedy.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on January 05, 2012, 05:42:53 pm
Overcome by hunger, Solon crawled about the lever room, desperately trying to find any vermin that, by some chance, might have gotten lost in the tunnels and been trapped in the map room with her. Of course, there were none - the room is sealed in all directions, hewn out of solid rock, and has no weaknesses. Just as Solon had sealed herself in, safe against the goblins, she had sealed her fate. She had known, when she locked the heavy, steel doors, that she would suffer a slow death by starvation.

But, at this point, she must figure that it can't hurt to look.

Spoiler (click to show/hide)

About her, a morose audience of ghosts hold a silent vigil during the ultimate crumbling of the Merchant of Echoing. A dozen spirits still hang about in the smoothed hallway, studying and judging Solon's final, graven testament. It is likely that these restless spirits are doomed to be the only entities who see these disjointed images - oddly fitting, as the ghosts of Weatherwires will have all of eternity to consider the mysterious pictogram.

Spoiler (click to show/hide)

In her final hours, Solon grows increasingly unhappy. Undoubtedly made unbearable by the catalyst of her withering hunger, the weight and stress of bearing the entire Merchant of Echoing upon her shoulders begins to grind down the merchant's mind. She knows that the ghosts, gathered in an audience around her, are only here to witness her slow and inevitable death.

Spoiler (click to show/hide)

What thoughts run through the head of the last dwarf in her final moments? Does she consider how things might have gone differently - if mayor Tun had not engineered their ill-fated escape attempt, or if the adamantine spire had never been breached, or if she had never agreed to submit to the Diamond Cloisters in the first place? Perhaps she contemplates the nature of the myriad curses, laid thick upon the dwarves of Weatherwires, which had began even before she had joined the fortress? Did some malign intelligence intend for her to suffer with the Diamond Cloisters, or was this long, agonizing demise in the dark simply a grand accident, set off when she first arrived at the fortress decades ago?

The answers escape her. Like so many of her fellow dwarves, gathered around her even now, Solon Townclenched will have all of eternity to consider the doom of Weatherwires.

Spoiler (click to show/hide)

The ghosts watched the last dwarf crawl slower and slower, and then finally stop. The sound of labored, exhausted breathing gradually faded into a heavy, crushing silence, and the merchant's body moved no more.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Shininglight on January 05, 2012, 06:25:27 pm
Thank you DS for giving us dwarf fortress personified, sadness, death, and horror. That coupled with your storytelling, Bravo sir, bravo indeed.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on January 05, 2012, 06:45:38 pm
The goblins knew immediately that they were alone in the dome. The sealed passage through which they had come, however, was now closed to them - although, not because of the efforts of the late Solon Townclenched.

Spoiler (click to show/hide)

Far above, in the chamber that, until recently, been filled with magma, the trolls had wreaked havoc upon the dwarves' masterful designs. The steel grates, which had once covered the floors and allowed the molten rock of the nearby volcano to easily flow in and out of the chamber, had been mostly torn apart.

Spoiler (click to show/hide)

Of course, the trolls, in their infinite stupidity, neglected to leave an escape route for themselves, let alone their goblin overlords who they had unwittingly trapped in the deeps. As the lava of the volcano gradually rose to its former position, the chamber was slowly flooded. The dwarves claimed one more tiny victory as magma splashed across the feet of Song Sinfulpraises, the troll that indirectly slew Èzum Openeddoors the Robust Stoker of Lances. The beast howled in pain as his lower legs burnt away, and then collapsed into a shallow pool of molten rock.

Spoiler (click to show/hide)

As the only exit slowly filled with magma, the goblins stood idly atop the guildhall. The remains of the plump helmet men had rotted away to nothing, but still, they did not move. The enemy was defeated, but also still remained, after a fashion. The only dwarves left in the fortress were a scattered army of ghosts, wielding incorporeal weapons and armor, mutely defending spectral citizens - a grim mirror of what the Diamond Cloisters once was, or might have been.

In the beginning, the duke Kogsak Murdershot ordered the construction of the dome so that it might one day be a utopia, a perfect home for the dwarves to reside in until the end of time. Neither the duke nor his family, who rest safe in their coffins, will ever witness the final state of his beloved dome - unlike the spectral masses who still inhabit the fortress. For those who were immolated in magma or fell into a swirling vortex of abyssal light; for those whose bodies lie forgotten in walled-off tunnels or sealed chambers; for those who suffered any of the innumerable fates which befell the fortress in those last few decades, yet were honored with no memorial and forgotten by the living; for these unfortunate souls, their unlife in the dome, amidst the various triumphs and tragedies of their once-great race, is an endless torture from which there will be no relief.

Spoiler (click to show/hide)

Perhaps they would eventually find their way out through the caverns, or would perish as they are beset upon by nameless things that still lived in the deep of Weatherwires. It is possible, still, that the goblins might remain in the fortress, hoping for a rescue led by the mace lord and his squad. Captain Kutsmob and his hammermen were, in the entire history of their conflict with the dwarves, the only invaders to have seen the dome with their own eyes and lived to escape.

Spoiler (click to show/hide)
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on January 05, 2012, 07:29:13 pm
Ultimately, it is not important whether or not the goblins escape the caverns. Whatever occurs after 235 falls solidly in the realm of speculation and imagination, as it is in this year that the last and final mountainhome of the Merchant of Echoing, the accursed fortress known in horrific legends and whispered myths as Weatherwires, ultimately crumbles to its end.

Spoiler (click to show/hide)

 - - -

And so, despite the dwarves' best efforts to go out in a blaze of glory, fighting nameless demons in the depths of hell itself, the story really ends with a crippled merchant who hides from a goblin siege, and slowly dies of thirst in a dark, hidden corner of the fortress.

Is it a disappointing ending?

For some, maybe.

It might have worked better (i.e. had a better sense of closure) if Solon had had the opportunity to give a tragic monologue in her final, parched moments, before dying - but unfortunately, I am only slightly better than the dwarves themselves at dramatic speech-writing, so what I gave to you was (with a little mixing around) the actual ending, as I perceived it.

So, uh, thanks for reading. Writing these updates was entertaining, if a little depressing at times. I did my best to chronicle the important events that occurred throughout the slow fall of the fortress, and I hope you (the reader, whenever you read this) enjoyed (or will enjoy) it.

I will be frank. In the beginning, I did not plan on the thread turning into what it is now. It just sort of happened. Also, I had doubts at the time that narrating the slow decline of a hundred or so dwarves would be any fun at all. Because, hey, at the time, I saw what I was doing as staving off eventually losing - and "Losing is fun!" About halfway through, I realized that I was not, in fact, staving off losing. In fact, as anyone who has read can confirm, there has been quite a bit of losing going on in Weatherwires.

I soon realized that what I was doing here was losing very, very slowly.

So, that's basically it. I'll begin setting up saves as an adventurer so people can actually explore the fortress. Also, if anyone has any questions concerning the fortress itself, I'd be happy to answer them. There are a few amusing anecdotes, completely unrelated to the main plot, that I have yet to post, as well. Thanks again for reading.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Lordraymond on January 05, 2012, 08:45:18 pm
A picture of the "Your fort has crumbled to its end" screen would punctuate the end of that post nicely.

But anyway, allow me to put this in DF terms:

This is a masterfully crafted story thread. All craftsdwarfship is of the highest quality. It menaces with spikes of invasion and depression. It hangs with rings of awesome. It is encircled by bands of amazing. On the item is an image of Weatherwires is adamantine. On the item is an engraving of dwarves and demons in slade. The dwarves are laughing. The demon is being struck down by the dwarves. On the item is an engraving of Kogask Murdershot in gold. Kogask Murdershot is being struck down. This image relates to the fall of Weatherwires to time in 235.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Panopticon on January 05, 2012, 09:06:29 pm
Congratulations sir, this has been one of the more entertaining reads I've seen in a while. This includes actual novels. If this isn't up in the hall of legends it really should be.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Lordraymond on January 05, 2012, 09:28:12 pm
I sent a PM to the guy who made the HoL thread, so he might maybe add it sometime.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Poindexterity on January 05, 2012, 09:45:09 pm
I almost feel as though i shouldnt play DF for a while now.
sorta the way a halfway decent guitar player must feel after listening to the entire jimmy hendrix collection.

this was my favorite thread on any board in my entire internet life.

i am sad to see it end.

keep us abreast of your next project, eh?
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Cellmonk on January 05, 2012, 11:50:02 pm
I almost feel as though i shouldnt play DF for a while now.
sorta the way a halfway decent guitar player must feel after listening to the entire jimmy hendrix collection.

this was my favorite thread on any board in my entire internet life.

i am sad to see it end.

keep us abreast of your next project, eh?

I felt the same way. But we should carry on! It is our duty to be inspired by this, and make our own *fortress*, for the sake of all of B12! I think my own threadfort hit a dead end, but maybe yours will turn out different. Maybe my next shall. When the next update comes, we should each form a separate thread, each linked to one another, all embarked in the new terrifying region. Each of us will grow ours, and we can compare our forts. Is anyone in?
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Poindexterity on January 06, 2012, 06:15:13 am
I almost feel as though i shouldnt play DF for a while now.
sorta the way a halfway decent guitar player must feel after listening to the entire jimmy hendrix collection.

this was my favorite thread on any board in my entire internet life.

i am sad to see it end.

keep us abreast of your next project, eh?

I felt the same way. But we should carry on! It is our duty to be inspired by this, and make our own *fortress*, for the sake of all of B12! I think my own threadfort hit a dead end, but maybe yours will turn out different. Maybe my next shall. When the next update comes, we should each form a separate thread, each linked to one another, all embarked in the new terrifying region. Each of us will grow ours, and we can compare our forts. Is anyone in?

i DID just have a similar idea... think ill start my own thread for that though.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: starshard0 on January 06, 2012, 02:26:05 pm
Did anyone ever figure out what bug was preventing new children from being born?
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on January 06, 2012, 03:09:12 pm
A picture of the "Your fort has crumbled to its end" screen would punctuate the end of that post nicely.

That screen never comes - the game freezes the instant I unpause after Solon dies.

Congratulations sir, this has been one of the more entertaining reads I've seen in a while. This includes actual novels. If this isn't up in the hall of legends it really should be.

The thread was nominated last week, but it's not eligible for voting until March.

Did anyone ever figure out what bug was preventing new children from being born?

Not yet. Filing a bug report is just one of the loose ends I need to tie up.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: starshard0 on January 06, 2012, 05:02:43 pm
I mainly ask because I might have run into something similar. DT lists my population as 254 currently, while DF lists it as 251. I think it might have something to do with severed parts of children remaining on the map after they've been kidnapped by goblins.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: Indricotherium on January 07, 2012, 03:45:56 pm
I finally looked at this thread 3 or 4 days ago on a whim, starting with the newest post, which described the final goblin assault and the massacre of the plump helmet men. I immediately realized I had stumbled over something grand and jumped right back to page 1. Since then whenever I have had a chance (married and young twins, not a lot of free time) I have plowed forward through one of the most amazing depictions of Dwarf Fortress I have ever read.

Thank you for all your hard work in design, fortress management, record keeping, screen shot-ing, posting and restraint (in the use of utilities as well as letting the story unfold as it would). The result is phenomenal.

And while I understand you saying that you are not a storyteller honestly, if the music career doesn't pan out, consider writing.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: DS on January 07, 2012, 04:10:10 pm
As was requested, I've used dfhack's mode changing utility to render Weatherwires explorable in adventure mode. Since, by the time the end rolled around, there wasn't much left in the fortress besides goblins and ghosts, I've decided to present these as well as future playable adventurers as part of possibly multiple alternate timelines. The following two adventures begin on the same day in 235, immediately after the first attack upon the plump helmet men.

The first adventurer is Solon Townclenched, the last dwarf. (http://dffd.wimbli.com/file.php?id=5331) She's paralyzed from the waist down, has little to no combat skill, and wields nothing except a wooden training axe - escaping the fortress or facing any foe at all will be a challenge even for seasoned adventure mode vets. At this point in the save, Solon has already pulled the lever that will eventually reseal the surface exit, so if you wish to attempt an escape, time is limited - and you start out hungry, to boot. Good luck.

The second adventurer is one of the nameless plump helmet folk. (http://dffd.wimbli.com/file.php?id=5332) This particular mushroom woman is legendary in all social skills, and possesses a dabbling combat skill, thanks to the recent skirmish with Kutsmob the goblin captain. If you wish to survive, you must flee the top of the building you start upon; two squads of goblins, led by weapon masters, are already converging upon your position. If you desire a weapon, there is a silver flail near your starting position which was dropped by Kutsmob during his retreat (actually, his hand was torn off by a rutherer).

Oddly, the game has given the plump helmet man a name. Even though it doesn't appear in game (I gave the plump helmet woman a nickname of '...'), according to the save, the adventurer is named Vucar (Urn or Urns) Rakustråsh (Tombdeath). A rather grim title for any creature - especially one who, in the actual story, was slaughtered by goblins minutes after this save.

I plan on arranging a few more adventurers, so you're not so completely hosed from the start (like you are in these two). I've already got a couple scenarios in mind (playing as the prince or a legendary warrior during the centennial, or on the other side as a demon, for example), but if anyone has any suggestions, I'm open to them.

Thank you for all your hard work in design, fortress management, record keeping, screen shot-ing, posting and restraint (in the use of utilities as well as letting the story unfold as it would). The result is phenomenal.

You're very welcome, and thank you for the encouraging words. I'm glad people are managing to make it all the way through this cluttered monstrosity of a thread and still enjoy it. It might be worth it to condense the story down somewhere else, or at least transfer it into a different format, eventually. In any case, thanks again for reading.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: ArKFallen on January 07, 2012, 05:39:48 pm
That was one wild ride, thanks DS.  8)

I plan on arranging a few more adventurers, so you're not so completely hosed from the start (like you are in these two). I've already got a couple scenarios in mind (playing as the prince or a legendary warrior during the centennial, or on the other side as a demon, for example), but if anyone has any suggestions, I'm open to them.
Cool. I'm going to try the plumphelmet woman first. And I like the idea of taking control of a warrior on the centennial.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Madventurer on January 08, 2012, 02:10:52 pm
Have a copy of earlier version, much earlier.
Then, make a sucession fort.
Profit.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Cellmonk on January 08, 2012, 05:24:37 pm
Started playing as the last dwarf. It seems that not only are there ghosts surrounding me, but also a deity. Idrath Silverrocks, deity is standing right next to me. It only appears if I look at it with k, not with l. When I try to talk to it, the game crashes. this is strange. I'm gonna see if there's and engraving of it somewhere. After I kill all the  plumphelmet murderin goblins barehanded, of course.

EDIT: First course of action: find some dang crutches. The 288 speed is agonizing. I don't know where the hospital might be, but I'm gonna look.

EDIT2: FPS = 4. what the hell is taking all the processing?!

EDIT3: Oh god an ady statue of Id Fenceman coming back from the dead to murder people. I'm down in what I think is the second cavern layer. FPS is better. maybe because I left the ghosts.

EDIT4: OH GOD ITS TURU THE FORGOTTEN BEAST
       edit4.1 A great dimetrodon with lidless eyes. It has a short horn and it belches and croaks. Its chocolate scales are blocky and set far apart. Beware of its noxious secretions!
       edit4.2 It bit me by the lower body and shook me around, tearing the skin a little bit. how little is this thing?
       edit4.3 I bit it again. It tore a little bit of skin again. Im going to save, then try to run away.
       edit4.4 Running away seems to work well. In fact, the beast seems to be trying to kick me to my destination. I move a tile, then dodge one of its attacks another tile, usually in the right direction. Maybe I can use this beast as my crutch. Wrestling doesn't work at all with it, but the worst it ever does when it attacks me is chip the skin. I get a lot of messages like: Beast gores you in the hand, chipping the nail. I end up bleeding for a few frames at most.
       edit4.5: yay! I see a bucket. I'm gonna try to kill this beast with it.
       edit4.6 couldn't get the bucket. threw my axe at it. glanced off. I'm gonna try to swim away. It keeps on bruising my fat. Is it trying to say I'm overweight?
       edit4.7 Oh gawd swimming didn't work. started drowning right away. came up sputtering on the shore.
       edit4.8 I'm pale now. Am I going to die of a thousand scratches?
       edit4.9 almost half way to the hospital.... It seems to be even worse at killing me than a bogeyman.
EDIT 5: Im dead. seems the beast could kill me after all. only after fighting me for who knows how many tiles. I gotta try to kill it next time. or find another way to my destination.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Cellmonk on January 08, 2012, 06:54:17 pm
I tried playing as the helmet man and as the dwarf. Playing as the helmet man runs faster, purely because he can actually move faster than 300.

I wonder if you could do a save as the forgotten beast I ran into, Turu, or if there are any other forgotten beasts around, that might be interesting. Sort of a "reclaimed by the deeps" theme. It might also be a good thing for the less patient and skillful of us.

For now, I'm trying my plan B as the dwarf... I hope two 3z falls don't completely incapacitate me. Couldn't be worse than the FB, though.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: raptorfangamer on January 08, 2012, 07:01:12 pm
ohgod

I should stop glancing at this thread and reading it!

I will try to escape on both saves... or at least look around the fort...

edit: with my little to no knowledge about the fort im wandering around what I think is an exit in the plump helmet save, I explored a little were goblins came from, too, thanks to my sneaking skill, now im just round a hall, I passed what seemed to be a comunal tomb.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DarthMetool on January 09, 2012, 12:05:54 am
Do you have anyplace else to put the saves?  I tried both links and Norton tells me that a trojan virus is at both places.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Karakzon on January 09, 2012, 08:34:47 am
Norton and other antivirus will identify allot of things as viruses that arnt. usualy to do with the hack programns in lazy newb pack etc.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DS on January 09, 2012, 05:48:00 pm
Do you have anyplace else to put the saves?  I tried both links and Norton tells me that a trojan virus is at both places.

I've heard of this sort of thing before. I'm probably going to upload the saves somewhere else eventually, since I can't have more than a single save uploaded in a single DFFD entry - two saves in a single file are over the limit for the site.

interesting. Sort of a "reclaimed by the deeps" theme. It might also be a good thing for the less patient and skillful of us.

Sure. Here are two more playable adventurers, the first of which is Osman the Puzzle of Poison - an enormous quadruped composed of yellow grossular. I decided to make this one playable - three of the four forgotten beasts are dimetrodons of some sort. The second is Commander Èzum Openeddoors the Robust Stoker of Lances.

As the forgotten beast (http://dffd.wimbli.com/file.php?id=5338), you begin in the caverns just to the north of the fortress. Since the dawn of time, Osman has wandered the depths of the world, bringing terror to all manner of creatures. When it found the dwarves, however, the legendary creature demonstrated unrivaled wisdom, and kept its distance. From a hidden vantage point on the fringes of the fortress, the Puzzle of Poisons watched the rise and fall of Weatherwires, waiting for the day when it would reclaim these caverns as its own. Now that the last dwarf has perished, it is time to cleanse your caverns of the taint of the surface world: make your way into the dome through the watery passages to your south, find the goblin interlopers, and slay them all.

Or, you can play as Èzum Openeddoors the Robust Stoker of Lances (http://dffd.wimbli.com/file.php?id=5340), militia commander of the Diamond Cloisters. In the midst of an ill-fated escape plan, orchestrated by Tun Dyefights, the merchant mayor of Weatherwires, a goblin siege has arrived and threatens to bring the fortress to its final ruin. The commander must find his way through the passages of the dome, defend the escaping merchants, and single-handedly destroy the entire siege.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Cellmonk on January 09, 2012, 06:31:14 pm
NICE! those  are both beautiful sounding saves. Seems we have several skill levels for people to work with. And a lot of space for narrative.

So we now have 4 scenarios from which to explore and fight in weatherwires. I'm gonna give a shot at each of them.

Thanks for the ride so far, DS. You've got a knack for selection of detail, and creation of interest, two of the most ingrained attributes of a good writer, as well as steel patience and willpower. I look forward to seeing whatever you might plan on doing next. If you write, I'll be reading.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DarthMetool on January 10, 2012, 01:40:46 am
Been trying to get out in the plump helmet woman save.  Good grief this place is a maze!  :o  First try, I went full circle to the first stairwell I found.  :-[ That took me about 20 minutes of exploring, goblins rushing by me twice without so much as sneering in my direction, then finally making it to the control room.  Didn't realise that one at the time, since I thought I was stuck because of ghosts.  Second try, I made my way straight to the control room, then tried to attack the 'ghost.'  Turned out it was the last living dwarf sitting there blocking my way.  Yeah.  She parried and counterattacked.  Ouch.  Decided to sleep it off, but as soon as I confirmed sleep, the game crashed on me.  Thought I'd let people know about that one.  Still can't find my way out, dang it.  :'(

Good luck to anyone else trying it.  Gonna make attempt number three tomorrow.  I think I have some idea of where the exit is.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Callista on January 10, 2012, 10:54:14 am
You've inspired me to see it through to the end when a fort fails. Before, I'd just abandon whenever it was clear the fort was going to fail. It's actually rather interesting to watch.
Title: Re: Weatherwires: Children of Dwarves/The Final Chapter (spoilers + image heavy)
Post by: TomIrony on January 11, 2012, 05:54:46 pm
Spoiler (click to show/hide)

This, right here, has to be the most poignant image in this whole, epic tale. Solon lying still as the ghosts of the fortress look on, silent and watchful, mere echoes of what once was and what will never be known.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: RogueSpear on February 26, 2012, 06:03:15 am
I am in awe.
I only found this thread last night (After delving exactly deep enough on the TVTropes Dwarf Fortress page - DS I hope you'll be pleased to know that you are the latest entry on the Dwarf Fortress Crowning Moments of Awesome page. (http://tvtropes.org/pmwiki/pmwiki.php/Awesome/DwarfFortress)

I hereby dedicate my next Fortress to the memory of Weatherwires. I give no guarantees that it will even make it past the first year (I am a decidedly newby player, having only run two fortresses previously - the last seeing two dwarves die dodging enraged badgers and drowning in the river in the first two months of the fortress) but for as long as I am able I shall continue it with the help and advice of more bearded friends - with the goal of building a giant, steel coil of twisted barbed wire in the circus. The fortress will be a conservative one by necessity until the breaching of hell. As the thread is 42 pages long at the time of this post, I think it fitting that I attempt to build it 42 squares in all directions.
Sure it's ambitious as hell, but how could any tribute to this not? And what if it works?
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DS on February 26, 2012, 03:16:58 pm
I am in awe.
I only found this thread last night (After delving exactly deep enough on the TVTropes Dwarf Fortress page - DS I hope you'll be pleased to know that you are the latest entry on the Dwarf Fortress Crowning Moments of Awesome page. (http://tvtropes.org/pmwiki/pmwiki.php/Awesome/DwarfFortress)

Wow. That's pretty damn cool. Thanks for letting me know, haha.

I hereby dedicate my next Fortress to the memory of Weatherwires. I give no guarantees that it will even make it past the first year (I am a decidedly newby player, having only run two fortresses previously - the last seeing two dwarves die dodging enraged badgers and drowning in the river in the first two months of the fortress) but for as long as I am able I shall continue it with the help and advice of more bearded friends - with the goal of building a giant, steel coil of twisted barbed wire in the circus. The fortress will be a conservative one by necessity until the breaching of hell. As the thread is 42 pages long at the time of this post, I think it fitting that I attempt to build it 42 squares in all directions.
Sure it's ambitious as hell, but how could any tribute to this not? And what if it works?

Knock yourself out, man. It's a pleasure to find people still inspired by this thread, weeks after it's actually ended. The best advice I can give is that the only way to learn how to successfully pull off a megaproject of that size is to do it. I unsuccessfully attempted something similar to Weatherwires at least twice before things worked out. I look forward to watching your efforts.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Poindexterity on February 26, 2012, 04:12:16 pm
wasnt there a dude who was writing this whole thing down in story form? How's that goin anyhow?
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DS on February 26, 2012, 09:40:45 pm
There was, but I haven't heard of any progress recently, so I assume things didn't pan out. In any case, I'm happy with the story as it is currently presented, even though it's length and medium probably discourage a number of people from reading it.

In any case, I'm currently planning a new project which should be of a similar scope, but presented in a more traditional and palatable manner. At this point, I'm just trying to get the hang of the new version's features so the fun doesn't come all at once, but I should be ready to start when the next version is released.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: RogueSpear on February 26, 2012, 11:02:03 pm
I'm currently trying to generate an Age of Death world to do this in, but so far the best I've managed is a Golden Age that only had 12 sentients left. So far as I can tell, as soon as the Age of Twilight ended with the establishment of two new Fortresses, everything got mugged by Megabeasts.
Dwarves being Dwarves, they refused to name it anything other than 'the Golden Age' due to the amount of fun they were having.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Cellmonk on February 27, 2012, 12:04:03 am
I wonder if one could get an age of goblins world...
might be interesting. A challenge to create a dwarven bastion of stability in a sea of goblin beastiness.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DS on February 28, 2012, 12:31:06 am
It's possible. In previous versions, I've generated worlds in strangely named ages, such as the Age of Elves, or Age of the Plains Titan and the Dragon, things like that. I'm not sure that there's any way to actually reproduce those results, though - some worldgen wizard may figure it out someday.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: RogueSpear on February 28, 2012, 05:08:57 am
Definitely not without the original seed, and as the history is calculated and produced seperately each time...
You'd need to desperately pray to the Random Number Gods.
I produced an Age of Kobolds last night. I'm keeping it for now, hopefully if all other civs are dead (I haven't checked) that will produce the environment I need...
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Ant on February 28, 2012, 07:16:53 am
Thank you DS for an epic story! And especially thank you for the adv saves, just uploaded the plump helmet save and escaped the screaming hordes... For now at least. Of all the legendary threads around, Weatherwires has been most cinematic experience in my opinion.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Will_Tuna on February 28, 2012, 06:47:41 pm
This topic made my day! thanx,
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: magikmw on February 29, 2012, 10:40:38 am
Great thread, great story, great project and a great game. This is the future, right there. Games that write their own plots :]

Thank you DS.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Noodz on March 01, 2012, 08:05:46 am
This was an awesome read DS. It's truly amazing what you have accomplished in DF. Truly a tale that deserves a place in the annals of dwarf fortress community lore.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: RogueSpear on March 01, 2012, 05:59:30 pm
I gave up trying to gen an Age of Death, so I tried adventuring to attempt to create one.
After my fifth demigod running was unceremoniously knifed to death, I gave up. I'm going to use the 'Age of Kobold' save, and maybe just pretend it's an Age of Death and just not let anyone in.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Cellmonk on March 01, 2012, 08:44:28 pm
I gave up trying to gen an Age of Death, so I tried adventuring to attempt to create one.
After my fifth demigod running was unceremoniously knifed to death, I gave up. I'm going to use the 'Age of Kobold' save, and maybe just pretend it's an Age of Death and just not let anyone in.

You can set pop to zero, so that you only get two migrant waves, plus the starting seven. will still get merchants though.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: shadowclasper on March 03, 2012, 03:30:17 pm
I  hope it is not presumptuous of me, but if I may, I'd like to add something to this amazing epic? The story of how the Dwarves extinction  began...
-----------------
Once, it is said, Dwarves worshipped a being known as Baros Buriedplagues, the god of death, the god of murder, the god of rebirth, the god of day, the god of light. He was a vengeful god, jealous of the creations of his fellow gods in Dwarves and Humans, and so, he made a third race, a race born from the reborn souls of his chosen, the harbingers of death, murderers, rapists, hammerers, sociopaths, those who would normally be denied a calm afterlife. And so the first Goblins were born. Baros wished that his light filled world would be one of constant death and rebirth, one of constant murder. The corpses of the fallen would feed the soil and through it, the living. He altered the cycle of reincarnation,the souls of the dead, who should have been reborn as Dwarves, instead were reborn as Goblins. He had his children steal the offspring of the Dwarves and Humans, the creations of he fellow Gods and the objects of his envy. Baros had sewn the seeds of the end of Dwarvish Kind.

Baros, the mad god of Light, let his creations wage war on the Dwarves, and as the short, bearded race, favored of the gods, was driven further and further back. Baros revealed himself to the high priest of the mountain home. "Your kind, with your love of darkness, your light only from burning earth and stone, are finished. But I am not an unkind god. I shall give your kind one chance to live. Abandon your depths and your delves, and revel in the light alongside Human and Goblin kind in my blood filled Daylight. Do this, abandon my brothers and sisters, and your kind will thrive again!" The high priest stood aghast, for no dwarf would worship such a mad god. He abjured the "demon" as he called Baros to leave him and go back to his blinding light, his murder filled days, and to leave the Dwarves to their depths, to their hallowed halls. Baros sneered, and said "Very well, you deny me, and so I shall tell you that your kind shall be driven to extinction, and the last hold you ever build will be a place of torture and murder, if your kind will not give me worship during your lives, your forgotten dead will stalk you, and demons will plague your heals. Go now, and know you have doomed your kind." The High Priest's name was Townclenched, and his children's children would be the ones cursed to over see the final extinction of the dwarves...

And so in time, Weatherwires, carved into the heart of a volcano, would become the last bastion of Dwarf kind. The dukes and leaders never knowing their fall had been foretold, the souls of their dead cursed to walk the earth forever more or to be reborn as goblins, the hand of the mad god Baros Buriedplagues, carved their every path, guided them to their doom. They sought to build a utopia, but Baros would not let them forget their crime, to have been created by another god and then denied him by retreating deep into the earth. In the early days, Baros even considered being lenient, they still traveled to the surface, they still interacted with it, surely they must come to see that the depths would be their doom. Imagine his rage when the obstinate little rebels continued to defy him! Imagine his rage when they delved deeper and deeper, carving their dome and sealing their exits. He rallied his children, sent dreams to them through the puppets and aspects he appeared to them in, and sent them to the ruins. He had them defile the tombs, to draw the Dwarves out, expecting them to be slaughtered... only to find his children's attack blunted and the tombs moved. Seeing that a violent attack would do nothing, Baros began another approach...

The dead grew more and more restless... and Baros looked amongst the unremembered dead, trying to find one who would give him what he needed, one whose heart was filled with murderous rage against the living who forgot them. And so he found Ilral Visioncloistered, a wood cutter who fell into the depths of the earth, dieing of thirst and dehydration long before his body every crashed into the magma sea far below. Ilral's rage knew no limits, it was bottomless in it's fury, and he gladly accepted Baros' bargain... Baros simply gave him the direction needed to return to Weatherwires, all in return for doing what Ilral already wanted to do, slay and maim and murder all the living who had dared to forget him after his years of service!

When the demons beat at the doors of Weatherwires, mad Baros, the luminous one, laughed in his high heavens. The other dwarven gods lain low long before  now, each transformed into various ☼Godbone☼ and ☼Godleather☼ clothing and tools, his cup was crafted from Ilon Crushseizes' own skull... his throne from the bones of Idrath, his robes from Onol's Hide, his dagger carved from Thoth's own sharp, silvery tongue. Only Baros' wife, Iltang, remained... and she did nothing to stop him, reveling in the misery and torture their children brought to their former worshipers. In a chance to make the foolish little rebels repent, he sent down his light through stone and earth, and made green grass grow far below the surface. Many would only barely remember it, but they WOULD remember his name, they would know who it was that caused their doom, and who they must turn to if they wished to avoid it.

Baros' mockery, rather than demoralizing the dwarves, seemed to have the reverse effect. They would neither surrender to the perverse Deity who had abandoned their race, nor would they die quietly. They unsealed the gates of hell and lost a third of their numbers fighting what they were certain would be a doomed battle. They found themselves victorious, perhaps a lingering blessing of their dead gods. And so they went even further. They sought to build a monument on the sladic plains of hell itself, filled with the monuments and relics of their race, sealed with the most finely crafted door ever made, determined to preserve something of their kind as far from the lights of Baros as they could, in the very core of the planet... And they did so, though their numbers were reduced to a pitiful few in the attempt... and once more, Baros laughed, for who would ever see such a mark? Who would tell of the stories of vaunted Weatherwires? Baros was determined to see to it that no one ever did.

No one would escape Weatherwires. Baros saw their pitiful attempts, and as the dwarves railed and raged against their sole remaining gods, he had prepaired his children once more, to wipe out the remaining members of their despised cousins, to absorb the remaining souls left and begin the next war against the humans in the name of the mad and twisted god and father. The dwarves fought valiantly to seal Weatherwires once more, and even succeed, the stupid troll slaves of the Goblins sealing the passage out... only one dwarf remained, Solon Townclenched, descendent of the defiant high priest who denied Baros. He had been sure to see to it that she survived, and her tortured last gasps, as she carved the dieing story of her kind, filled him with joy. No one would know of the heroic last stand of Èzum Openeddoors the Robust Stoker of Lances, whose sheer rage and conviction allowed him to withstand the heats of the earth's life blood until his foes lay dead before him, went unrecorded... Weatherwires lay lost, forgotten, and empty but for the few of Baros' children who he abandoned to the depths, their ghosts to fill the halls as well.

In a last act of malice against those who would so openly defy him. Baros weaved a great spell of blinding light over the mountain of Weatherwires. The history would forever lay unread by outsiders. Adventurers who came too close would find themselves blinded and struck down as Baros' murderous light seared into their eyes, through their brains, and wiped their existence away. No one would learn of Weatherwire's triumphs and failures, of the sad story of a dieing race. Humans and Goblins would tell tales of the place, the name only known because of the Goblin invaders who sought to plunder it's riches, now lost forever in Hell and behind the curse of Baros. The final days of the Dwarves, of the Mountainkin, will lie buried and forgotten, Solon Townclenched's last, hopefilled, act futile, a fitting end, Baros felt, for the ones who has struck his hand aside when he had offered them a way out. Now only the laughter of the mad god and his wife, and the clash of battling ghosts, fills the halls of Weatherwires, sounds that will never touch a living ear for all time.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Cellmonk on March 03, 2012, 04:26:35 pm
That is fantastic! Epic rendition!  ;)

Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DS on March 03, 2012, 06:18:46 pm
Wow! It's cool that you were so inspired by this thread. It's not presumptuous of you at all - I completely and humbly donate the contents of this thread (as buggy as they may be) to the community. And of course, thanks to everyone else who has shown their appreciation.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: RogueSpear on March 04, 2012, 04:49:38 pm
Thought you might like to know, I managed to get a fortress to embark without crashing. The new fort was randomly generated as 'Roofbear'.
So I'm taking a pair of blind cave bears to start  (I have exotic animals off due to the dungeon master being bugged) and shall place bears on the roof of the fortress in a walled and gated enclosure.
EDIT: Couldn't actually get bears in the embark area. Shame that.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Lordraymond on March 09, 2012, 04:25:32 pm
wasnt there a dude who was writing this whole thing down in story form? How's that goin anyhow?

Late response, that was me. I lost interest in DF for a while and was sidetracked by more pressing writing assignments.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Tiruin on March 09, 2012, 10:54:21 pm
I'm glad this is Legendary for a purpose.  :P

Tiny question, DS: Do you plan on doing another one of these forts in the new version?
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DS on March 09, 2012, 11:29:49 pm
Tiny question, DS: Do you plan on doing another one of these forts in the new version?

As a matter of fact, I've been planning something similar. I'm waiting for a few more bugfix releases before I begin, because it's going to be (as this one was) a long and involved process, of greater scope. At the moment, I'm just focusing on the megaproject aspect of it - the story will inevitably unfold, I suppose, as I play.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Epithemius on March 09, 2012, 11:42:13 pm
Tiny question, DS: Do you plan on doing another one of these forts in the new version?

As a matter of fact, I've been planning something similar. I'm waiting for a few more bugfix releases before I begin, because it's going to be (as this one was) a long and involved process, of greater scope. At the moment, I'm just focusing on the megaproject aspect of it - the story will inevitably unfold, I suppose, as I play.
Glad to hear it, I always looked forward to logging in and reading the great labours of the Children of Dwarves.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Azri on April 02, 2012, 09:10:45 pm
Solom never could have completed her work. This much was fact- without argument. There simply wasn't enough time. Not, at least, for a mortal. She had begun it, true- but another would finish it. Others would finish it, with the ample time afforded by already being deceased. What began as a single script became a list of different styles and techniques used to write the following words- each undead wisp in turn taking the realm of the poltergeist to a whole new apex. There was one thing left unfinished, in the whole of Weatherwires. Unfinished, like their business. Unfinished, like many of their lives. Unfinished, like the hopes of the first dwarf who sent them all to this volcano in the hopes of a utopia.

Unfinished- but not for too long.

The ghosts were angry- sad- fearful... but they were Dwarves, with engravers among the damned.

And Dwarves struck the earth.

There would be no goblin ears to hear the clinking of chisel in many hands against smooth stone, each dead dwarf taking over for another when the energy lost in such an endeavor became too great. It was camaraderie- the very first example that Weatherwires had seen in decades, all to create a message that perhaps only one individual would ever see before the stone itself began to crumble away in time.

Dwarves struck the earth.

Ghosts remembered.

---

You should not be here. None of us should have been here, and you are no different- be you goblin, dwarf or human. None should never be here save perhaps the fungus-men we discovered and befriended so long ago- the ones that spirits whisper have been butchered.

Yes, spirits- Weatherwires is haunted, raider. Haunted with sorrow. Haunted with despair. Haunted with rage and anger. Haunted with fear. We saw these. Now, we are these- and you trespass upon our memories. You trespass in a place that will spell your demise, as it spelled ours. As it spelled the demise of the last intruders to ever glimpse this place- the goblins and trolls. Should you leave this place after glimpsing the legends within, never speak a word of it- sell not a word to any bidder, no toiled work we have constructed of blood, sweat, tears of adamantine to any merchant. They are all cursed, as we were. And if by some miracle the curse does not follow you and your ill-gotten gains from our prison, our tomb?

We will.

Remember only this, adventurer- marked by the gods as being no better than tilled soil for Buriedplagues's gardens, cursed into infertility by whatever hell this place was erected atop, having fought veritable wars against goblins and demons and beasts of the chasms, having been forced to rise from the grave and, in fits of madness, destroy the ones we came to love? We died. But we died as dwarves, and they could not take that from us any more than they could pry the Truesteel from our grip. We struck the earth, and the earth struck back- as it has always been, and always should be. Glory-seeker-

We Won.

---

What followed after the message was a list, of perhaps a hundred or more names each in a different script- some better-written than others. Among them are the names of one 'Ilral Visioncloistered', who records show to have died long before this missive could have possibly been engraved, judging by wear and tear on the stone. At the bottom was the handwriting of one 'Solom Townclenched', matching the first few words of the message as well as the last two. Archaeologists and adventurers alike believe it to be, at large, a practical joke as the ruins of old Weatherwires are continually excavated.

Or at least, they did- until they began killing each other.

Ilral never did sate his thirst for vengeance.

---

This is a Masterful Engraving created by (various). All engraving is of the highest quality. This object menaces with spikes of dread and ominous foreshadowing. On the item is an image of Weatherwires in blood. On the item is an image of dwarves in adamantine. On the item is an image of Baros Buriedplagues in slade. On the item is an image of goblins in amber. Weatherwires is standing tall. The dwarves are stoic. Baros Buriedplagues's clawed hand forms the ground that the dwarves and the fortress Weatherwires is currently placed upon. The Goblins are running across Baros Buridplagues's arm towards the dwarves with weapons raised. The artwork relates to the fall of the fortress Weatherwires at the hand of Baros Buriedplagues and his goblin minions.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: runlvlzero on April 02, 2012, 09:42:28 pm
This is awesome =) thanks for sharing = :)
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DS on April 03, 2012, 12:22:35 pm
Very cool, Azri. Thanks for contributing! It's interesting to consider what human archaeologists might find, centuries after the fall of Weatherwires, when they finally manage to find a way in.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Mapleguy555 on April 04, 2012, 12:02:18 am
Human? What about plump helmet people?
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Poindexterity on April 04, 2012, 12:33:20 am
Human? What about plump helmet people?
have been butchered.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Mapleguy555 on April 04, 2012, 01:12:01 am
Assuming "Khan position in 3 seconds. 3. 2. 1.
KHAAAAAAAAAAAAAAAAAAAAAAAAAAAAN~!~!~!

Title: Re: Weatherwires: Children of Dwarves (slight spoilers)
Post by: miauw62 on April 04, 2012, 03:38:10 am
Wow, a fort where there isn't a lot of procreation.  Cool.  I'm guessing the title is an allusion for the movie, "Children of Men"?  Posting to watch, you will continue this right?  And tell us if, by some miracle, more children are born.
I instantly tought about that movie too! :D
(lol, reponse from the first page to 40 pages later :3 )
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Rawb on April 04, 2012, 12:36:32 pm
What an amazing tale.

I'm so glad I took the time to read over the entire story, it's incredibly inspiring to me and my attempts at creating mountainhomes. This definitely needs to be in the hall of legends (I think that's what it's called).

Thanks for sharing it with us.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: techieboy on April 04, 2012, 03:04:35 pm
I've spent the past two days at "work" reading through the entire thread... epic doesn't begin to describe the awesomness of this project / post

/internet high five to you DS
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Elanorea on April 04, 2012, 04:48:26 pm
Oh man, that was an amazing story! It menaces with spikes of awesome!

Is it weird that I was absolutely heartbroken when the plump helmet men were killed?
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Cellmonk on April 04, 2012, 05:49:23 pm
Oh man, that was an amazing story! It menaces with spikes of awesome!

Is it weird that I was absolutely heartbroken when the plump helmet men were killed?

not weird at all. I was having a jolly time while all the important dwarves were being splattered against walls, but when the goblins reached the mushroom people, I cried.

I think it reminded me of my first game of dwarf fortress that survived the first winter. After the first goblins arrived.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DS on April 05, 2012, 01:21:23 am
Oh man, that was an amazing story! It menaces with spikes of awesome!

Is it weird that I was absolutely heartbroken when the plump helmet men were killed?

not weird at all. I was having a jolly time while all the important dwarves were being splattered against walls, but when the goblins reached the mushroom people, I cried.

Nice to know I've struck a chord with people. It was a tragic moment, indeed.

Thank you Elanorea, techiboy, and Rawb for your praise. It was my pleasure to share it with the community.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Crossroads Inc. on April 05, 2012, 06:14:19 am
I am guess this has been asked before... BUT

Isn't it possible to simply'Reclaim' the site? Go back in and start it up again?
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DS on April 05, 2012, 11:18:10 am
It is impossible to reclaim the site because the game crashes the moment Solon, the last dwarf, dies, or if one tries to simply abandon the fort. Likewise, the game crashes if one attempts to offload the site by using DFHack to take control of an adventurer and escape on foot.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Crossroads Inc. on April 05, 2012, 02:57:46 pm
wow...when you kill a fort you REALLY kill it.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Cellmonk on April 05, 2012, 07:12:25 pm
Does it generate a crash log? maybe that could give us an idea of whats happening.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Xebeth on April 06, 2012, 01:14:18 am
This was an epic and inspiring tale. I especiallly liked the suspense in the end with the lever pulling; great writing. I downloaded the save with Solon as an adventurer and switched back to fort mode with dfhack. Alas, even after various cleaning of the map, the game still crashes when abandoning from what looks like a dereferenced NULL pointer. Didn't get very far in disassembling the issue but I'll give it another go over the weekend. Did you get any feedback from Toady after you email'd him the save? Anyway, I look forward to more of your achievements.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: nukularpower on April 06, 2012, 02:30:07 am
This was damn fine.  I especially like how you included an adventurer save to play as a forgetten beast exploring it!   Thanks for the effort :)
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DS on April 06, 2012, 01:49:08 pm
Did you get any feedback from Toady after you email'd him the save?

Uh... confession: I never sent Toady the save or filed a bug report. That's probably incredibly irresponsible of me as a member of the community, but I was so preoccupied with other business that simply wasn't a priority for me at that time. It seems like a moot point now that the new version is released. In retrospect, I should familiarize myself with the bugtracker so that I can file reports easily in the future.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Azri on April 09, 2012, 10:25:06 pm
In reference to responses: I'm glad to have contributed. After reading something so made of pure Dwarf-win as this, I felt the need to post something- tie up a loose end or the like. Seriously, DS- Rock on, and post another story.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Weq on April 10, 2012, 10:43:31 am
Just spent a whole day at work reading this thread (12 hour shift) and I must say that this is awsome....

Before the ending I was trying to think ahead of what could be your possible outcome, especially with 1 dwarf in hell training and seven merchants trying to escape (thought was time for another embark - 7 dwarfs)

For some reason also, when the last dwarf fell into magma fighting off the 4 trolls, I was reminded of Gandalf fighting the Balrog. However, dwarfs having hairier balls than humans, he took 4 with him instead of just one.

Anyways, looking forward to reading about your next fortress.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DS on April 11, 2012, 11:34:39 am
Before the ending I was trying to think ahead of what could be your possible outcome, especially with 1 dwarf in hell training and seven merchants trying to escape (thought was time for another embark - 7 dwarfs)

I must say, that was entirely the direction I was going with it. Ultimately, the fortress beginning and ending with seven dwarves seemed appropriate - and then the goblins showed up and ruined everything. Typical.

Thanks for the praise - I don't know when my next (public) fortress will be. I actually haven't been playing a whole lot recently, mostly due to all my free time being spent practicing and doing homework. In all likelihood, I'll start something this summer, but realistically I'm waiting for some kind of inspiration. Weatherwires was born in a kind of fevered midsummer pipe dream when a friend and I communally envisioned a hemispherical dwarven utopia, and I took off with it the very next day. Rest assured, when something happens, it will be posted on this forum.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Arcane Howitzer on June 06, 2012, 05:48:23 pm
What ever happened to those pterasuar devils that made it to the surface? You said one of them was taken down by a goblin siege, then nothing. Did the goblins eventually tear them from the skies as well?

Minor plot hole aside, this was an amazing story, and I registered for the sole purpose of having my (user)name in the same place as this masterpiece.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DS on June 06, 2012, 10:15:11 pm
What ever happened to those pterasuar devils that made it to the surface? You said one of them was taken down by a goblin siege, then nothing. Did the goblins eventually tear them from the skies as well?

Minor plot hole aside, this was an amazing story, and I registered for the sole purpose of having my (user)name in the same place as this masterpiece.

If I recall correctly, the rest of the pterosaur devils were also taken down by goblins at a later time. I probably neglected to post that bit of info because I didn't see it happen, and simply found the bodies on the slopes afterwards. Thanks for your appreciation.

For those who might be interested, I've begun my next project, though I can't say when I'll be ready to begin posting. Already, things are turning out to be fairly... dark. When I do post the thread, I'll probably put it in the Community Games and Stories forum.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DS on July 09, 2015, 01:33:35 pm
I'm not a huge fan of necroing threads, but in this case it seemed like a better alternative to starting an entirely new one. If I offend anyone with my forum necromancy, please forgive me.

I've gone through this thread and extracted the story (text and pictures) into this Google doc (https://docs.google.com/document/d/14lQhE-rPk2H_kPA61WR5sp6xw0ifR196TjQFmBe8TEk/pub), which will serve as a lasting record of the tale in the event that something tragic happens to the original. I've made as few changes as possible in the copying, although I sometimes modified the wording to fit the context. When appropriate, I've included certain forumite comments and questions. I omitted the first-person tour, which I may extract and present at another time - probably as an imgur album. As a bonus, the entire story can now be saved in a concise, self-contained .html file!

So, there it is! Thanks to everyone who was there for the telling, it really was a great time.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Taupe on July 10, 2015, 11:11:23 pm
Just read the whole thing.

Wow.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: DS on July 11, 2015, 12:06:08 am
In one sitting? I'm impressed!
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: Taupe on July 11, 2015, 06:31:24 pm
Well, I was under the false impression that this wasn't an actual full story, just a thread touring the fortress and presenting the map. When you posted the anouncement in Roomcarnage about the entire story being now in a single document, I realised i was wrong and decided to check the thing out again. I've been spending my week in bed being sick, so I just grabbed the link on my phone and spent 5 hours looking at the thing.

My biggest regret is for the Plump Helmet Men. Before the final confrontation, i was ready to watch the dwarves disappear one by one, leaving behind a peaceful race of misunderstood pacifist philosophers who would inherit this cursed dome. I was like, ''what a strange yet fitting end'' and I was ready to settle on that. Clearly I failed to grasp how cursed and soul-crushing the dome truly was. Sometimes, you think there's a finite amount of misery to be had, but nope, there's always more.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: bool1989 on July 12, 2015, 11:47:05 am
I'm not a huge fan of necroing threads, but in this case it seemed like a better alternative to starting an entirely new one. If I offend anyone with my forum necromancy, please forgive me.

it's your thread to necro, if you're the OP. necroing is only frowned upon if you're not the OP.
Title: Re: The Saga of Weatherwires: Children of Dwarves (spoilers + image heavy)
Post by: bool1989 on July 12, 2015, 04:16:12 pm
[Crosspost from r/dwarffortress]

Here is why I like "The Saga of Weatherwires: The Doom of the Diamond Cloisters" more than "The Rise and Fall of Roomcarnage"

Consider Roomcarnage; the story starts at the founding of the fortress, and the first few years consist of running from disaster to disaster, or attempting to preempt disasters. most of which are caused by undead or the threat of undead. then Rith Craftportant arrives and causes a lot of havoc unseen by the inhabitants of the fortress in her conspiracy to bring about the doom of Roomcarnage. I think it has all the makings of a classic horror story, with a bit of thriller mixed in.

Contrast Weatherwires; the story starts, not at the founding, but rather, at the beginning of the end. Weatherwires already has a long and rich history at the beginning, which, as you have said, serves as a back-drop in which the story is told. This is not, as some might think, to the story's detriment, but rather, is an advantage that Roomcarnage does not have. the reason being, the fact that it survived for so long as to even have a history adds an aura of mystery to it, which is compounded by the facts that Weatherwires is the last mountainhome of Its civilization, and that the very first entry notes that no new children have been born in more than two decades. This is cosmic horror at its best.

The best cosmic horror is not about Eldritch Abominations that drive people insane. It is about the inescapable futility and struggle of life, and how that means that even the greatest of nations will eventually crumble to their doom. It is about how mortal beings can never find purpose, not because there is no purpose, but because there is purpose, but it is so far above and beyond a mortal's comprehension that they can never hope to attain it. Mortals being the playthings of gods just make it interesting.

This is not to say that Roomcarnage is not good. It is good. Its a great story that I love to read. But I just think that Weatherwires is superior. And I'm sad that that I probably won't read a story quite like it again.