Bay 12 Games Forum

Dwarf Fortress => DF Community Games & Stories => Topic started by: Taupe on August 16, 2014, 09:29:13 pm

Title: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on August 16, 2014, 09:29:13 pm
The eastern dwarven civilization has collapsed under the weight of the goblin invasions. While these nasty monsters are scary in their own right, they cannot conquer the mountains, where the western Mountainhome has built countless forts to repel the enemy. With the greenskin armies thus contained within the Jungle of Muscles, the dwarven council turns its head toward a greater issue still, a force so evil, so ancient and powerful, that it cannot be ignored any longer. An elder being that escaped the underworld in times forgotten, author of the forsaken books that brought dark magic and necromancy to the mortal races. Under the leadership of this Archfiend, the humans of the north, as well as their elven slaves and a few renegate necromancers, have united to create the greatest civilization on the Windy Realm: the Lavender Empire.

The name of this archfiend is Ukas Archescort, the Ferocious Nails, first spawn of the underworld, crusher of nations, law-giver of the strongest empire to exist. Scourge of elvenkind to some, goddess to some others, and mistress of the dark arts by all accounts.

Also: a giraffe.

In order to learn more on this legendary creature and the dangers it represents, the monarch of the Citadel of Clutches, queen Cog Floorquests, first of her kind, will dispatch seven unlucky dwarves to the northern continent. Led by Dumat Constructmirrored, they call themselves the Wilted Sack. Their task will be daring, for they will be the first of all dwarvenkind to settle on the northern continent, where most of civilization has been eradicated by the fabled titans.

Whisperwhip is founded in 97


*    *    *


Here's the index:
1-Olin and the titans (http://www.bay12forums.com/smf/index.php?topic=142422.msg5579005#msg5579005)
2-The Great Skypig (http://www.bay12forums.com/smf/index.php?topic=142422.msg5579114#msg5579114)
3-Of Towers and Trollblood (http://www.bay12forums.com/smf/index.php?topic=142422.msg5588302#msg5588302)
4-The Great wars: Battle of Dogshatter (http://www.bay12forums.com/smf/index.php?topic=142422.msg5590316#msg5590316)
5-Overview (http://www.bay12forums.com/smf/index.php?topic=142422.msg5590513#msg5590513)
6-Atir and Gica (http://www.bay12forums.com/smf/index.php?topic=142422.msg5591141#msg5591141)
7-106: The Doorless Year (http://www.bay12forums.com/smf/index.php?topic=142422.msg5591771#msg5591771)
8-Martial law (http://www.bay12forums.com/smf/index.php?topic=142422.msg5594488#msg5594488)
9-How to not follow basic instructions (http://www.bay12forums.com/smf/index.php?topic=142422.msg5594662#msg5594662)
10-Suddenly, a savannah (http://www.bay12forums.com/smf/index.php?topic=142422.msg5605389#msg5605389)
11-Happy Birthday! (http://www.bay12forums.com/smf/index.php?topic=142422.msg5605570#msg5605570)
12-The top 100 trendiest weapon names of 107 (http://www.bay12forums.com/smf/index.php?topic=142422.msg5605742#msg5605742)
13-A small history lesson (the world map post) (http://www.bay12forums.com/smf/index.php?topic=142422.msg5607873#msg5607873)
14-Don't forget to bring your spare werewolf (http://www.bay12forums.com/smf/index.php?topic=142422.msg5626022#msg5626022)
15-A story of caves and technology (http://www.bay12forums.com/smf/index.php?topic=142422.msg5631335#msg5631335)
16-The ''Project'' (http://www.bay12forums.com/smf/index.php?topic=142422.msg5650856#msg5650856)
17-To kill a Mockingcat (http://www.bay12forums.com/smf/index.php?topic=142422.msg5750916#msg5750916)
18-the chaos of Bosda (http://www.bay12forums.com/smf/index.php?topic=142422.msg5755535#msg5755535)
19-Protect the Quern! (http://www.bay12forums.com/smf/index.php?topic=142422.msg5757868#msg5757868)
20-The first Grand Meeting (http://www.bay12forums.com/smf/index.php?topic=142422.msg5764889#msg5764889)
21-Gods of Blood and Bling (http://www.bay12forums.com/smf/index.php?topic=142422.msg5766101#msg5766101)
22-Cripples, bastards, and bloated things (http://www.bay12forums.com/smf/index.php?topic=142422.msg5766301#msg5766301)
23-Terrible trading (http://www.bay12forums.com/smf/index.php?topic=142422.msg5767633#msg5767633)
24-Beauty and the Beasts (http://www.bay12forums.com/smf/index.php?topic=142422.msg5770975#msg5770975)
25-Uninvited guests (http://www.bay12forums.com/smf/index.php?topic=142422.msg5773566#msg5773566)
26-Dumpatorium Drama (http://www.bay12forums.com/smf/index.php?topic=142422.msg5784867#msg5784867)
27-Schrödinger's queen (http://www.bay12forums.com/smf/index.php?topic=142422.msg5793652#msg5793652)
28-Lava 101 (http://www.bay12forums.com/smf/index.php?topic=142422.msg5798420#msg5798420)
29-Kicking into gear (http://www.bay12forums.com/smf/index.php?topic=142422.msg5817977#msg5817977)
30-And the land shall burn (http://www.bay12forums.com/smf/index.php?topic=142422.msg5820413#msg5820413)
31-Don't split the party (http://www.bay12forums.com/smf/index.php?topic=142422.msg5822768#msg5822768)
D1-Dumat's intermission 1 (http://www.bay12forums.com/smf/index.php?topic=142422.msg5837816#msg5837816)
32-Clothsgiving (http://www.bay12forums.com/smf/index.php?topic=142422.msg5840914#msg5840914)
33-Kel (http://www.bay12forums.com/smf/index.php?topic=142422.msg5843118#msg5843118)
34-The great animal purge (http://www.bay12forums.com/smf/index.php?topic=142422.msg5848004#msg5848004)
35-Attempted baby heist (http://www.bay12forums.com/smf/index.php?topic=142422.msg5852375#msg5852375)
36-Murder mysteries (http://www.bay12forums.com/smf/index.php?topic=142422.msg5864515#msg5864515)
37-The chicken (http://www.bay12forums.com/smf/index.php?topic=142422.msg5870903#msg5870903)
38-Slaughterdome (http://www.bay12forums.com/smf/index.php?topic=142422.msg5871716#msg5871716)
39-Immortal-D: bird-puncher (http://www.bay12forums.com/smf/index.php?topic=142422.msg5880571#msg5880571)
40-Necromancers have feelings too! (http://www.bay12forums.com/smf/index.php?topic=142422.msg5954798#msg5954798)
41-Justice is served, supper isn't (http://www.bay12forums.com/smf/index.php?topic=142422.msg5981992#msg5981992)
42-Fire and blood (http://www.bay12forums.com/smf/index.php?topic=142422.msg5987659#msg5987659)
43-War never changes... (http://www.bay12forums.com/smf/index.php?topic=142422.msg5992959#msg5992959)
44-Towerpartners (http://www.bay12forums.com/smf/index.php?topic=142422.msg5993757#msg5993757)
45-Set fire to the rain (http://www.bay12forums.com/smf/index.php?topic=142422.msg5996910#msg5996910)
46-Pincushion (http://www.bay12forums.com/smf/index.php?topic=142422.msg5999168#msg5999168)
47-Life finds a way... (http://www.bay12forums.com/smf/index.php?topic=142422.msg6003884#msg6003884)
48-Spring cleaning (http://www.bay12forums.com/smf/index.php?topic=142422.msg6009510#msg6009510)
49-Crimson and lavender (http://www.bay12forums.com/smf/index.php?topic=142422.msg6014095#msg6014095)
50-Dump and dumper (http://www.bay12forums.com/smf/index.php?topic=142422.msg6017178#msg6017178)
51-The prophecy (http://www.bay12forums.com/smf/index.php?topic=142422.msg6029874#msg6029874)
52-The great cave offensive (http://www.bay12forums.com/smf/index.php?topic=142422.msg6064251#msg6064251)
53-Exploding kitten (http://www.bay12forums.com/smf/index.php?topic=142422.msg6104772#msg6104772)
54-Pimpin' the place (http://www.bay12forums.com/smf/index.php?topic=142422.msg6150990#msg6150990)
55-Shortcomings (http://www.bay12forums.com/smf/index.php?topic=142422.msg6175920#msg6175920)
56-The unclogging (http://www.bay12forums.com/smf/index.php?topic=142422.msg6185006#msg6185006)
57-This place needs more miasma (http://www.bay12forums.com/smf/index.php?topic=142422.msg6202464#msg6202464)
58-Dump or die (http://www.bay12forums.com/smf/index.php?topic=142422.msg6213301#msg6213301)
59-A web of problems (http://www.bay12forums.com/smf/index.php?topic=142422.msg6218645#msg6218645)
60-Ambush! (http://www.bay12forums.com/smf/index.php?topic=142422.msg6242111#msg6242111)
61-Enemy at the gate (http://www.bay12forums.com/smf/index.php?topic=142422.msg6246919#msg6246919)
62-Showdown (http://www.bay12forums.com/smf/index.php?topic=142422.msg6251512#msg6251512)
63-Aftermath (http://www.bay12forums.com/smf/index.php?topic=142422.msg6261656#msg6261656)
64-The dive (http://www.bay12forums.com/smf/index.php?topic=142422.msg6267116#msg6267116)
65-Fishing (http://www.bay12forums.com/smf/index.php?topic=142422.msg6270435#msg6270435)
66-A table (http://www.bay12forums.com/smf/index.php?topic=142422.msg6275213#msg6275213)
67-The dig (http://www.bay12forums.com/smf/index.php?topic=142422.msg6280951#msg6280951)
68-Golden gate (http://www.bay12forums.com/smf/index.php?topic=142422.msg6290281#msg6290281)
69-Snake shaft (http://www.bay12forums.com/smf/index.php?topic=142422.msg6305642#msg6305642)
70-Stealing candy from a dragon (http://www.bay12forums.com/smf/index.php?topic=142422.msg6308775#msg6308775)
71-Deadly weapons (http://www.bay12forums.com/smf/index.php?topic=142422.msg6309710#msg6309710)
72-Between a rock and a hard place (http://www.bay12forums.com/smf/index.php?topic=142422.msg6312904#msg6312904)
73-Rovod, greatest champion (http://www.bay12forums.com/smf/index.php?topic=142422.msg6315489#msg6315489)
74-A machine for skypigs (http://www.bay12forums.com/smf/index.php?topic=142422.msg6321765#msg6321765)
75-Smoothbanners (http://www.bay12forums.com/smf/index.php?topic=142422.msg6328194#msg6328194)
76-Forgotten anomalies (http://www.bay12forums.com/smf/index.php?topic=142422.msg6333868#msg6333868)
77-The next generation (http://www.bay12forums.com/smf/index.php?topic=142422.msg6340187#msg6340187)
78-The candy store (http://www.bay12forums.com/smf/index.php?topic=142422.msg6345087#msg6345087)
79-Modesty (http://www.bay12forums.com/smf/index.php?topic=142422.msg6346052#msg6346052)
80-Colossal blunder (http://www.bay12forums.com/smf/index.php?topic=142422.msg6371795#msg6371795)
81-Tearchance (http://www.bay12forums.com/smf/index.php?topic=142422.msg6391667#msg6391667)
82-National Badass (http://www.bay12forums.com/smf/index.php?topic=142422.msg6423150#msg6423150)
83-Royal blood (http://www.bay12forums.com/smf/index.php?topic=142422.msg6530206#msg6530206)
84-Chekov's corpse (http://www.bay12forums.com/smf/index.php?topic=142422.msg6542870#msg6542870)
85-Feast (http://www.bay12forums.com/smf/index.php?topic=142422.msg6547785#msg6547785)
86-The lone gunmen (http://www.bay12forums.com/smf/index.php?topic=142422.msg6556530#msg6556530)
87-Breadcrumbs (http://www.bay12forums.com/smf/index.php?topic=142422.msg6613442#msg6613442)
88-Pandora's Hatch (http://www.bay12forums.com/smf/index.php?topic=142422.msg6681103#msg6681103)
89-Running from evil (http://www.bay12forums.com/smf/index.php?topic=142422.msg6696923#msg6696923)
90-The Doomforest agenda (http://www.bay12forums.com/smf/index.php?topic=142422.msg6741257#msg6741257)
91-On the safe handling of Megabeasts (http://www.bay12forums.com/smf/index.php?topic=142422.msg6776668#msg6776668)
92-Teline's tale (http://www.bay12forums.com/smf/index.php?topic=142422.msg6832456#msg6832456)
93-Ageless mutant ninja turtles (http://www.bay12forums.com/smf/index.php?topic=142422.msg6888869#msg6888869)
94-Pacific Rim (http://www.bay12forums.com/smf/index.php?topic=142422.msg7032090#msg7032090)
95-Priorities (http://www.bay12forums.com/smf/index.php?topic=142422.msg7835403#msg7835403)
Title: Re: Whisperwhip, a story of anticlimatic happenstances
Post by: Taupe on August 16, 2014, 09:50:37 pm
CHAPTER 1: Olin and the titans
Spring of 97

The 7 founders quickly get to work during the first year. Their leader Dumat orders the miners of the Wilted Sack to excavate the side of a small hill, turning it into a collection of rooms and future stockpiles. Alas, they strike an aquafier two floors below. The two miners have a plan, tho, and soon set themselves to work, slowly but steadily preparing a clever way past the underwater lake. They are ready to unleash the full power of their genius, and... both miners accidentally get pushed underwater while fighting off a wild grey langur.

A third dwarf tries to complete their work, but manages only to create a gigantic pool in the middle of the fortress.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
(Pictures taken with overseer twenty years later, showing the overgrown ruins of the old fort)

A year has passed, and the dwarves of the Wilted Sack are settled in a disappointing muddy complex overlooking two giant death-pools. The survivors, joined by some naive migrants, decide to move way north, and abandon the first outpost to it's watery antics. They create a nice entrance atop the mountainside, and relocate all the animals atop the mountain, where a convenient plateau allows them to feed themselves. The mountain is divided by a canyon, at the bottom of which runs a meagre river. The deported colonists open a wall down below, alongside the river. Now the fortress easily can easily access some running water, meaning the dwarves will be able to rely on a fresh source of water and fish in case of a siege...

A siege, there will be indeed! Only a few months have passed since the Wilted Sack has relocated to the mountain, when a titan appears! Half the stockpiles are still to be moved to the new mountain settlement; a desert rock formation that, after some tests, seems to be devoid of any aquafier. There is no time for any last-minute item-grabbing. The new fortress is sealed off; animals are hurried inside and butchered, and anything that hasn't been moved is to remain at the drowned base until further notice.

Thankfully, the new fort's design philosophy revolves around the idea that anything can and will go wrong. As such, the wood stockpiles have been moved inside. The rock layers excavated so far contain neither coal nor metal, and digging goes slowly with most of the pickaxes lying in the aquafier along with ghosts. The next best thing (or rather, the only thing) is to make wooden swords and axes, as well as shields made of palm. With little to do in this isolated hideout, a few dwarves volunteer to form a militia, and begin to train for the ultimate encounter. For a full year, the rest of the fortress starts to engrave every single thing. If they are to be stuck here, they will make it pretty, by Armok!

By all accounts, the dwarven calendar has now reached the year 100. This is no time for celebration, however. Outside, screams and roars echo in the plains, reaching the dwarves of Whisperwhip even in their rock shelter. A second titan now walks the realm, scarier than anything else they've seen! The lock-down is now a double lock-down. Army management is not exactly something this fort excels at, however, so in the midst of this chaotic announcement, the burrow restrictions have been temporarily disabled. Outside, the Titans have wandered around for a while, attracted by the old base. As such they haven't found, or bothered to look for, the new one. At this point, the army has been preparing for a fight for over a year. They have no real weapon, but their devotion to the fortress is real. The fortress is still untouched, but the last ration of meat was consumed months ago, crops are growing sparse, and there is nothing left to fish in the river. The siege much be broken. At the same time, the appearance of the second titan has put an end to the status-quo. Both monsters are rushing toward the mountain. Now is the time to strike! The militia gather their wooden weapons and shields, and assemble in the entrance hall. In a few moments, the dwarves of Whisperwhip will enter the ultimate battle, where death or glory are the only two outcomes.

Meanwhile, meet Olin Bookdeer. She is 16, and her cat has been missing for a year, obviously stuck outside after the lock-down of 99. Olin is a young animal trainer, and she definitely ain't letting Mrs Scruffles fend for herself out there, it's dangerous. So Olin grabs a crossbow and sneak outside as she spots that the curfew has been accidentally deactivated.

As the militia charges down the mountainside, they soon see a gory and frightening scene. A plain filled with ashes and burnt spider webs. In the middle of it all, lies the corpse of a titan. Luckily, the two beasts must have fought among themselves, and one of them was killed. A great victory and relief for the Wilted Sack! If they are lucky, the other beast has been injured in the clash. Maybe their wooden equipment can finish the job. The soldiers march on...

They wander the surrounding plains. Soon enough, they stumble upon the corpse of the second titan, slain by a single bolt right in his only Cyclopean eye.

Olin Bookdeer hasn't found her kitten, and returns home alone. Her quiver is lighter by two missing steel bolts. A quick look at her character profile reveals the unbelievable. An untrained teenager has slain both titans on her own. Olin has lost her pet, but as she returns home, she receives her own squad, and our greatest living quarters, as well as the admiration of her people. A hero is born...
Title: Re: Whisperwhip, a story of anticlimatic happenstances
Post by: Taupe on August 16, 2014, 10:28:07 pm
CHAPTER 2: The great Skypig
Year 101

The end of 100 passes swiftly, with the milicia now at 40 dwarves, and the population reaching an impressive 180 souls (pets don't have souls). The new year starts with a new titan spawn, because of course, and this one doesn't fuck around. Quickly, it rushes past the corpses of his brothers and charges at the fort.

Spoiler (click to show/hide)
Luckily for the local residents, they have a strong stone door protecting them.

...Oh it can break doors. Hum... assemble the guards!

The third titan is slain as it emerges into the main staircase, wounded by random dwarves, and shot in the head by Olin, who racks up her third titan Kill. She just turned 17. Olin is now the pride of her fortress. When off-duty, she spends her time telling stories to children and inspiring the youngsters. She has a noble heart, but she is easily broken emotionally, and so the presence of children help her remain sane.

As a single door is obviously bad at holding enemies, the members of the Wilted Sack start their first big project. They are to turn the entrance into the base of a tower, and make it five floors high. On the third floor will be a backdoor leading to the plateau, where the animal pastures and farms are situated. (which in turn they intend to wall up from the outside). The upper floor shall allow marksdwarves to shoot down anyone climbing up the mountain. They don't have real weapons, but trade has given them enough leather to make a quiver for every dwarf, and they have wood enough to give each one a crossbow to match. They also have lots of bolts, albeit made of wood. Forty shooters and a high ground should compensate for the terrible weapon quality they wield.

More important than the military supplies is the design of the fort. Everything is centered around a central room, with a double staircase, fully engraved, and a statue on each corner. The central staircase is connected to the fortress wings by doors. This is important. Since one side is the end of the map, one side is a river, and another is air (see: mountain side) the floors have to be rather small. At least for the first 10 floors, that is. Engravings are awesome, but the upper levels are surrounded by air, sand, or dirt, which are unfit for glorious artworks. That's why the fort ends up looking essentially like a nuclear silo. The missile is a pig.

This pig is sitting atop the plateau as the tower is being dug. The pasture designation has not been modified after the masonry construction began, so this asshole walks above the tower as a dwarf with zero concern for animals is removing the grass floor to build the tower's corner. The pig promptly falls down in the tower.

It crashes on a masterpiece statue, topples it, and falls on the floor with it. A section of the floor falls under them.

The pig, the floor and the statue land on another masterpiece statue, and another floor. Etc etc.

Fast foward a bit, and at the bottom of the staircase, a miner is trampled by a pig, 14 statues, 84 floor tiles, about 20 cats, half a dozen dwarves, and a bunch of random crap. The pig promptly recreates the ending scene from Carrie before dying from said recreation.

The staircase being mostly airtight, with doors blocking every major pathway, a giant cloud of dust, concrete and sand rushes upward; the remnants of the floor and statues that collapsed. 45 dwarves collapse, die or fall unconscious as the cloud rushes to the surface and scatters around the plateau. All the miners are part of the katamari damaci statue thingy, and thus dead. All the competent builders are busy in the tower; they are affected by the cloud as well. Not only that, but since every main corridor was south (where the floor collapsed) basically every floor is now isolated. The dining hall entraps 50 souls, as well as the cat national association. The dorms are locked down too, meaning more stuck dwarves. The food stockpiles, the workshops...

Nobody can access either wood nor stone. Everyone who is able to deal with the acquisition or manipulation of these resources is either dead or filling his lungs with concrete dust. The cats that died in the explosion were all pets, so people start to go very unhappy. Most of the flooring was engraved, and all the statues were masterworks or close to (after the sculptor made an artifact). The guy promptly goes insane. He drowns his wife in the river, and proceed to bash people with random objects. The milicia starts to put people down as they go insane. People in the dinning hall start a brawl, tantrums are thrown left and right. The sane members of the fort manage to contain the situation barely, and repair parts of the floor by digging walls to get more stone, just in time for two ambushes.

The civilians who went mad were wimps, and most have not gone insane yet. The milicia, tho... they have spent all their time since 98 training, deep in the barracks. They promptly crush the goblins, and aquire steel and iron whips (fitting, considering the place's name). They, however, dont deal well with the sun. Soldiers start vomiting, going unhappy, some are even forced to drink said vomit (because reasons) and go super unhappy. As they return to the fortress, THEY start throwing tantrums, and that's when shit truly start hitting the fan. Olin being a gentle soul, is removed from the milicia and kept to her chambers with the children, so she doesn't witness the downfall of her comrades.

The milicia has defeated goblins unharmed, and a teenager casually slayed 3 Titans, yet the fortress was to be defeated by a pig and a ball of light. Out of 180 dwarves, less than 50 would survive. The yet-sane dwarves are busy digging bedrooms and engraving stuff to keep people happy. Olin desperately tries to start parties to lift the group's spirit. The general acquires an artifact bone buckler (made from someone's butchered son), and names his sword, but he is shot down by the crazy bowmaker while the two are taking a walk in the woods. A grey langur steals both artifacts and vanishes forever. Raiding kobolds also snatch two other artifacts.

The barracks turn into a bloodshed as each dead miliciadwarf killed by his fellow teammates incites those friends to also go berserk. Civilians are hunted down like rabbits, and the dorms turn into a warzone, with a group of kids armed with butchering knives murdering the fuck out of anyone sleeping just to grab their clothes. At this point, any sane dwarf is now either a catacomb engraver, or a coffin maker. Bodies are hurled downstairs in the crypts as miners are struggling to keep the place bigger than the cumulative volume of deadened dorfs. Ghosts are roaming free, some quiet others most disturbing. Interestingly, at this point the only productive member of the army is actually... a ghost himself? He volunteers with taking down crazy folks, before being put to rest with a nice slab for his help, both pre and post-death.

Olin finally falls prey to melancholy, and starve herself to death as she tells stories to the kids. As they learn of her fatal emotional state, the miners abandon the regular graves and start to dig out a large tomb. The best miners and stoneworkers of Whisperwhip create their greatest masterpiece yet: a round and engraved room with a coffin in the middle. A statue of Olin is made, as well as 3 others, of the beasts she had slain. As her dehydrated corpse is placed in her resting tomb, the ground is decorated with rutile, in the pattern of an arrow, each point striking at one of the statues. A miner completes the work by running a pickaxe through the skulls of his two coworkers, before someone smashes his head with a boulder. Great job, guys.

The fortress mourns, but miraculously presses on as migrants arrive, bolstering the numbers back to fifty after two waves. Of the pre-Skypig era, only a handful of dwarves remain: the administrators (who stayed hidden in their room), some of their spouses, and a few miners who avoided the blunt of the civil war by taking refuge in the catacombs.

 Whisperwind carries on...
Title: Re: Whisperwhip, a story of anticlimatic happenstances
Post by: Taupe on August 19, 2014, 09:14:39 pm
CHAPTER 3: Of Towers and Trollblood
Year 102

The months after the Skypig civil war bring peace, which in turn attracts new immigrants. Most of the newcomers are drafted to fill the military; the area has proven to be dangerous, and very few tasks are actually required around the base. With so many dead dwarves, and basically no animals around save for cats, the only busy citizens are the catacomb diggers and the coffin-makers. Whisperwhip has plenty of free rooms, enough stockpiled food and drinks for years, and little to hunt or fish.

Before the year is over, the army is back to four squads of ten dwarves, each with his own whip and leather outfit. Everyone else is basically running around naked. While this mass-scale BDSM microcosm may seem hilarious on paper, it does lead to some issues. With so many dead/murdered/forgotten dwarves around, and little contact with the outside world for over a year, the fortress is now filled with blood, bones, and mostly rotten clothes. A gigantic stockpile of used vestments, both from dwarves and invaders, is piled up near the trade depot. Because elves are gullible as shit, the economy of the fort soon revolves around the never-ending export of rags by the ton. The dwarves use this opportunity to acquire some weaponry, and stockpile on arrows, for no real reason. They just want the clothes gone.

The next year marks the end of the calm times. Peace flies out the window as the arrival of 2 consecutive sieges march on the hills. The poorly-built entrance tower is now complete, so the dwarves try to bunker inside and let the army take care of things from the battlements. Alas, absurdly terrible military management prevent anyone from actually doing their job, and a random she-dwarf runs outside to meet a force of trolls.

Random dwarf? Wait, no... this is the granddaughter of Lady Asmel, the commander of the most endured squad. Asmel has led the few surviving members of her squad through the carnage of the civil war. Her grandchild has joined the army a year ago, and seeks to echo the bravery of her mentor. Training has paid off, for her ability to use lower-end bludgeoning devices is met only by her ability to block using also lower end devices. She announces that she is going to take down the enemy on her own. Some lock the door and mark the fool as dead. While thirty goblins march from the west, she has engaged the ten trolls to the south. A few moments pass, and watchers atop the tower are amazed to see that Mistem has used her shield as cover while shooting down a distant goblin, and has been backing to base slowly by tumbling backward as the trolls try to corner her. Three of them have fallen so far to her crossbow whipping. Not only that, she has tricked the trolls into running far ahead of their goblin masters. The commanders order their underlings to make a sortie. The men gank up on the trolls, and scatter across the mountainside. Thanks to having the higher ground, operation ''finally learn to use a crossbow and fire at will, damnit'' can begin. Death rains on the enemies of dwarvenkind below, as members of this makeshift army finally learn what aiming and gunning is all about. Not a single dwarven life is lost in this battle, while the blood of their foes flood the valley below. The dwarves inside are way too busy hauling trashed clothes around to bother with enemy skeletons; from this day on, the valley below becomes a massive corpse-based intimidation zone.

Soldier Mistem is also promoted as the leader of a new squad, which she calls the Squeezing Walls

Some more observant dwarves eventually notice something peculiar. Despite the total lack of precipitations in this region, the blood from all the battles eventually dripped down into the nearby canyon, ran against with the river, and ended up washing off into the drinking area. The inhabitants of Whisperwhip are thus drinking troll blood on a daily basis. Only makes them stronger.

The year ends with another siege, which is fended off in the tower's entrance. Except for a few incidents involving the entrance statues being turned into troll-based ranged weapons, the troops are able to win the fight thanks to choke points, and sheer enemy stupidity. Once again the fortified uphill position proves formidable, as the army can just crush the opponent by running downhill to meet their foes.

The year of 104 brings another period of peace, safe for the fort's remaining artefacts being stolen by kobolds. Someone had apparently stored them outside in the ugly cloth mountain along with items of lesser value.

This year is also renown as the time where the fort discovers the fabled technology of ''bins''. Suddenly, the ever-unbusy mass of peasants  find themselves with stuff to do outside of ''rag-hauling season''. The massive and numerous storage areas are quickly made obsolete, as civilians condense the fort's belonging into smaller, more efficient areas. As most of the population is amazed by this new-found ability to not use a square meter of floor for each earring, the masons decide to turn the plateau pasture into a walled-off area, and flatten a the nearby unequal hill into a plain, making room for protected farmlands, that shall in time be walled-off as well.

As winter comes and go, Whisperwhip's citizens start to feel confident, and safe. It is time, they agree, to start focusing on more ambitious projects.

They are about to be proven very, very wrong.
Title: Re: Whisperwhip, a story of anticlimatic happenstances
Post by: Taupe on August 20, 2014, 03:04:18 pm
CHAPTER 4: The great wars: Battle of Dogshatter
Year 105

This year opens with some small sieges, and 2 titans showing up. The militia, now 60 dwarves strong, manage to take all of them down, but not before a miner is eaten raw. One of the titans is turned into a thousand pieces of tallow.

Seeing that the wall is holding, but barely, the dwarves start two projects

1- A mining excavation. The first layers of the mining complex are striped almost bare, save for a few support pillars, in order to acquire enough slate for a new wall. (because making blocks is not something intuitive) Space is limited up in the mountain. It's time to go deeper. A single staircase has proven disastrous, so they dig a long corridor, and intend to have the entrance to the lower levels at the end of this hall, possibly protected by bridges. The miners start digging holes, and soon find themselves stranded deep underneath the defensive corridor, while an architect tries to create bridges and get them out. Since all the mecanists and architects were drafted, this proves long and difficult.

2- The main entrance is to be extended. Walls on each side, and a new forward gate. That way, anyone taking down the first gate will have to endure crossbow fire from both sides while they work at the second, older gate leading inside the tower. Because design flaws are what this fortress does best, ( after titanslayin' ), most of the builders decide to make the fortifications before they make the ramp next to it, and soon find themselves locked atop the wall by their companions, in a ''fortif--dwarf---fortif---dwarf---fortif formation.

Spoiler (click to show/hide)

Meanwhile, the guys levelling the field are having a massive problem. Some animal traps were randomly constructed and placed around the fort about 5 years ago for no real reason. Because nobody dares to remove them for some obscure motive, the dwarves just channelled around them, leading to various abrupt hills with a trap on top, right in the middle of the construction project.

The plan is to have this new tower extension double as a small dungeon only reachable through the barricades. At the bottom shall be the jails, and in the middle, the war dog training grounds. That way any prisoner that breaks free will have to deal with doors, a bunch of war dogs, and then the militia patrolling atop the dungeon/wall. Nobody knows what to do with those like, 60 dogs prior to training, so the canines get penned outside the fort, on a nearby hill. They are promptly forgotten, 'cause stuff on a different z level might as well not exist.

The new siege arrives around this point. There is always a new siege in Whisperwhip. 30 trolls, 95 goblins, including many weapon masters and a large group of archers. Archers are the bane of every dwarf in this proud army. It includes many shooty dwarves, but their training comes from randomly pointing at targets below until sieges end or the commander gets bored and orders a sortie. They absolutely cannot win a fight against real, trained archers, let alone goblin snipe masters. A retreat is immediately ordered to the burrows below. With the stockpile  off-limit, some butchers decides to abandon what he was doing, and drops what he was carrying. AKA: SOMEONE DROPPED A DEAD COW RIGHT IN THE MAIN DOORWAY.

To sum things up, half the work force is stranded atop a half-finished wall, the other half has locked itself under a bridge in the mine. This new wall isn't even half complete. It has no doors. The previous door is held wide open by a dead bovine thanks to incompetence and terrible crisis management... Once this force reaches the fort, everyone and their mother is fucking dead. Soldiers cant hold that many fiends. Not with archers on their side and a giant gap leading straight to the main staircase.

It's time to get the miners out of this stupid hole. Militia commander Asmel orders them to create a new squad, and station them outside of the pit. They respond to this by promptly falling asleep. Screw this squad, it's cancelled now. Within the second, engravers start to depict incredible sculptures of ''miner dude X'' imploring not to be demoted, among a bunch of angry dwarves. He is seen crying, or confused. All of the new dining hall's walls are covered by this event. No, I'm sorry sculptors, but he was in the military for 5 minutes, received exactly one order to climb a ramp, and didn't do it because he was asleep for the whole duration. I am pretty damn sure he is not as broken and emotionally shattered as you are depicting it. Plus, how is that more relevant than, say, ALL THOSE HORRIBLE EVENTS YOU WENT THROUGH?

Our workforce is apparently doomed to death by thirst or impalement, so blocking the door or finishing the wall is kinda out of the question. The trolls and goblins charge from the south, ready to rush inside the fort. That's when memory of the new building's secondary purpose comes back. A training facility. That's right, those dogs are still outside nearby...

Sixty of them, conveniently located near the fort, right above the incoming army. The pen restriction is deleted; all the dogs come rolling down the hill, creating a canine flood that ensnares the incoming foes before they can reach the door. They are right in range for the archers, and the dogs sacrifice themselves to hold the line and buy the marks-dwarves some time. The south flank is broken, at the cost of 57 dogs, and 30 cats. Here's the thing. Captain Mistem has a lot of cats. Like, really. When the dwarves retreated to the top of the tower, the door had to be locked. Mistem was the last dwarf to do so, and behind her tailed enough kitties to overthrown the local government. There's exactly one door protecting the fort's core from the incoming onslaught, and by Armok is it not going to remain open 5 more minutes to save all those pets. A bunch of trolls make it inside despite the dog flood. The dead cow holding the outer door right open does an unsurprisingly terrible job at stopping them. The cat cluster, however, does prevents the invaders from simply flying through the entrance hall. The trolls stop for a snack, which is enough a distraction as the army needs to get the jump on them.

The wall holds, but at what cost? All the pets are gone. There is still no defence against archers. As soon as they get in range, the workers atop the wall are toasted. The southern attack was merely a glimpse of the numbers that are marching on these lands. It's fair to assume that the goblin equivalent of Mance Rayder's army still stands strong outside the wall, bidding their time, testing the weaknesses of Whisperwhip. They give the fortress no time to recover; the next assault begins...

A score of archers move from the west, led by a great weapon master, who decides to use the unfinished constructions to climb through the wall and reach the battlements. The easiest way for him to do so is to climb a small random mini-hill. That's right, the enemy leader steps on an un-removed animal trap. He is now alone, entangled, right in front of 60 angry dwarves with crossbows. They aren't great shots, it's hard to miss all your bolts against a target 10 feet away. If you've seen the execution scene from the movie Heroes, yeah it's a bit like that. The sky darkens with a ridiculous amount of bolts flying westward. The volley hit the goblin leader, sending him flying many, many squares below and backward. He lands on the ground, amidst his own archers. Within a second, he proceeds to achieve a liquefied state, promptly occupying a 20 feet radius spot on the ground.

The archers look at their atomized leader, and decide that seriously, fuck this shit. They head north instead, to war with the humans. Miraculously, the workers on the wall survived. The miners finally find a way out of their dumb pit and rush to the surface, helping the wall-makers out. As soon as every single worker of the fort is finally safe, a new siege arrives, as big as the last one.

The elven caravan is promptly slaughtered as they stop to wonder why the cliff-side is covered in dog parts. Some hunters and woodcutters are shot down as well. As  the dwarves prepare for the worst (mentally, definitely not with any kind of actual plan), the goblins finish the elven traders and avoid Whisperwhip altogether. They seem to be headed north as well. A few are shot as they venture too close, but it seems that the goblin nation has launched a full offensive against the Lavender Empire. The members of the Wilted Sack lie right in the warpath, however. They know more will come. If any siege decides to stop by the fort and launch an attack as the first invaders did, this will be the end of Whisperwhip.

Word is received from an elven ambassador. The utter annihilation of their last caravan, as well as weird accidents the year before, has made them very mad. They claim that last year's merchants were ambushed by dwarf bandits, while it was obviously their fault for accidentally dropping an angry bull's cage while travelling nearby. They also mention that Dumat the broker dared to offer wooden goods, for their... wooden goods. Long story short, the elves are cunts.

With hordes of goblins and trouble from the elven nation, Whisperwhip's future seems gloomy at best. Can the might of the brave soldiers triumph, despite the shaky construction projects and sub-par weaponry they wield?
Title: Re: Whisperwhip, a story of anticlimatic happenstances
Post by: Taupe on August 20, 2014, 04:07:06 pm
CHAPTER 5: Overview
Status and screenshots of the fort, as of the year 106

As 106 starts, the narration has caught up with my playthrough, here are some images of the fort in it's current state. This should give you a good idea of what the place looks like after the initial decade.

Spoiler (click to show/hide)
Here we have the basic layout of our outer defence. The marks-dwarves can shoot from the tower's upper floor, or from the wall perimeter. The upper courtyard is where we keep birds and small animals. The lower one is a level below, and contains our farming fields. You can see the new building starting to pop up to the south-west.

Up is the map's edge, and the human kingdoms, apparently also under the tyranny of a giraffe fiend. To the east, another edge, separated by a canyon. a river runs at the bottom, which can be accessed from the fort by a small hole, providing the dwarves with fish and water, even if a siege prevents them from going outside.South is the mountainside, leading to the valley of Unhauled Gore.

Spoiler (click to show/hide)
Here we have the entrance, 4 levels below the first image, 2 levels down the farming level. Future jail to the south-west, but sadly no dogs left to implement a dog-training facility (well, no intact ones). The bridge to the east crosses to a field where we keep the pigs and boars. This is the first level of the fortress proper, where we hastily moved our wood and furniture stockpiles in the early years, from the old base. The leather, wood and bow-making facilities are here. This is a convenient place to store wood, as woodcutters don't have far to travel, yet it's kept inside and thus free to use in case of a siege. The room with the dead trolls is the tower's antechamber, (where we sacrificed all the cats) and the ceiling is open, allowing dwarves on the upper levels to shoot at invaders as they try to break the next doors. The ramp leads to what was previously outside, but I'm adding a nice new wall/shooting gallery there. Said wall is the one where our workers got stuck/couldn't finish the door; next to the ramp is where the cow was dropped.

Right outside is the trade depot, as well as our ''just dump all the cages the elven traders were carrying there'' stockpile. We also have a corpse pile nearby, because my dwarves don't seem intend on walking more than seven inches to dump a body, and all the farther away piles are unused, while the fortress is filled with dead dudes and animals chunks.

Spoiler (click to show/hide)
The new entrance proper, one level below. Because we have sand, map edges, air and rivers on all sides, the first few levels are mostly the remnants of the early titan-roaming years, where our population was small and our resources few. here you can see our cloth stockpiles, cloth-making, as well as the children dorms. Also featured: blood everywhere.

Spoiler (click to show/hide)
Our kitchens and butchering/tanning facilities, as well as underground farms, and part of our food storage (we are now making a food stockpile on every floor as we start to amass a ton of it. It's more convenient for workers who don't have to go all the way here for a snack.) Water/fishing access to the right. also featured outside: corpses and blood. Super hygienic.

Spoiler (click to show/hide)
Administrator quarters and offices. This is the first level of stone I could engrave. Until we get past the aquafier, our expansion on most sides is limited by sand patches or damp stone. Water access proper is on this level. I linked the water to the kitchen by a ramp, rather than here, as I didn't want monsters to jump right in the mayor's office if they go in through the river somehow. Instead we have locked doors and room enough for the military to engage intruders, if it comes to that. This is all theoretical, as nobody has ever survived jumping into the river.

Spoiler (click to show/hide)
My poorly designed barracks, one for each squad, our biggest dinning hall, as well as equipment stockpiles. We have untold amounts of crappy bolts and arrows to supply our constant siege-sustaining effort. The barracks are due for an overhaul, but I've got more important projects in mind right now. These stockpiles were added before I understood what bins were, and how to allow them to be used, so now that stuff has been packed up tight the rooms just look silly. And needlessly big.

Spoiler (click to show/hide)
Our working facilities, including stone, gems, metal and refuse stockpiles for encrusting. I haven't mined too much, thanks to an aquafier, a quasi-wipe, and a mandatory draft for most newcomers. Whichever type of stone we have in bulk is used to build our defences, or to slowly replace the sand walls with something cooler.

Spoiler (click to show/hide)
A typical living quarter. We have 3 of them alongside the main staircase, altho this is the largest and only one to be fully furnished. This one is right in the middle of the other two, and as such includes a dinning hall as well as food stockpiles and a hospital. People don't have to go far to eat.

Spoiler (click to show/hide)
And finally, the crypts. This is the last level where civilians usually go, as further down there is nothing but mines, quarries, and empty tunnels. At the top is another small dinning room, with yet more food stockpiled there. The entire crypt is visited by many dwarves who want to honor their lost ones, and easy access to food and tables makes them happy. In the center is Olin Bookdeer's tomb, as well as statues of her three legendary kills. It was designed hastily, and could have been better, but like the rest of our crypt, the design was dictated by urgency and mass-burial, not artistic grandeur. Spare room was left for memorial slabs, although I haven't gotten to it yet, both because I need the stoneworkers to make furnitures, and because it's tedious. There are so, so many. Our stone supplies are constantly directed toward masonry projects anyway, so this will have to wait...

Hope you like the fortress so far. The next chapters will be written as I play. Rather than being a brief summary of major events, you,ll be presented with a more thorough tale, as told by Dumat Construcmirrored, founder of this clusterfuck, and broker of Whisperwhip.
Title: Re: Whisperwhip, a story of anticlimatic happenstances
Post by: Taupe on August 20, 2014, 08:02:25 pm
CHAPTER 6: Atir and Gica
Year 106

My name is Dumat Mirrorconstructed, and I was the one to lead the original members of the Wilted Sack to this place. Now I've let the role of leadership to another, and serve as the Broker. It's been a long 9 years, with more deaths than I can count, nor dare to remember. I'm one of the very few survivors who made it past the dark year of 101. Strange, how every odd-numbered year has been ripe with misfortune and war, while even years seem to bring growth and stability. As I switch my calendar to early granite, I know that this will be a great year.

My job as a broker is rather quiet, most of the time. When there aren't any caravans, I'm left to my own devices. Usually, I give a hand around the farms, making me a legendary planter and grower. I try to let the younger dwarves pick up some experience in the fields here and then, so I figured I should start chronicling the events of this fortress into a journal. I've seen the place grow from nothing. By Armok, I was the one who founded Old Whisperwhip, as we call it. Whom else to better narrate our tale? I guess Mebzuth, but that fool is busy trying to be a mayor while also learning architecture and mechanics in her spare time. Maybe that's why our projects are so messy. Girl just can't focus clearly on a single thing.


2nd of granite, 106: By Armok, what a tragedy! Another siege is upon us! I've ordered the boys to gather all those goods from the trashed elven caravan, and haul them inside. They had so many animals, probably 70. I suggested we line up the cage outside the wall, and create a temporary pasture in the valley below for alpacas, cows and all those big things. We cannot afford to keep all of them inside our walls at the present time, those grazers are hungrier than a drunken dwarf at the end of a night! Now all those animals are getting attacked! Most of the lads arre back inside the wall, but 3 of 'em are reported as missing. I fear for the worse.

7th of granite: The siege has been repelled. Those bastard goblis are headed north, but they like to stop and poke at our defenses, or kill everything that's outside. they know better than to launch a full assault at our walls. Those innumerable bodies lying in the plains below are a good reminder of that. but still, I fear for the worst should their growing number of archers ever decide to pick a fight with our milicia. Most of our wood stockpiles are being converted into charcoal, and the various copper shields and helmets from previous battles are to be melted and crafted into bolts. Wooden projectiles just wont cut it when the worst happens.


20th of granite: I've been spending the last few days carrying bodies around. WE've dug a hole in a nearby hill, and all the bodies and corpse parts are to be dumped in there when we have spare time. We are to fill the nearby stockpiles in an emergency or siege, but those stockpiles are to be emptied into the giant dump when things are quiet. I heard our nearest stockpiles of wine are once again full, so the mayor ordered the construction of a giant cellar near the defensive mine bridges. He says it's the most convenient spot. Ha, i know him well, most convenient spot to have an easy drink while he's working on wiring those bridge things up.

Gotta go, journal, there is a huge commotion nearby!

21th of granite: We are on lockdown again. The boys report something dire to me...

Spoiler (click to show/hide)

A giantess, altho none i have heard of in the legends. I heard of one giant, but this one died to a human wrestler, who was then killed by an elf king who ate him, but then the giraffe Lord killed that one king. then some necromancer raised the Elven King who took down a forgotten beast before being trampled by a colossus. I swear, this whole legend is almost incestuous.

We've had many titans over the years, but I know nothing of giants, save that this one is making a bee line toward the remaining animals we could save from the previous siege. The milicia is gathering over the walls, hoping to take it down from afar. Fuck those alpacas, they are not worth a dwarven life. It's not like we lack threads anyway.

22th: Atir Listkol the scimitar adept has ventured outside despite our clear orders. they say he is gonna confront the giant by himself. Atir is a good soldier, but never managed to kill anything in any war. his only real victory came against his former squad leader, whom he killed after the poor fellow went mad like they all did. He's one of our oldest and toughest soldier, but I fear this thing has been bothering him for years now. Does he intend to redeem himself by killing the giant, or seeks to end his own life in a glorious way?

The whole fort goes silent, as the fight begins. Whoemever wins, a legend will be born on this day. Old and young gather atop the walls and watch from afar, as the two beasts colide.

Atir is a more than decent marksdwarf, he has been on every siege defense, and fired his fair share of bolts. His aim is true. He takes the high ground and taunts the giant, dragging him away from the fort. Gica gives chase, and in her rage, fails to dodge Atir's shot. Her leg is crippled. Atir continues taunting her as he rains death upon her. He hit her in the chest twice, shots precise enough to kill the toughest dwarf trice over, but the giantess' skin is as hard as rock. she catches her breath for a moment, allowing Atir to gain some distance. at this point he is just unloading every bolt he has. The monster is filled with needles, but continues to charge. her head is dizzy and her left leg is nothing more than a mortified mix of stripped flesh and metal, yet she remains strong.

Atir reaches for yet another bolt, only to discover an empty quiver. so it has come to that. Our valliant friend draws his silver scimitar, and charges foward. he strikes left, right, up, low, but the giantess wont even care. she slams him away, sending the scimitar flying. Gica leaps on the dwarf. All seems lost...

but atir manages to roll at the last second. He is not without a weapon, for in his early days, before they coudl even afford metal weapons, he trained with his crosbow, using it as a club. he bludgeons Gica's left leg as he gets up, hammering the bolts deeper and deeper into the monster's skin. But the giantess just refuses to die. she gets up, despite the constant bashing from Atir's crossbow.

''Enough!'' screams the general, the one we call the savagery of Bronze. He draws his bismuth bronze warhammer, the one he called Storluth Laluth.
''Atir has proven his courage today. but he need not die doing so. Open the gates, I'm going out.
-The gates are to remain closed, says the mayor. Atir knew the risk, let the best come to us. I wont lose 2 of our oldest soldiers on this day.
-So be it, replies the savagery of bronze, as he leaps down into the unfinished buildings below, and charges down the hill...

Spoiler (click to show/hide)

The Single savagery of Bronze clearly doesn fuck around.
Title: Re: Whisperwhip, a story of anticlimatic happenstances
Post by: Taupe on August 21, 2014, 01:51:38 am
10th of slate: Atir decided to gift a name upon his Iron shield. He didnt get to finish Gica, so that's the next best thing he can aim for, i suppose.

12th of Felsite: How by Armok, when will this actually end? a New goblin force has been spotted in the west. Thankfully they dont seem to be well equipped. Most likely a newborn outpost sending reinforcements in the war against the Humans. We shall make short work of them shall they approach our walls.

13th of Felsite: Ahhhh!!

AHHHHH!!!!!

...so the western fron has been joined by a huge force from the south, and some skirmishers have left the battle in the northern cities to join in on the fun. Our doors are all open. BY ARMOK WHO KEEPS LEAVING CORPSES IN ALL THE FRIGGIN DOORWAYS?!?

Spoiler (click to show/hide)

They appeared too fast for us to react. a dozen of them are inside our walls, and a poor planter has fallen to their attack. the milicia mobilises in the main tower and storm the yard. if the goblins can reach the stairway, many civilians will die.

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

More from the south! this place is turning into a godamned mill, i swear! As soon as this is over, we need a complete door overhaul. Thankfully, the courtyard menace is held off in time, and we can spare some men to take back the main entrance. The rest of the troops will climb the new jail tower and repel the western forces. This building isnt even finished yet, we have been at it for a year now, this fort's need more than a simple door overhaul.

Spoiler (click to show/hide)

It's not complete, but it does the job. the tower and the jail's roof are enough to give our milicia a terrain advantage, and the western forces are repelled. Many start to flee south. ah, did we beat them? good job boys.

Wait...

Spoiler (click to show/hide)

This civilian decided to ignore the alerts and leave the burrow. He sneaks outside and start to run south when one of the few survivors from the main door assault spot him and give chase. years of wandering this countryside has given him great insight into the terrain around him. with his knowledge, he can surely lose his foe and make it back alive.

Spoiler (click to show/hide)

...Or... OR he can run directly into more goblins, and run around in circles dodging arrows until the western flank catches up with him. Squad C was ordered to run after him, but as soon as I spot that a naive woodcutter (to the left) has joined the poor fool on his trek, I know he wont be saved by only 10 dwarves. A skeleton crew is left on the walls, 2 men are to guard the doors with their lives, the rest of the cavalry rushes outside.

Miraculously the two civilians make it out alive. about 70 out of the hundread goblins were slain, and as soon as the last greenskin leaves our land, we catch sight of this little fellow:

Spoiler (click to show/hide)

Some kid had been kidnapped in the confusion, and the parents went looking for him.

End of spring: A miner got caugh by a strange mood right afer the siege ws lifted. He just completed an artifact. A truly underwhelming artifact.

Spoiler (click to show/hide)

I didnt crop this image just to illustrate how disapointingly cheap this new creation is. It is worth 3000 dorfbucks. I guess this constant state of terror and bloodshed has drained the creativity of our workers. An armor stand... could this be their way to artistically express that the citizens would really like to take a break from all this fighting? Regardless, the noble office extension is complete, and some military captain or another is getting a gift...

2 sieges, a giantess, and the death of most of our livestock... whatever summer brings us, this last season will be hard to top.
Title: Re: Whisperwhip, a story of anticlimatic happenstances
Post by: Taupe on August 21, 2014, 11:57:24 pm
14th of Malachite, year 106:

The mayor came to me today. He wanted me to remember our trade agreement with the mountainhomes. they want scepters. Dozens of them. Will i remember to trade them with our merchant friends as they arrive? I tell him i will. truth is, it's not gonna happen. Not with the new real leader here.

Aye, the Savagery of Bronze has taken over and instored martial law. From now on, we are to obey him, and refer to the military for any question, be it management, work, or going to the bathroom. the mayor can,t really object to that. not with 40 percent of the population drafted in the military. and certainly not when that 40 percent has all of em percent of the weapons and armor in the fort. We are to obey the Bronze General (his new actual and official title as of 3 days ago) or suffer the wrath of the justice system. He also anounced that altho the jail building was almost ready, it would be used exclusively for military purposes and defense, and as such, any lawbreaker will be refered to the hammerer's office, where he shall receive his just due in blunt trauma.

The mining complex has been put to rest for now. Here's his memo on that:

''Attention all citizens of Whisperwhip,

       As of today, all craftsdwarfship is to be stopped at once. Any able dwarf that isnt supplying crops or working on our defenses is to start hauling bones, equipment and loose bolts inside. On the rare occasions where this fort isnt under siege, wood cutting and hauling is our ultimate priority. All furniture creation is suspended until further notice. Our wood supply is to be kept as high as possible, and turned into charcoal. Metalworkers are to produce as many copper bolts as dwarvly possible. I expect no less than 2000 copper bolts, in adition to our remaining 1100 wooden bolts. Use the salvaged shields and helmets.

As for the mining operation leading further down, it is also cancelled. We do not, I repeat, DO NOT have the dwarfpower to defend against both cave-dwelling horrors and this constant goblin influx. I would draft more, but we actually NEED as many man as possible hauling stuff from the battlefield as we can. that's you, fisherdwarves and also you, useless 48 farmers that you are.

And finally, I want every door in this fort up and running WITHIN THE WEEK. Not cleaning corpses in a doorway is a punishable offense starting today. Bloody Armok, just seing a non-lockable door should be an offense.''


I asked about the bolts, and he simply told me that altho our current stockpiles are enough for the next siege, we are running short on wood and high on meltable, unused copper gear. He wants every shot to count, because we are getting less and less time between sieges to grab wood and repair damage. Aye, he says, we may have enough bolts for one siege or two, but should we live another season like this last spring, we'll run out. And then...


18th of malachite: The mayor has lots of free time now that he has zero decision-making to do, so he finally got around to designing a well. It's almost more complicated using the well than it was just filling the bucket directly from the river canal next to it, but what the hell, some folks have been complaining about it for almost a decade.

Meanwhile, our gemcutter was getting bored, so someone mentionned that he just encrust some gems into whatever's closest. the fella must have taken that quite litterally, because we have gem-socketed gems now.


24th of malachite: A peasant was injured severely while messing around with a falcon. He decided to go and hide all the way down into the lowest food stockpile. He refuses to go to the hospital, yet keeps complaining about his injuries getting in the way of his job. Which he doesnt have. I'm starting to think the lad is simply drunk. 

Atir is walking everywhere to make sure the whole fort knows he's given a name to his 10 bucks bone crossbow, with which he almost killed a giantess, he swears! I'm glad the lad is feeling happy about his fight, but I wish he'd calm down before each of his pubes gets a name. the Bronze general replied by naming his own Iron shield, saying that since he got the kill, he should totally give names to his stuff too.


12th of galena: The general wants us to get more steel weapons from the next dwarven caravan. He's ordered all the iddle crafters to use our retarded amount of leather (thanks, dead elves) to make crafts, or sew images upon every single thing lying around. A pretty fort is a happy fort, and a happy fort is a battle-ready fort, he says. Or something. Personally i think he's really terrible at non-military stuff, and he's giving random orders to people because he hates idlers.

We are running low on farming space that isnt goblin prone, so the various cages lying outside are to be transfered to the jail building, and the area shall be walled in as well. 2 minutes after he's given the order, we hear screams from the southeast: another fucking siege. so much for a season without mass-murdering.
Title: Re: Whisperwhip, a story of anticlimatic happenstances
Post by: Taupe on August 22, 2014, 02:09:38 am
24th of Galena: Well, the siege is lifted, as many of our invaders decided to bypass the fort after we repelled the initial attack. It was not without casualties, however.

Spoiler (click to show/hide)
Catten the dye maker is running toward the base as fast as he can when the alarm starts ringing. However, as he's almost there, he decides to run backward, for no apparent reason.

Spoiler (click to show/hide)
He has 15 goblins running after him. his pathfinding improvisation quickly turns into a terminal case of bad decision.

Spoiler (click to show/hide)
He's not alone in this. this hunter decides he's gonna take down a troll on his own instead of heading inside. The troll quickly grapples him while his goblin friend starts cooking a hunter pie.

Spoiler (click to show/hide)
Even the walls themselves arent safe. for the first time, a goblin archer decides to pay the front a visit. Our troops have helmet, but this little fella doesnt. 2 quick shots and he falls down. 21 foes ave been put to rest thanks to our crossbows, the rest have already left for human pillagetown. As we browse the casualties, we spot those guys tailing behind the rest:

Spoiler (click to show/hide)
We leave the fort, and start roaming the fields. The general wants their marksman dead here and now, for he is far more dangerous than any other foe in the army. thankfully, our warriors act quickly, and 6 of the 17 goblins are caugh off guard before they can flee, including the dreadful Nguslu.


28th of limestone: now that the latest siege has been crushed, the new wall ordered by our beloved Bronze General is going well...

Spoiler (click to show/hide)
Once this guy stops sleeping on the job, the base of the wall will be complete. Not sure how we'll make the aditional layers tho, as our masons are notoriously dumb. The mayor is getting bored of this whole ''power usurpation'' thing and he's convinced a few miners to add more space to the clothing facility. It's past the children dorm, so the General will never find out. With so many dead goblins and so few caravaneers making it alive, our rags are starting to stockpile once more.
Spoiler (click to show/hide)
Title: Re: Whisperwhip, a story of anticlimatic happenstances
Post by: Taupe on August 25, 2014, 09:25:31 pm
2nd of Malachite, 107

Almost a year has passed without any major incident. It has been 10 years since we established a colony here in the tactical hills, (and like 9 since we ditched that one and made a new base further north, but disregard) As a sort of celebration brough by the gods, random new animals have started to trek the area.

first, Lions. We saw a pack of 4 wandering outside, but a few hunters shot them out of caution. Our leaders ordered every hunter to stand down and remain atbase for the time being, in case more were to appear. And appear they did! A pride of 3 walks the south prairie, and our engineer are hard at work setting up cage traps around the map hoping to grab the beautiful beasts. they shall be bred and trained, and their roar shall instill fear in our enemies' hearts!

...wait, nevermind. Ignoring orders, Usthud went outside, walked 2 days in a diagonal, and shot a lion in the face repeatedly, turning every part o his body red. He then said ''oh well, out of ammo'' and departed home, while the beast died seconds later next to him. too late, Usthud had his mind set on going back, and he sure wasnt turning back to grab this beast he spent 2 days walking toward despite everyone telling him to absolutely not do that. So he sneuck outside, killed our future pet, and let him to rot there. Ushtud, you are a huge asshole.

Speaking of wild animals, a pack of hyena ppeared to the northeast! some of you may know this direction as ''across the river, where we kept the pigglets. Well, Tis where we keep the hyena corpses now... They ate the pigglets.

We dug a few more levels down, but the general ordered us to go no further. Instead he had the workers dig out a huge catacomb, and engrave it. He wants 60 tombs, each decorated with bones and gems. He also want the coffins to be of high wuality. so we ordered about 30 so far, kept the ten best, and put the rest in the old peasant crypts, around Olin's mausoleum. So we set up worjshops down there, making sure the coffins to be decorated would be the good ones, and used most of our ivory and bones. We also strip-mined the lower mines, but alas found no more gems despite our biggest digging project to this day. With very few gems, and depleted stacks of bones, the general has agreed that only the 6 milicia commanders would get a supercoffins, the 54 aditionnal soldiers could use regular tombs. The value was so low that it was not really worth going trough this trouble.

However, this whole exercise was not in vain, for we learned new tricks during this endeavor, notably how to use shops profile, and also managing work orders. no incompetent mason is to work on furniture anymore... especially since we still have 50 coffins, 60 slabs and as many high quality statue to produce... The Bronze general says its an anniversary project, but we all know he wants the milicia to have much better tombs than the rest of us.

I've had no news of the human caravan this year, nor the year before. I'm afraid the goblins are preventing their merchants from leaving, and thats my most optimistic scenario. The elves didnt attack, but they passed on our land without stopping, tauntung us with war jaguars while going ''blah blah blah you cant buy those''. with those two missing, our trade depot only hosted our mountainhome friends, who managed to bypass the heaviest goblin patrols.  They warn us that the Passionate sins goblin nation is thriving on loot and conquests, and that we are to remain ever vigilent. I was quick to secure any steel equipment he had, as well as his entire stock of both wood and bolts. This should keep our ammunition count high, which is important with the general's mandate. I try to make him understand that ''all the bolts'' is not a realistic or achievable goal, but he wont listen.

With our mayor trying to trap lions, and our new leader focused on the horizon, it was up to me to kickstart our economy. Sure, we offered our dwarven friends the usual crapton of goblin rags and leather armor, but I had also ordered the elven caravan's leather supplies to be turned into crafts, or sewed on to various things. For the first time ever, Whisperwind is exporting stuff produced by our own dwarves, instead of byproducts of genocide. Our outpost liason tells me that we will probably be named Barony if we keep producing wealth like those. they didnt have anything we really needed, and i had over 40k bucks worth of random things we looted, mostly cloths, but i gave them to him free of charge. Whisperwhip dont need the money, and I'd rather prevent our stockpiles from overflowing, because then the boys just let everything else lying around. don't worry about ripping us off, I told him. Dead things and ugly clothes are a renewable ressource here.
Title: Re: Whisperwhip, a story of anticlimatic happenstances
Post by: Taupe on August 25, 2014, 10:50:49 pm
9th of Galena: 
Spoiler (click to show/hide)

 Inspired by the 10 years of Whisperwhip, one of our dwarves created a magnificient artifact. It comemorates the funding of our fortress by Myself and 6 dwarves, and the palm bracelet engraving is just a nice touch. One of our miners died trying to pierce the aquafier, and our first artifact was this bracelet inspired by his ghost being put to rest.

It's still calm outside. Too calm. In time of war, our behavior seems justified, but now... without enemies around forcing us inside, the true crazyness of Whisperwhip is laid bare for all to see: a disgruntled and disconected bunch of dwarves so saturated with death and bloodshed that they don't care about anything. corpses litter the grand hall, piles and piles of dead trolls, goblins, and titans alike. with each bucket, our well brings forth onces of blood resting at the bottom of the river, which now soaks the drinking area, or gets consumed by unphased dwarves. Our farmers spend more time harvesting bolts and shields from corpses than they do vegetables and plants. Even the few animals we still have live among the gorey bits and splattered blood of their kin. chickens and hens lay eggs in a pen that is more red than green, still littered with dead goblins and various cats.

Seing my people like this is sickening. I have seen the death of many, and still mourn my old friends in the crypt... I still remember our greatest mason, he who was once a mighty soldier, having slain over 70 elves in the great battle of the tactical hills 30 years ago. he was the most decorated, but many more migrants had come to this fortress to forget the war. the mason never ask for a military position, even tho he had more experience with battle than any of our current soldiers. Nor did we ask him to. We knew. we understood that he had seen his fair share of bloodshed and loss, and now seeked a quiet and simple lifestyle. He engraved his pain on our walls, sad tales of a glorious but deadly battle.

yet he is gone, and so are most refugees that came with him. the newcomers saw death an blood as they arrived, and death and blood has been their daily life for the last 6 years. Oh the irony! That we funded this place to escape the horros of war, and yet, they found us, nd have been with us ever since, shapping the very life of whisperwhip.

The milicia grows restless, and the general is becoming more opressive every week. It sadden me to say, but i now pray to Armok that war will find us soon enough. then our terrifying nature shall be obfuscated, and we shall appear as stout and proud defenders, not monsters.

Title: Re: Whisperwhip, a story of anticlimatic happenstances
Post by: Taupe on August 26, 2014, 12:21:40 am
16th of Galena, 107

Spoiler (click to show/hide)
The human caravan is here! They dont have much to offer in term of equipment, so I trade our cut gems and leather/rock crafts to them in exchange for all the wood, and all the bolts. I also snatch a few arrows (As some of our marksdwarves started practicing with bows) and I use this opportunity to finally get rid of all our stupid wooden weapons (thanks, elf caravan!) we arent there yet, but thanks to some tweaks and specialisation applied to the various stockpiles, its now easier to trade specific stuff, instead of taking every bin out and scavenging for something in particular.

The humans havent been here in a while, so they immediately notice the new walls and foward entrance. they also notice that the new trade Depot is sitting on basically what accounts to a goblin squad spiked with dog bits. Better not ask, I say. Still, he tells me that the war with the goblins is over, and the trade routes are finally free! He says that from what they could see, the war was won in part thanks to our steeled defense of their south borders, preventing enemy armies from moving around too much. he's right, we killed more than we could count of those stupid greenskins. But now the Passionate sins's armies are scattered and vanquish. they wont be able to reform for years, at least. ''the war is over, he says. You must be so happy!''

''yes'' I reply ''I'm so glad we wont have to fight again!''

Fuck

fuck fuck fuck fuck fuck

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU

What the hell are we gonna keep the milicia occupied6 I dont want them to run around busting our nuts, and keeping us in check. The war Leader wont liste to reason, and is slowly growing mad with power, and our mayor is unfit to take decisions. He has friends, aye, but he crumbles under pressure and cant focus on urgent matter. right now he is obcessed with capturing a Lion.  ''maybe if we catch them and train them the General will let me do more stuff''. What a wimp. I guess it's up to me to make real decisions then. Immma order the workers around and try to keep in touch with the outside world. so long as I'm buying ''all the bolts ever'' and loving the ever-growing crap out of our military catacombs, the general wont pay attention to my little antics.

23rd of galena: I took a few days to think, but after visiting the military crypts, I stumbled upon an answer. The workers are hauling statues in the alcoves, trying to match them into tasteful arrangement. ''no, I say, put all the cavern spider reclusive carvings with this one, it has a legendary engraving about monsters and miners, it's fitting.'' Another mason asks if they should put this statue with the 3 dwarven statues. I tell them no, because it's not a mere dwarf, this is a sculpture of Kodal, our beloved goddess of Mountain and caverns. It would be fit to put it next to a soldier or lowly sculptures of dwarves. It,s place is in... a temple...

that's it! with nothing but Armok to pray, of course our people has grown bloodthirsty. Kodal is a sweet and protecting deity, and a temple to her grace would be just what our spiritually void and behaviorly misguided dwarves could need! I spot a wall in the soldier catacombs, and order it to be torn down.
Spoiler (click to show/hide)
And start working with our architects to lay out the plans for the temple:
Spoiler (click to show/hide)
We also have a deity of wealth and metal, but thats not what our people need right now. I order the designation of two small vaults on the side of the temple, where we shall store our most valuable artifacts. I want any spiritually-related statue set aside, but im sure our masons will both a few ones, and it migh be hard to recognise our godess from a mere mortal dwarf in a few instances. Uneager to let those statues go to waste, i also set some miners to work on a lower level, and tell them to start digging noble tombs. Tht's where the spare statue will go:

Spoiler (click to show/hide)
it's nothing too fancy, but we have room for many sculptures, and by a stretch of luck, our miners locate our biggest gem deposits to date. Our gemcutter is now hard at work, and should be busy for a long time. the next mountainhome caravan will be withness to the rising wealth and talent of Whisperwhip when they return next year. As I cross the bridge corridor separating the main fortress from the new levels, I am happy to see that our cellar has not only been filled since my last visit, but now also sport an aditional brewer still. good thing, as the drinks were running low, what will all this wood being turned into charcoal rather than barrels.
Spoiler (click to show/hide)

Before i reach the workshops, I stop to see what the mines loom like. the lower digging sites are still being stripped for more gems, but this level here was mostly hollowed out when we needed more of a specific stone for our walls. The miners and haulers carved what was left into rudimentary pillars, and are converting the whole level into our new stone stockpile. Once our bigger projects are complete, I migh set our engravers on smoothing this area. Maybe we can turn those useless mine levels into some good buildings, like great halls or more workshops. All our industry is concentrated at the top of the fortress. This was alright when we were fighting for survival, but now that we are at peace, we should set up more industries, and there is no way to enlarge the upper quarters anymore.
Spoiler (click to show/hide)

I have no idea how I'll convert those mines, so i decide to take a break and meditate on that.


2nd of Limestone:

autumn is upon us, and so is a new terrible idea from the general. He asked me how long it would take to reroute the eastern river from its course and use it in some sort of giant moat. I told him this wouldnt work, since the river is really too small to make a moat. Truth is, i said that mostly because its our main water source, and i dont want it to go away. Plus, our workers are really good at engraving and mining, but oh so terrible at massive construction projects. They cant build a ledge without trapping our best wrestler on the roof for a month, so i dont want them toying around with the forces of nature. One drowned fortress is enough, so the general can go live in old whisperwhip if he wants a godamned moat.

The rest of the milicia isnt really more tolerable. boredom has only made them worse.
Spoiler (click to show/hide)
Not a day goes by without one of them barging into my office to tell me he named his shield or his dagger or his whatever. Everytime it's like time comes to an halt, and I have to listen to this stupid guard tell me all about the kills on his dagger and who wielded it before him and what each splatter of blood has to say, blah blah blah. Weapon naming is like baby pictures, im really glad for you, and you can be as trilled as you want, but i do not care... speaking of which...

Spoiler (click to show/hide)
they are also having a bunch of children, and boy am i gonna hear about that. At least I dont hear about every single pigglet born in this fort, altho it's a matter of time before the guards start naming the pigglets, barging into my office for hours at a time to tell me about sir Bablington, the severed Trial of Lenghty Sunrises. for Armok's sake, guys, those are apacia crosbows, stop giving them all those fancy names...

But I disgress! I must focus on our water issue inbetween interuptions. I'll send a few miners above the aquafier, so we can try and locate where water starts precisely. I've come upon a few damp walls, but digging trough the stone deposit sounds like a terrible idea. I want to go above it, to avoid a catastrophy. We'll try to do something behind the hospital. a wall next to their medical and food supplies would be both safe and incredibly convenient, especially with living quarters and a dinning room so close.
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Taupe on August 26, 2014, 04:53:18 pm
*Small intermission*

I decided to take a look at LegendViewer and learned quite a few things from it.

Spoiler (click to show/hide)
1-We are in a weird spot. the closest dwarven civilisation is faraway, and it isnt even ours to begin with. there are 3 elven nations south of us, goblins north, and the infamous Passionate sins to the west.  The blue strip is the Lavender Empire, a scary human association.  They are led by the giraffe Fiend greater demon, Ukas Archerscort the ferocious Nails. He seems to have disguised himself as a Human god, but is truly associated with death fortresses, Murder and War. Unsurprisingly, he has been at war with one of the elven nation since absolutely ever, and pillaged them many times. I once believed that he ruled over the elves, but was mistaken. he just has a tremendous amount of elven slaves from various raids. He has crushed most of the goblins north.

Embark map showed SoothedSailed, the giraffe fiend's lair, to be right north of us, while Legend viewer implies it is to the south-west. Weird.

2- The elves are at war with the passionate sins to the west, and so are we, technically. They seem to be taking a break recently, But that's probably because they are going south for the elves rather than attack us as they go for the human empire further north. Do not rest easy, for numbers tell me that the goblins are far from gone.

Spoiler (click to show/hide)
3-Holy crap is there a lot of abandonned settlements on the west side. Sure, there are some everywhere, but this place is just FUCK_YOU land.  My first instinct is to attribute this to infighting or various wars, but the lack of wars in the region rules this out. I'm gonna go for rampaging titans, seing how new the world is, and considering we had 5 of the big guys, plus a giantess in 10 years. Given those numbers, the total annihilation of the western archipels by monsters seem very plausible.

Spoiler (click to show/hide)
4- This is the world. the dwarven nations are in the middle, a few elves around, and most goblin tribs have settled (or been repelled to?) the sides of the continent. I remember a great goblin empire existing in the south-east 20 years ago, where i first made my newbie fortress, but they have been pushed away and almost driven extinct by the local elves.

5-We are so far away from the citadel of Clutches nation! At first I wondered why we were sent to settle so far away. Sure, keeping tab on the giraffe fiend seemed a decent idea, we dont want to let such a strong being left unchecked. But by looking at our civilisation, I learn some troubling rumors... About ten years prior to the founding of Whisperwhip, the Queen of the citadel apparently started to dabble in necromancy... Suddenly our true purpose became apparent: She secretly wants us to build a strong fortress, so that she may move there and settle next to the giraffe fiend. the guy apparently invented necromancy the way we know it, and wrote 7 artifact books on the subject.  Is she planning to work with him, usurp his knowledge, or take his place?
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Taupe on September 01, 2014, 06:11:51 pm
17th of hematite, 108:

The last year or so was rather busy, but not that eventful. The elven caravan finally showed up, but with it also came a goblin army, so the merchants died and the wagons fled. Our craftworkshops are hard at work, producing stone and leather thingies, while our masons were ordered to produce slabs for the various enemies killed by the milicia. They shall be placed along the wlls of the soldiers' tombs, so that all can see how numerous were the foes to fall by their blade. by blade, i obviously meant ''were sniped from our towers''.

With the goblins no longer representing a danger, the fortress turn to capturing animals. A first cheetah is entraped in a cage!
Spoiler (click to show/hide)
...And is slain by the human caravaneers during transport. Two owls are caugh, and stored somewhere in the workshop floor to be trained. The same idea is used for a couple of dingos, alas those prove to be less docile than a pair of birds...

The beasts escape, and start disrupting the furniture hauling and crafting process. They attack a few dwarves, until one is put down and the other is seriously injured into a coma. The animal trainer sadly fail to turn a quadraplegic, unconcious, and bleeding dingo into a fully functional member of our community. It ies, surounded by 15 milicadwarves waiting to bash it dead at the slightest move.

Spoiler (click to show/hide)
A small invading force is spotted, and murdered promptly. however, this little thief is captured in the chaos that follows. The jail tower is turned into an actual jail, and the basement is fitted with levers, doors, and small cells. The kobold is placed in a cell, his cage is opened remotedly via lever, and the little fellow is shot by our soldiers as he exits his cage. This execution gives our general a new, terrible idea...

a new barrack is dug, connected to what ressembles a very basic shooting range. Our best (and now jobless) hunters are equiped with nothing but a bow, and they get their training by killing our various prisoners. essentially, we lock the newbie recruits in a long corridor, and unleash a troll at the other end. Powered by self preservation, our hunters quickly master the art of the archer. I heard that they are also to be trained with daggers, and leather armor. Is the General secretly training a squad of actual assassins? They are carrying silent and deadly weapons, and al of them are highly trained in ambush... Even their basic training involves quickly dispatching live creatures without remorse... I'm scared.

We try to build stairs outside, but because of various corpses, and nobody willing to move them, the project takes almost a year, until we simply push the troll carcasses in the middle, wall em in, and build a balcony over their skeletal remains. At this point, the river we drink from, as well as our walls and flooring, are now filled with slain opponents.

2 female lions are caugh, and half-assedly trained into war beasts. Eventually a cub appears, domesticated. One of the lioness was probably pregnant when she fell in our trap. Then a 4th trained lioness appears, fully grown, without any notice or orders to trin her. Where is she from? I'll never know. they are given to random nobles or soldiers. Dingos are finally domesticated efficiently, yet they prove rather useless. So are falcons and owls. I'm thinking of setting up a bird tower somewhere, and possibly breed some of the birds there. Those lions are gonna require more meet than the few yearly pigs we can provide...

Speaking of which, a lioness helped herself to a duo of pigglets. that's it, the doors leading to the pig bridge is now unnaccessible to pets.

Spoiler (click to show/hide)
Suddenly, a terrifying creature...appears? Ok, look, we fought giants and titans and legions of goblins, a single werehamster is not gonna fuck us up. Especially when it turns out to be a child. Or so was my first reaction. turns out, the beast appeared right next to a helpless coodcutter, striding the edge of the map for no real reason. the woodcutter is sadly sliced to bits, and second after, the werething is murdered by our patrolling archers atop the wall. I didn't even need to give orders to anyone, it appeared, ate a dude, and was shot within seconds. At least we wont have to wonder if an injured creature turns into a werewolf itself. Those things are so rare, we won't have to deal with any of it in the...

Spoiler (click to show/hide)
Oh COME ON.
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Taupe on September 03, 2014, 03:30:52 pm
( Big post, My internet was down a few days, so i screenshoted a bunch of stuff, and im now dumping all of this here at once)

Well, nevermind! That beast ran after an eagle and was absolutely oblitarated by the patrolling marksdwarves atop the wall.

8th of Sandstone, 108: Holy molly, by all that Kadol has made holy! The miners have started to dig a new mine, and came upon something spectacular today. This cavern complex looks deep, and goes down for 4 levels. At the bottom, almost in every direction we can see from up here, there seems to be an underground lurking in the dark. Our other projects have been cancelled. I've heard of those dangerous complexes of tunnels, and I asked the miners to block the entrance for now. We are converting the center of this level, as well as the other 2 above, into a mining headquarter. Food and drinks will be installed, a messing hall, and dormitories. I will ask our general to station no less than 2 squads down here for quick response against cave monsters. We have enough room for a training facility, he can have the lads sparring for all i care. All corridors are to be locked with doors, and unlocked only when in use.

Spoiler (click to show/hide)
Thankfully, right above those 3 mining layers, we have installed another bridge system locking the area from upper level access in the events of a crisis.

We also found how to use advanced bureaucraty to order dwarves to deal with corpses left outside. the stairwell at the entrance has been emptied of corpses, and finally completed, after over a year of fudging around pointlessly. The corpse dump located under the nearby hill has been outfitted with a new basement, to account for all the various dead things lying in the valley. Work in the mines (and anywhere else really) has come to an alt.

Spoiler (click to show/hide)
11th of Limestone: Oh no! I heard rumors that a member of the assassin squad had been injured previously. in fact, rumors dont seem to agree if it was kikrost or Ral that got injured, and in which manner, leaving me to believe both of them suffered during their dangerous training. but now the secrets surrounding this mysterious unit cannot be contained, as a mecanic discovered the body of another archer in the shooting gallery, slain by a goblin pikeman. Who let him keep his weapon after caging him? Is the general mad? This training is too dangerous, I ordered it to be stopped at once, and the squad disbanded. with 1 dead and 2 injured, the remaining 2 assassins are apparently relieed, as the next prisoner to be ''shot at'' was a troll mecanist.

We've repurposed this room as a Dingo training facility for the time being. Because dingo training has worked so well for us in the past...

Last days of obsidian, 108:
Spoiler (click to show/hide)
Those fools show up near our base. They are promptly dealt with, and we discoverer more ambushers as we battle the first. sucks to be them.

Spoiler (click to show/hide)
this little dude was apparently using the ambushers as a divertion. Thankfully, the general never sends out the soldiers that are currently patrolling the top of the walls, meaning this guy was spotted, and subsequently shot down before he could move an urist.

Some prisoners are showing up in the cages we set up for lions, and with no assassins to finish them off, disposing of them requires a new approach. I am ashamed of what I am about to put in motion, but I know Whisperwhip, I understand the sinister nature of its history, and the dark urges of it's population. now that the miners are done setting up the basic of the underground mining base, I set some of them to work on our glorioustest project yet. Meanwhile, I ask our manager that he stop mining and engraving, and now work full time on managing work orders. we have lots of charcoal to produce, many furniture to craft before the MB1 (mining base 1) is fully operational, and still many more slabs and statues to produce to enlighten the fortress. and lets not forget about crafts for the traders, when they show up alive that is.

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3rd of granite, 109: By Armok and Kodal, what is this? slowly but surely, mysterious spores have infiltrating the fortress ever since we opened those caverns. Now moss and fungi are growing everywhere on the upper levels. I order some of our miners and masons to step away from the ''project'' and start retrofitting the children dormitory with stone walls and flooring, so our youth doesnt fill their lungs with spores as they sleep.

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Meanwhile, storing the dingos AND the eagles waiting for training in the same corridor proves to be a bad idea. Even after this disaster, one dingo forgets his training, and eats the other one, before being dispatched by a war Lioness. Good job, girl!

Later that spring, our outpost liason finally agrees to turn this place into a rightfully honored barony. Our war and craft efforts are finally ackowledged by our great Queen, but praising her only seems to make the office liason unconfortable. s there something going on in the mountainhomes we should know of? ''No, he replies, nothing of importance. You are far away that petty rumors should not bother your brave fortress!''

Odd. Yet i send him on his way, as i cant think of a good candidate for a baron just yet. He gives me a year to decide. My own wife, and that of our absent minded mayor, died in the great Pigfall disaster of '101. With no children, this title of nobility would be wasted on us. the Bronze general has a large family, and a father living here. But with so many of our milicia officers being cousins or nephews, I dare not suggest any of them. I need someone with young children, who live here, someone with little other family in terms of cousins and uncles, who know the milicia's gimmicks but wont side with them if I need him to make a tough decision. I find that man in Tun.

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Sure, he may have some fancy tastes we'll need exports to satisfy, but what noble doesnt? Appart from his pricey preferences, he seems like a decent fellow, able-minded, and quite pleasant. He has been with us since before the great tragedy, so he knows how this place truly works. And most importantly, he was the leader of the wannabe assassin squad, disbanded after only 3 months when 2 of his fellow hunters got injured and a third died. He is the perfect man. Military recognized, yet at odds with our Bronze General.

With 2 injured dwarves, 1 dead and another becoming a baron, we now have solved the question of ',What shall our hunters do now that they cant hunt?''

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4th of slate, 109: We decide to industrialise Whisperwhip a bit, by adding a glass furnace. the elves's sand bags won't go unused for far longer. I swear, most of our crafting is still based on stuff we looted from dead elven caravaneers. This guy promptly becomes posessed, and claims our only glass furnace the second it is finished, and starts going mad because we don't have any raw glass. Well GEE dude whose fault is that? it's like someone claimed a workshop before we could even complete a single piece!

Obviously, we have to add a new glass furnace in the basement, and enable yet another dwarf to glass furnatise (or wahtever this job is called) before our first glasseroomakerguy goes mad. He accumulates a loooot of stuff. better be something good.

In the meantime, our metal industry is starting to kick into gears. 2 charcoal makers, 2 smelters, two metal crafters, working to smelt that fine tetrahydrate ore into copper and silver. With 5 ores produced, this is WAY better than using charcoal to smelt copper armors. Our metal stocks are finally decent, and in adition to producing another 500 or so copper bolts, i start to mint some coins. By I, i mean, other people who arent me, while i supervise and admire the handywork.

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Yup, that looks like a decent rendition of a typical Citadel of Crutches copper coin. The nobles there love themselves some cows.

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And the work on the artifact is finally done. Sadly, our worker was posessed and thus doesnt become legendary, but what a splendid work of art1 I immediately have it installed in the temple of Kadol. Many artifacts were produced, but this is one of the finest. Back in the day, a bone buckler was lost when a monkey looted the body of the murdered ex-general, who was shot by a crazy bowmaker during a hike outside. So was his legendary spear, alas. Since then, we produced:
-A legendary slate hatch cover, separating the general's squad barrack from his personal quarters upstairs
-an artifact slate bed, currently in the mayors chambers
-An artifact armor stand, also in the mayor's office
-Countless baubbles, each referencing the other in  sort of weird chain. I suspect this is a sort of memory game that our crafters are playing on us. ''the bracelet is on the scepter thats on the crown thats on the ring thats on the figurine... ah crao i forgot the earrings!
-A leather glove, a leather mask, and a leather trouser. Obviously someone asked the question: what would go well thematically with whip-users?
-123 custom-named weapons, shields, underwear, teacups and so on, each one pausing the fortress' activity at the moment the name is first made up.

My ramblings are interupted by the arrival of this guy:
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...Who charges at our walls. i would have LOVED to capture him and use him as part of the ''Project'' but alas, he dodges our clumsily-laid cage traps and make a go at our fortress. He dies horribly seconds later as a master lasher twirl her whip around his head and... caves it it? wow that was hardcore. Welcome to Whisperwhip, asshole. His rampage had exactly one victim:
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Goodnight, sweet prince.


26th of felsite, 109: Industries are starting to be important to us, now that we dont spend our whole life inside outliving sieges. however, whisperwhip faces a serious problem, a lack of ressources it never had before: Dwarfpower.

We are 180 or so, but 60 of them are military dwarves constantly on duty (or cant be counted on to work when battle pops up, aka every single time) and 30 are kids. We have about 5 nobles working paperwork and trade, about enough to keep our food supply active, and maybe 6 more working on food preparation and boozemaking. Our team of Masons/Engravers/Miner (look, fuck specialisation, ok) are getting incredibly good at each of those job, and can complete projects very efficiently, But the digging is starting to be harder, the projects bigger, and the towers taller and more numerous. Now, this used to be fine wen it was all whisperwhip produced, but we now need animals to be trained, and stuff to be smelted, and crafts to be stockpiled, and with every ressource i decide to turn into something of a finished product, we grow a dwarf shorter. The remaining haulers can barely keep up with the stuff we have to move around, be it corpses, stone, finished product, or trade goods for the depot. I dare not add more jobs to the queue order, for i fear that this would cause others jobs to be abandonned. Put simply: we have been running at full capacity for over a year, and some cracks are starting to appear in the system.

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I start to nevertheless designate areas to be used for future workshop mass-production. They wont be activated and used until much later, but i plan to turn all those children dwarves into competent workers when (if) they reach adulthood. for now, I'll just add the workshops and clear the space. Slowly but surely, we are leaving the upper levels behind and moving stuff downstairs, where room is aplenty. This layer here, right under our new stone deposit, will be used to store furniture. Those 30+ statue orders take space, yaknow.

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And this should become a prosperous workshop layer, right under the stone and furniture stockpiles. it's also quite close to the mining project below, so grabbing rock and tetrahidrate should be easy for workers. I start by smoothing and engraving a corner of the room, and have 2 smelters and 2 metalworking shops built. We dont have any workers to operate those extra ones, but who knows, maybe the children will want to take part in the work orders, so I decide to make those workshops available to anyone, regardless of their skills.

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27th of felsite: Spring is about over, and so are those goblins' lives. conveniently, they choose to fight atop this pile of corpses, which is both foreshadowing of their fate, and quite handy for our haulers.

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And now, our new silver coins are coming out of the metalworker's press! One side is frightening, the other quite disapointing, just like our civilisation itself.

Meanwhile, a worker creates this wonderful chair:
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Not sure what to do with this one. I want to install it in the Kadol temple, but I'll keep it aside for now. Our future Baron will be named in a few months, and he may need a fancier room to be happy.

16th of malachite:
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The children dorms are finally free of mushrooms (that will come back, im sure, once they hit their teens). I decide to simply undesignate part of the stockpiles in the adjacent rooms, instead of digging walls. Those stockpiles are way too big anyway, now that everything is stored in bins. Less work for miners, who are busy... elsewhere (still a secret). The floors will have to wait, as we cannot afford more hauling jobs right now without making other industries suffer, and I'd rather we focus on tetrahidrate hauling and corpse disposal right now.

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This is why...

The human caravan finally shows up, and we start unloading rock and leather crafts outside. but as the wagons near in to our fortress, a large, vile force of darkness arives. Chaos ensues. The traders run inside our fortress, as the milicia rushes to the wall. Many caravaneers and animal take refuge along the river, but are blocked by our walls. Many horses die that day, and in the tumult of the battle, I barely notice that 3 people are missing. One is a planter, the other our glassmaker. The third one is their parent, a milicia dwarf currently outside trying to save them. Why have they not run inside? I dont remember any jobs requiring them to go far from the fortress. This is not the first time civilian die for running away from our base, but for the first time, they have caused the death of a soldier as well.

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Asmel was our newest recruit. his squad was the sixth, created after a valliant dwarf fought off trolls alone and baited them into a trap. The first squads spent many years training, but when Asmel was drafted, most of his duty was spent patrolling the wall and keeping animals and criminals in check, not actual training. He was good with a crosbow, as any dwarf who saw the sieges of Whisperwhip from atop the stone walls ought to be, but had no real combat experience on the field. his unit were also given the lower-tier suits of armor, meaning he was not privy to the steel garments of the veterans. This in terms led to his heroic charge, and defeat, against a goblin Axe Lord.

Asmel is the first to be buried in the military crypts, taking his rightful place among the stone coffins and statues, as a brave defender of whisperwhip. No one could blame him for his action. any dwarf worth his name would have faced those tremendous odds if it was his or her family that had went missing. But his inexperience had reminded whisperwhip of something it had forgotten: fear, and tragedy. no dwarf shall take his place for now. a fresh recruit with no training would only be a liability and a hindrance at this point. Perhaps, when a new generation reaches it's prime age, some of them will be trained together until they are fit to join our proud fighting force. but until then, the 10th position of the Spinning of wheels shall remain vacant.

As the storm passes outside, I notice that the aftermath is grim. the lead trader for the human caravan has been killed, and no brokering will occur with them this season, meaning no new wood for barrels and charcoal. but darker still, is the mood of our populace... Asmel and his family were beloved, and had each spouses and relatives. Their death is a serious blow to our morale, and many dwarves threathen to tantrum. something must be done. I decide to retreat to my room and ponder on the matter.
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Taupe on September 11, 2014, 03:33:02 am
13th of Timber, 109:

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The first layer of the ''project'' is now excavated. Some mistakes were made regarding the designation of the other parts, as well as the right order to execute them. It is alas too late t cancel and revisit the blueprints, I ordered the boys to saddle on the task.

Our morale was low, but thankfully, with nice bedrooms and great dining halls, we managed to survive this terrible loss that befell us a few months back. However, while reorganising the fort to make sure eeryone was happy, I realised some things about our stockpiles. Not only are we low on wood, but we have ran out of seeds and plants as well, and our booze production has stopped completely. Soap is also nonexistant, and so is potash. I queue in a few orders so we can aquire some fertiliser and soap. The kitchens and stills are closed until further notice: we have enough to survive for a long time, and i'd rather our meat be used to feed the lions than cut into our 10th thousanth masterpiece crumble cookie. Hopefully traders will help us restock soon...

No wood also means no more smelting. I order the forges and furnaces to stop. The creation of precious and shiny coins come to an end. (for now)

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i order some masons to step away from the project and double the double staircase. The lower mines use the quadrastair design, and the upper section of the fortress could use some traffic management as well. The main door is getting busy as all hells but there is nothing i can do about that without opening a hole in the wall for now.

Meanwhile another dingo goes crazy and wildly assault random people. This is like the ninth time so far. I'd have them all butchered, but I have further plans for them, and at this point, what's a tenth slip from those doofuses? I ask that some of the miliciaman patrol the halls in case we need dingo-shooting action on the go, and simply tell the trainers to not suck so much.

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That's it, wood is officially no longer a thing we have. Good thing we arent making booze anymore...

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In the meantime, tho, I'm having a new tower built out of all this spare gneiss we excavted on our copperquest (TM). We need place to store food, and our miners are busy on the project, so digging new rooms is out of the question. Instead I'll have the masons built a storage tower, which will serve as a corner of our next walling project. this way, we can taunt the goblins with the smell of our delicious overflowing food standing there, right out of their reach.

My scheme is defeated the instant i realise that all the miners are also masons, and vice-versa. the project comes to a crawl as the minerasons start piling up gneiss. Whatever, I like towers, just keep going. We'll add floors when we start having too much of that gneiss thing.

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Adding towers and levelling the western side of our fortress means we,ll need to get rid of the fucking tons of corpses we just dumped there carelessly, litterally inches from our windows. Thankfully, sand is easy to mine, and a new expansion is added to the lower level of our necropolis. we can't go deeper thanks to the aquafier, so get ready for this thing to spread in an absurd manner in the upcoming years.


25th of Timber, 109
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Just as people were getting happy again, another ambush spawns on our land, quickly cornering our second best mecanic (first one being the ''mayor''). Having placed a goblin on either side of our unit, the enemy army flip the mecanic, and get one more point. Wait, this isn't Go... The mecanic is simply killed instead. thankfully, nobody really loved this guy.

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Later that week, the haulers complain that they are out of corpses, so i give them each a chair made of solid fucking rock and send them on a  hours trip to the mines trough a narrow serie of bridges, to furnish the mining headquarter. The place actually looks quite cozy, with it's own food storage. but who am i kidding, at this point our fucking dingos probably have their own stockpile. With our bridge designer currently unalive, and our miners busy on not finishing the ''project'' i decide that opening the caverns may not yet be the right moment.

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Instead, i order expansions to be built. We have many miners, but i also want to host 2 full bataillons of soldiers down here, and they will need more room to rest if they are to basically live there. I wanted to put copper statues around, since this is where we get the thing, but without coal, the decorations will have to wait.

My plan is to make this new place self sufficient and large enough to host a small community, so that people may relocate there should the surface fall to tantrums and goblins and murderwolves.
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Or thieves. How did the goblin sneak past the guards on the wals6 why was this child there? Seriously, people, have we not lost enough people to ambushes and sieges, that you are still wandering around like morons? Get a clue, get inside.
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Ugh, too late. We lose another child. This whole ''dying civilians'' thing is getting out of hand, and fast.

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Thankfully, our war dog catches up with another thief, and grapples him, while the army approaches and shoot the insolent creature down. This is why we have dogs. because our dwarves have negative response speeds. Good job, NAMELESS STRAY WAR DOG FEMALE.


4th of granite, 110 
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New year is upon us, and some of the dwarves celebrate by visiting the temple of Kadol, decorated with two high quality statues of the godess, and an artifact chair. I wanted more statues but heh, no wood, so no fancy things. Large empty halls are becoming the stallmark of our fortress, with no fuel to make nice metal or glass crafts. The temple isnt visited as often as I'd like, but those who do are inspired and cheered up by the marvelous artifact on display.

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The miners/masons/engravers have finally excavated the last streaks of tetrahidrate on this level, situated right above BASE1. The eastern tunnels are soon empted of the semi-precious metal, and on the next day the vast tunnels to the southwest are depleted as well. With no fuel and like 4 projects already at hand, I tell the boys not to scout further for new deposits. We have enough tetrahidrate to build a friggin tower.

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The nobles want their fancy coffins, the hospital want soap, and the farms still havent been fertilised. I send a few woodcutters outside, and progress is slowly made on our work orders after nearly 4 months of inaction.

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I am informed that the memorial to Asmel is finally ready. I have it installed in the military crypts, next to his coffin and statue.
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With the tomb officially memorialised, the soldiers make a parade, and shoot their crossbows in the air. moments later, an eagle splatters on the outer walls. More unwashed blood left on the stones. Asmel would have loved that. Whisperwhip's fashion sense revolves primarily around uncleaned piles of bodies and bloodsplatters. If Dexter Morgan visited our fortress, he would impale his own brain with the strenght of his boner within seconds.

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the workers are eagerly working on the ''project''. so eagerly in fact that they fucked it up and a bunch of dwarves were pummeled by stone blocks. The miners complained that they were literrally engulfed in dusts of magma, to which i replied that magma was not in fact stone shaped and grey and solid, and that they were making shit up. then they told me one of the milicians was killed in another accident. They werent making this part up, altho they did add that he died in a boiling cloud of magma. Seriously, guys, the floor fell and he was crushed. this is not how magma works. this is not how any of this works. I swear, once they hit real magma we are all fucking dead.

Just like this milician. Shit. He was a moderately trained soldier from squad 5. To the military crypts he goes, I s'pose.

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2 more accidents on the project, but thankfully no casualties. We've lost about what, ten dwarves this year? I've stopped counting.

18th of felsite, 110
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The newest elven caravan appeared today. because there were no goblins in sight with whom they could kill themselves, they immediately proceeded to drop a caged animal and spent their whole visit trying to put it back inside. Once they finally unpacked their shit, they told us that they were leaving, and repacked their stuff exactly zero seconds after they arrived.

I fucking hate those elves. I was about to just murder them and take their wood, but something distracted me. what's that, another accident on the ''project?'' Oh come on guys.
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The body is nowhere to be found, but another dwarf goes missing.

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The soul of the vanished/disintegrated dwarf possesses a worker, who crafts a second tetrahidrate throne. why a goblin image tho? Are the dwarves starting to miss the days where they were drinking in the halls while the milicia shot endless waves of goblins? I guess those superprojects and excavation operation are not as fun or safe as, say, sleeping all day. But this is a different time, and Whisperwind is a different fortress. Yes, we still have loads of murers going on on both sides of the war, but we are also spreading our ressources inneficiently to achieve other goals. And yes, people will get crushed by falling floors and pretend it was a cloud of magma, but that's just an unavoidable part of every great nation,s growth.
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Taupe on October 22, 2014, 06:40:20 am
Beginning of Opal, 110 (mid-winter)



Many things happened in this season, and now that our occupants are zealously working on their tasks, and the newest caravan is leaving, I'll take some time to browse over the recent events that took place in Whisperwhip, sole dwarven settlement on the northern part of the world. The surrounding savannah is home to many races, all intend on waring with each other, and the citizens of the wilted sack have learned to adapt to the bloodthirsty ways of the north.

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Well, partially. The recent ambush took our mecanist by surprise as he mantained the cage traps, and now his ghost is wandering the countryside. nobody will pick up his corpse, for nowhere his corpse can be found. what did the goblins do to him? I dare not imagine. I have a slab engraved, and ask that the horrible haunting and mutiation of his body be ommited.

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but those greenskin bastards will pay in due time, for the Project is now entering the second-to-last step.The digging is now complete, and begins the smoothing and engraving. This will take an absurd amount of time, especially if our workers are busy building something else. Like, say, A FUCKING OUTTER WALL.

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The good news is, there probably wont be any more accidents on the Project. The bad news is, we found who died last time when the floor sort of exploded: a member of the milicia. She now rests in the military catacombs, alongside her companion who died defending his family. I ask that her slab commemorates her family life and war exploits mostly, and her accidental death from tile-bludgeoning less so. Apparently she wasnt the most badass in combat, so we add something about her favorite color. Bam, done.

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This guy shows up, I believe this is our third lycanthrope in two years. Last one took a farmer by surprise, so the general takes no chance:
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We named the alert when a giantic titan of sand and snow shoting spiderwebs invaded old whisperwind. It's still pretty appropriate ten years later tho. A weremoose? The gods have really weird ways of punishing people if you ask me.

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The beast proceeds to fisticuff a random cat. Because... weremoose are carnivorous I guess? I mean, I get that werewolves hunt for prey, because thats just what normal wolves do. but a weremoose... is he gonna eat the cat6 bludgeon him out of spite? use him to attract a female?

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A kobold thief bounces out of nowhere and tries to killsteal the moose. That's right. A rogue lizard sees a giant moose-dwarf monster and goes ''yup, totally stealing that guy's dinner''. They are both promptly ispatched, and the monster reverts to a much less shaming form, that of a naked dwarf lying dead in a berry bush. My request to bury the dead cat in the military crypt is sadly denied.

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A bit later, we decide to open the caves, only to find another cave right the first one, accessed trough a bunch of ramps going downward over 4 floors. This is a very troubling discovery, as monsters and strange beast could be living down there. I don't like them having an easy access to the upper levels and by association my base, but we need logs and we need them now. risks must be taken, or else we are stuck with no metalworking, and no farming.

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The military schedules are changed: A new burrow is designated englobing the main areas of BASE1, and each squad is assigned 2 months of defending it. 6 squads means schedules are easy to make. They shall thus be ready to deploy in the caverns if need be, or hold the doors long enough for the rest of the troops to either join them, or raise the new bridge. A passage is soothed and engraved, leading to a bridge over the small chasm, and immediately our woodworkers start hacking at giant mushrooms while the miners abandon their 7 other jobs to smooth the first room of the cavern. More open space means we can spot monsters coming from the sides, and it also means more growth space for future mushroom. I order them to gather the valuable red zircon and tetrahydrate lying coseby as well.

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Inspired by this new adventure, a child (wandering around BASE1 for some reason) is struck by a vision of grandeur. Let us hope his young creative mind will bring forth a new marvel for the dwarven nation!

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While this young artist is rushing upstairs to gather every bone ever, an adinistrator cutting down a tree spots a ole (own? owl?) woman and is interupted by her in some manner. The lad reacts like any administrator would: He takes out a crossbow, puncture her bran, and track her to her camp accompanied by a war lion. He then proceeds to murder every single owl people living near the river. Noticing they have fish lying around, he orders the miners to clear this area so it can become a new fishing spot. the miners get to work, abandonning their 8 other mining jobs.

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in the midst of it all, tun has finally been made an official Baron. He is rather unhappy to be sharing meager quarter number 76 with his wife the baroness consort. I tell the hammerer that he,ll get a new room soon, but for now he must move someplace else because Tun is very mad right now. the hammerer is okay with it. he's really just a fisherman who gets to cave in skulls when civil wars explode.

Tun also wants a quern for reasons unknown. Tough luck, our masonshops are busy for 4 months right now, and nobody is using them right now because the masons are also the engravers who are the builders who are all in fact the miners, working on 9 projects at a time. Tun doesn't like my answer. I ask if one of our 3 artifact chairs would make him happy? He says yes. I order the noble district be expanded. The job is, to this day, still pending. tun also wants a tomb. we have a noble tomb area waiting for exactly that. By which I mean that we had some spare time a few years ago and something tomb-like has been dug out, smoothed, engraved, and filld with statues, just to keep the guys busy. I have the single green glass coffin we ever made placed there, withness of our short-lived glass industry.

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A symbol of eternal strife in the northern continent. War is the only thing this child knows from growing up in Whisperwhip, and so thats what he depicts in his art. It's also made of dingo bones and menaces with more dingo friggin bones, so I tell the child to run around with it in the kennels, to remind the little bitches what we make of the dingos who dare turn semi-wild. A dingo goes widl and cripples the child in response.

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Clouds of death and doom filling the kitchens, just a normal day in whisperwhip.

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A caravan is here! We all know what that means, huh? If you answered ''trading'' then you havent been paying attention. i immediately ask the general to dispatch some squads outside...

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...right in time to intercept this goblin ambush. One is captured, 5 more are slaughtered, while a goblin thief gets caugh by a cage further north.

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A pack of hyenas is also in the ay of our troops, and they get pincushioned by the marksdwarves. we tried to tame hyenas, but they ended up eating people, just like the dingos, so now we just eat them. At least those 3 wont try to gnaw the cook on the way to the butchery.

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Attracted by the corpses, a bunch of civilians come to pick up the hyenas, and the caged thief. another thief tries to assault them, but lose his hand and shortly after his life.

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To impress the merchants, I had the entrance filled with 4 statues (of echidnas but disregard those) and i ordered 2 more, our best, to be installed on the front porch. One is of me, as you can see, and we have another depicting the new Baron. A dog refuses to let anyone install the baron's statue no matter what we do about it. But at least, mine is out there, welcoming the world. Welcome to Whisperwhip, where we admire traction benches. Arent they lovely? We never use them. NOBODY EVER GETS STABBED HERE!

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as the merchants close in to the city, the armies remain on the field, ready to intercept attackers. a third sneak is spotted by the general himself...

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...who proceeds to break eighty-fucking-seven of the thieves bones before he collapse from the pain. Like, wow dude. Wow.

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Our POWs are listed under ''pets'' so i have a few of them moved to the trade depot along with our yearly 400 leather earrings. Sadly, they all end up escaping. No problem, tho, as the jail tower is only accessible from the battlements, meaning any jailbreak has to go trough the patrol routes of about 16 professional marksdwarves. The top of the tower starts dripping with blood. Oh, speaking of blood, I was busy doing the planting when the merchants unpacked, and my apprentice did the negociation. the merchants had no wood, or anything fancy, so he aquired about 30 random metal bars, and 200 barrels of blood.

Like, what the fuck. he said ',that's all they had'' fool, this is Whisperwind, blood is also the only thing we have! Oh well, i hope people like blood sausage. non-stop for a decade.

Spoiler (click to show/hide)
As I boss the peasants around to move all those blood barrels into the new courtyard, i notice a dead planter rotting on the roof, being eaten slowly by his pet eagle.  How did he get there? Why did nobody notice him? was he killed by archers, or did someone trap him there? I order the south wall closed, and the food tower wall demolished. People run away with his belonging before finally, after 2 weeks, someone decides to bury the lad.

The walls are far from finished (and it'll be a year before the backorder of mason jobs and mining/engraving operation gets cleared, so work wont even begin on them for months) but the lower parts are complete. After retrieving the dead planter and sealing the south section, i designate a wall to be replaced by a door along the west side of the entrance hall. People can now access the food tower, or the new barrel stockpiles, from the woodworking district. i decide to add a new wood stockpile there as well, hoping we can secure plenty of underground logs in the upcoming explorations.

Spoiler (click to show/hide)
Nevermind, we found lava! Or rather, a dingo found lava. He also claims that it is at least 10 layers deep. How can he tell? because dingos are smart i guess.

Spoiler (click to show/hide)
We now have zero idlers. People are either working, or hauling metals from the mines, or wood or plants, and those who arent are bringing back stuff from the depot, or cooking it. Many jobs are now being half-assed, including egg-gathering, which has the benefit of providing us with newborn eagles. Hurray!

Are those baby eagles a sign of prosperity? Or are they proof that we don't have enough manpower to keep going much longer? Will the eagles delight us with their presence, or feed on our corpses, like they did with the roofstuck farmer? Only time will tell. but as i look out the window, i see bottled blood surrounded by bloodstained walls, erected on a blood-soaked hill. from who'se blood will the river run red?
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Illogical_Blox on October 22, 2014, 01:50:45 pm
Why has NO ONE ELSE posted!
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Taupe on October 22, 2014, 09:01:00 pm
HOLY SHIT, people are READING this?
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Immortal-D on October 23, 2014, 07:20:27 pm
Only recently started browsing this forum during downtime at work, but I'm reading ;)  The fact that your Fortress nearly ended due to a collapsing pig pen made me lol.  That you actually recovered is even more impressive.
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Zorromorph on October 23, 2014, 07:57:51 pm
Read it all in the last couple of days.  Criminal that this thread doesn't have more activity!  Criminal I say!!  Granted I'm nearly a noob but far more interesting than anything I've done in DF. 

My favorite parts:

The tale of the bloody skypig in 101 -- pure dwarfness!

Quote from: Taupe
the new inhabitants of wisperwhip are thus drinking troll blood on a daily basis. Only makes them stronger.

From the wars of 105:

Quote from: Taupe
This is also the year where our city discovers the fabled technology of ''bins''.

Quote from: Taupe
our engravers start to depict incredible sculptures of miner dude a imploring not to be demoted, among a bunch of angry dwarves. he is seen crying, or confused. all our new dining hall's walls are covered by this event. no, i,m sorry sculptors, but he was in the military for 5 minutes, received exactly one order to climb a ramp, and didnt do it because he was asleep for the whole duration. I am pretty damn sure he is not as broken and emotionally shattered as you are depicting it.

Quote
The elven caravan is promptly slaughtered as they stop to wonder why the cliffside is covered in dog parts.

And then ...

Quote
On the rare occasions where this fort isnt under siege, wood cutting and hauling is our ultimate priority.

Quote
A peasant was injured severely while messing around with a falcon. He decided to go and hide all the way down into the lowest food stockpile. He refuses to go to the hospital, yet keeps complaining about his injuries getting in the way of his job. Which he doesnt have. I'm starting to think the lad is simply drunk.

107:

Quote
Ignoring orders, Usthud went outside, walked 2 days in a diagonal, and shot a lion in the face repeatedly, turning every part o his body red. He then said ''oh well, out of ammo'' and departed home, while the beast died seconds later next to him. too late, Usthud had his mind set on going back, and he sure wasnt turning back to grab this beast he spent 2 days walking toward despite everyone telling him to absolutely not do that. So he sneuck outside, killed our future pet, and let him to rot there. Ushtud, you are a huge asshole.

Quote
For the first time ever, Whisperwind is exporting stuff produced by our own dwarves, instead of byproducts of genocide.

110:

Quote
an adinistrator cutting down a tree spots a ole (own? owl?) woman and is interupted by her in some manner. The lad reacts like any administrator would: He takes out a crossbow, puncture her bran, and track her to her camp accompanied by a war lion. He then proceeds to murder every single owl people living near the river. Noticing they have fish lying around, he orders the miners to clear this area so it can become a new fishing spot. the miners get to work, abandonning their 8 other mining jobs.

And many others -- why aren't you all dead yet? 










Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Taupe on October 24, 2014, 01:22:52 am
How are we alive? Hard to tell. My bet is that we chose to disregard any semblance of industrialisation, socialism or economy for a totalitarian militaristic war machine. Anything that isnt a marksman, feeding a marksman, or providing bolts for the marksman has no reason to exist in Whisperwhip...

And now, the end of the 110 winter, known as the chaos of Bosda
Spoiler (click to show/hide)

Mid-Winter 110:

Spoiler (click to show/hide)
Mere days after the last battles are over, and the ambushers and thieves following the caravan have been dispatched, Tun issues a ban. Now that his fucking quern is completed, he definitely doesn't want us to get rid of it. I'd put it in his room to shut him up, but his entire quarters are now host to a swarm of kids who smuggled wine there and are getting wasted on his desk. Altho tun has 4 children, none of those young drunkards are his.

Spoiler (click to show/hide)
Suddenly, breaking and entering in the baron's room are no longer relevant. A forgotten beast has arrived in the caverns, after we've only gathered about a dozen logs. OMG WTF is activated, prompting the eagles, miners, and tremorsensitive dingos to escape to the upper level, while every single milicia is mobilised within BASE!. It is an enormous blob o liquid protected by a shell. The beast itself doesn't sound too dangerous, but its deadly vapors could prove lethal to some dwarves. Our military is now mighty, but upon their drafting, soldiers were chosen not for their disease resistance, but rather for their uncommon ability to not be currently dead or insane. Plus, every aspect of our continued technological advancement, as well as crafting basic shit or making food, revolves around he industrialisation of those caverns. I can't afford to have them filled wih toxic clouds of whatever.

Spoiler (click to show/hide)
After about a week of panic, i notice that the Blob known as bosda the Bug of Paddles is apparently not moving much. I guess it cannot swim? The monster appeared close-by, but on the other side of this underground river, apparently sealing it from any possible entrance. I order a rock hatch built, so that we can seal the ramps to the lower levels at least momentarily, until exploration of the upper level is complete. It is added to the superfluous list of thing that will never be completed. Because money doesn't grow on trees and we don't have any trees, I disband the mobilised troops, and order the workers to return to work in the caverns... or elsewhere. burrow designation has not been very stelar, and while the base has expanded, the areas that were designated ''safe'' were not, so activating OMG WTF boils down to ordering eeryone packed into the drinking hall.

For about a week, life returns to normal in the fort. Patrols overshadow the mountainside from their walls, people turn dead things into delicious dead things, and the miners work haphasardly. A few fishermen decide to neglect important tasts o gather food in the subteranean river, because we fucking need more of THAT. Their work is similar to what happened on the surface when fishing the east river, except that instead of having buckets after buckets of troll blood coming out of the nearby well, this time there's an ancient malevolent being across the river.

-hey Urist, isnt that... dangerous?
-nah, Olin, that there be Bosda, the terrifying blob of water. It is known as the Paddle. Thankfully it cannot swim.
-oh that's fortunate.
-yeah just dont mind him.

*sploush*

-Hey what was that Urist? also where did bosda go?
-...

Spoiler (click to show/hide)
As the BLOB of WATER known as the PADDLE's inherent inability to swim is suddenly disproven, OMGWTF is once again activated, and the milicia rushes to the fishing spot. The river is full of little corners and rock formations, but thankfully the fishing spot itself was emptied, and the milcia has a clear shot at the blob, if it comes out.

Spoiler (click to show/hide)
However, the Blob proves both chaotic in it's movement, and very fucking hard to distinguish. A blue blob of water, hidden in blue ater. It's hard to tell, but we realise the creature is not coming at us directly on open ground. Instead it is moving alongside the river, protected by a ceiling and eclectic rock formations blocking any shots. The milicia starts to shiver: we have no idea what lurks further east in the cavern, and there are no easy engagement spot there. People wont have a clear line of sight, and the beast could come out of nowhere, right in front of a lonely soldier, filling his personal space with lethal toxins. While I dont want to engage on those terms, we certainly cannot let the beast vanish into the unknown, for then it could attack from anywhere. We need the shroom logs, and thus bosda must be killed.

Spoiler (click to show/hide)
The milicia leaves the fishing spot, travels trough the caverns back to the entrance, and head northeastward, into the unknown. they are well trained, and numerous, yet the claustrophobic nature of those tunnels make it hard to feel safe. Even with the full 6 squads assembled, the dwarves are alone against an unkown attacker because of the lacking space. the threath of gas warfare is ever-present.

Spoiler (click to show/hide)
A panicked messenger arrives from the upper levels after a few days of suspence. The troops are wandering the riverside, trying to catch sight of Bosda while browsing for safe engaging angles. The message is ill-timed, but not surprising: a dingo has reverted to a wild state, then promptly gave birth, and the baby dingos are both wild and able to instantly attack with all their might seconds after they were born. between this and their uncanny ecolocation skills, dingos are much like Xenomorphs.

I select some able-bodied soldiers and dispatch them upstairs to track the beasts. A master lasher engages the mother while his friends search the fort for the pups. There are now 5 squads downstairs.

Spoiler (click to show/hide)
Good news, tho, for during this time, Bosda has finally made it's fight. Out of reach, it slowly starts to fill the water with deadly toxin and gasses, but a msterful strike brings it down inches before the vapors reach our troops. The soldiers quickly steo aside, while the fuming carcass dissolves back into the river, leaving behind a transluscent and lethal shell.

Spoiler (click to show/hide)
The squads are still lurking over the fuming corpse of Bosda when another messenger makes it to the battle scene. This time it's more than dingos.

Spoiler (click to show/hide)
There are about 90 of them. Some trolls, and two dozen crosbowmen. nothing we haven't repelled before. but most of the time, our entire army wasnt 25 levels down in the caverns navigating a treacherous unmapped river. They rush upstairs trough the deep caverns, reaching the wall second to the 2 scores of goblin marksmen. The new outter wall is far from finished. In fact, it provides and entrance to the inner fort from the northern part. Some dwarves tank a volley of arrows with their shields from atop the construction site, while a handful of hammer lords jump down to melee the archers. The sky darkens with bolts as the Hamerlords charge their target, led by Lem the Bookkeeper. Why is our bookkeeper the second in command? Because once upon a time, we had a lot of angry monsters, and the accounts could read ''more than we'll ever be able to use before we all get murdered'' for pretty much all the entries.

Spoiler (click to show/hide)
Down below, the battle starts. Lem's friends are seen here engaging the enemy troops, while he climbs the mountainside to reach the archers retreating to the higher ground. Notice how it looks like there is a log lying around, but it's just a fuckton of arrows. the archers are dispatched. Now we only need to rush to the front door before the trolls break it open and charge inside. If we can kill the trolls before the main army arrives...

Spoiler (click to show/hide)
Aww come on!

Spoiler (click to show/hide)
A couple of trolls try to bash the door open. they succeed, but sadly for them our best squad is waiting over the antechamber of the fort, and they'll have to withstand their fire while bashing open two more doors. they decide to regroup with their friends instead of being heros, but they make certain to trash down the two copper statues adorning the entrance. Oh come on, we finally managed to install Tun's statue yesterday!

The milicia turn their attention toward the minotaur. His arrival is ill-timed, for we have our hands full, but there are two positive things to this whole story: One, people were already on alert all month because of bosda, and nobody is outside in range of the invaders. Two, our milicia is already mobilised. The minotaur is met with the full fury of Whisperwhip's crosbowmen. His legs are pinned, and his charge comes to an halt a safe distance from our walls. The two trolls, not content to destroy the main door and wreck the statues of our nobility, decide to finish off the minotaur and flee south. Assholes!

Spoiler (click to show/hide)
Spoiler (click to show/hide)
One troll is shot down as he escapes, but the KSer runs away safely, screaming a loud KEK as he leaves the map. Another dozen trolls try to take the main hall. Two squads rain death on them while another is seen here holding the trashed doorway. They make sure to vomit all over our statues while dying, leaving a pool of green and blue smelling goo over our broken craftdwarship.

Spoiler (click to show/hide)
Another bunch of skirmishers tries to move north to take the weaker entrance, while we are busy with the trolls. Thankfully, we still have a few guys available to rain death on them. They dont make it far, and those who don't turn back are swiftly dispatched.

Spoiler (click to show/hide)
Half the siege is now broken, but a tribe of trolls is still around, as well as two scores of infantry. Their skirmishers have fallen, yet they wont leave the area like they normally do. They gather around a cage trap, trying to disable it so that their friend can be freed. Half the army falls on them and they die on the spot, for the most part. Few of those goblins ever got a chance to react, astonished by the ferocity of our charge.

Spoiler (click to show/hide)
As the entire army rushes outside to track and murder our foes, a goblin thief enters the keep and rolls a 1 on his stealth check.

Spoiler (click to show/hide)
There are still the trolls to be found. As long as they stay around, we cannot disband the OMGWTF state, else some children decide to wander around. They are spotted at last after a week of searching, right above the overgrown ruins of Ol' Whisperwhip. Attempts to paint the town red are met with failure, for troll blood is blue.

Spoiler (click to show/hide)
the merchants are long-gone, but the outpost liason is still lurking around. In the middle of all this chaos, while arrows rain on our watchtower, he grabs me aside and cheerfully asks:

-Let us discuss your current situation!
-Our current situation is fucked up as all shit is what it is!

Later on, he mentions that we are impressive, and he came to elevate this land in the eye of our nation. does that mean we are like higher than a barony6 because we've been a barony for like 7 weeks, and all it got us is a fixation for querns. because discussion is a two-way business, he replies absolutely nothing and vanishes for a year.

Now that the chaos is past, I order the civilians to go back to work. During the last month and a half, we have faced an ancient beast, yet more rebellious dingos, a siege, and a minotaur. Miraculously, nobody died, primarily because nobody moved out of the drinking hall. This was too close for confort, tho. Had bosda waited just a bit longer before he did, we would have had to fight both underground and on the walls. I cannot imagine what will happen if more dangerous beasts appear in the caverns. Our strenght is in our ranged attacks, and our numbers. In tight spaces, and split up, we are not mighty. Our troops are plenty, but most are sporting plain leather boots and armors, nothing that will stop a dragon's claws. We need metal, and for that we need coal. despite the danger, the cave operations must continue.

The lads go back to their duty, and soon the idlers are inexistant. We have more work than we can tackle on, and nothing was accomplished over the last 6 weeks. at least the situation is back to normal...

Spoiler (click to show/hide)
...Yup, just another poorly trained dingo, nothing exceptional.

Spoiler (click to show/hide)
To celebrate our continud non-death, the smiths created some of the silver pimp statues I ordered a while back. We have two matching statues to the likeness of Limul, god of minerals, suitably made of shiny silver. This one especially is of tremendous quality and value. I ask that both be displayed along the entrance outside, on each side of the porch, down the stairs. Let our enemies see that we are rich, and unafraid to flaunt it in the face of danger! On the top of the porch, the statues of Tun and I are quickly put back in place, to match the new silver ones. now our entrance looks very impressive!

Statues are a great addition to any base. They are pretty, imposing, and valuable. not only that, but they help our crafters and metalworker in owning their trade, and that's about the only thing I've found that we can use our silver and copper bars on that doesn't require charcoal...

-Hum, erh, Dumast?
-Yeah?
-About the statues you ordered...
-Yes, I like them! They are awesome. The 12 copper ones were nice, but those first 6 silver statues are truly remarcable. I can't wait to see how the second half of the batch will turn out
-Yeah, hum about that. Little miscalculation...
-don't be silly, we should have plenty of silver
-Yeah, but hum... turns out they dont cost zero charcoal to make. Turns out they actually cost coal. a lot. Like, all our coal.
-...
-Yeah, so, all those batches of ash and potash and smelting you asked6 none of it was done, all the wood went to craft them statues.

Well, fuck. This is a very serious setback. I feel so terribly stupid now. Were those statues worth it? I decide to take a walk and contemplate our art, and the agricultural mayhem they cost us. As i step outside, i notice the copper statues are finally back in their place. I never got a chance to look at Tun's depiction, better check that out, I'm curious to see what...

...Oh COME on!
Spoiler (click to show/hide)
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Taupe on October 24, 2014, 05:15:45 am
Thanks to everyone who decided to read this story! I'm very grateful that some of you decided to stick around for the ride, considering how many fortresses there are, and how time-consuming DF can get, even for people reading overviews of a playtrough.

For the sake of convenience (since it's no longer just me talking to myself in a vacuum) I've created an index linking to each update, located on the very first post of this tread. If you want to comment or discuss the ongoing blood-fueled fiasco that is Whisperwhip, please go ahead, I really appreciate the feedback and the questions. but if you are a casual reader, and you just want to pick off where you left off without browsing trough 2 pages of forum, then you can do that with a simple click. Enjoy!
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Immortal-D on October 24, 2014, 09:14:01 pm
Your storytelling ability is very entertaining, especially as I went through many of the same discoveries myself.  As you are now aware, smelting metals for statues and other furniture does in fact require fuel :p  I'm curious, are you using any utilities like Dwarf Therapist or QuickFort?
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Taupe on October 24, 2014, 10:00:26 pm
A friend introduced me to the game and sent me a package named DFhack which seem to contain visual mods and gameplay improvement (like, hum, clicking things?), and it's also running dwarf therapist, because i cant be bothered to switch jobs using the ingame menu, nor can I actually locate said ingame menu :/
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Taupe on October 25, 2014, 12:20:37 am
Spring 111: Protect the quern!

Spoiler (click to show/hide)
Spring is soon upon us, and now the disastrous year of 110 is behind us. Our biggest problem (aside from like, ever-lasting bloodshed) is the lack of wood, and as such charcoal and fertiliser. The second has to be the total lack of manpower, resulting in suboptimal job management and many tasks being half-assed. The kitchen, for example, is full of miasma and mushroom trees and spores, and the butcher shops are filled with rotting carcasses, and spoiled leather.

We don't seem to have much free barrels, so i order a few of them, as well as new orders of ash and charcoal. By new, I mean, the same ones that havent been cleared yet. Another very terrible management issue is the training of animals. Many animals are brough from the cage traps, and the trainers are inexperienced, as well as very sporadic in the practice of their task. the result is, obviously, a fuckton of animals reverting to the wild. Thankfully, spring is the season of life and blooming, and things are up for a great start:

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Altho those two cubs are not born tame, but rather trained, that's still two more lions that will eventually become war lion. with 2 new trapped adults as well, our war lion total is going to reach 8 soon, and 11 when the cubs mature. Lions are very important to our survival, and not only because I've been injuring our workforce for the last two years building a fucking colliseum. No, lions are great bodyguards, and in time, I want the woodcutters and plant mecanics to be accompanied by them, as protection. Our military is spread too thin now that we are exploring the caverns, manning the battlements, and traveling outside.

Some dogs are also born in early spring, and altho their population will never go back to what it was prior to the battle of Dogshatter, every little canine that dies for his master helps. We have about a dozen dogs now, altho most were claimed as pets before they could be war-trained.

Spoiler (click to show/hide)
In addition to dogs and lions, we get a dingo pup! This is the culmination of a long (and primarily disastrous) endeavor, as this is the first dingo to be born tame, meaning this one probably won't try to eat our children... much. In time, we may have a manageable population of the little assholes, and they make for far more effective pets than cats when danger is every friggin where.

Spoiler (click to show/hide)
More important than animals, tho, is the adulthood of our first teenager, erith. He may have spent his early years working the fields, but what we truly need are more miners and woodcutters, so he shall learn those trades.... Hum what's that? He CANNOT do both? I guess axes and pickaxes are like pig and elephant DnA: you just cannot mix them. so be it, Erith shall be a miner, and give a hand with the furnaces. If he cant gather wood, he can at least burn it into charcoal.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Birds hatch, and a flow of chicks and goslings join the eagle hatchlings. The little birds are adorable, altho they also remind me that their birth was only made possible by the negligence of egg gatherers. I don't complain much about it tho, as the reason I wanted the food tower built was to have an enclosed and locked tower for the eagles to mate and breed, but the idea was scratched when I realised I had no idea if birds could survive on quartzite blocks alone. After that, the tower was repurposed into a food storage.

Spoiler (click to show/hide)
The forth is rejocing from all this influx of life, as death is common in Whisperwhip but birth and renewal are rare and hearthwarming guests. Things are about to change tho, as the cycle of life states that for each new life, another has to be brutally stabbed by goblin ambushers. Or something close to that.

Spoiler (click to show/hide)
This month, it's the Squeezing Walls' job to be, well, squeezed on the wall. However, military duties have grown very lax in the last months, and none of the squad members join the call to arms to save the child outside the fort, even tho the snatcher is basically 7 meters away from them in plain sight. Are they on strike? this kid is about to DIE, people!

Spoiler (click to show/hide)
ever vigilant (and somewhat, always two steps away from the snatchers) the Bronze General Muthkat charges the trade depot, and bash the intruder to death, while his underlings watch from atop the walls.

Spoiler (click to show/hide)
The goblin managed to stab the youngling right in the feet, severing an artery, but aside from that the kid is unarmed, and he shall live. As a result of his severed artery, the kid's foot has lost a lot of blood, and is now thirsty.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The last silver statues are brought in. Some are modest and plain, but a few attract my attention. I decide to have those 4 installed in the corners of the main dining hall, to increase the value, and impress the party-goers. Maintaining the morale of the secluded workers in time of war is primordial, and beside food variety, dwarven artwork is how it's done. We have a statue of dwarves, and a statue of the mineral god, looking disapointed at something. I place this second one so that it stares at the Tun statue, eating a faceful of prickle berries. The last statue is that of an elf getting killed. that should cheer people up.

Spoiler (click to show/hide)
Indeed, as I mentionned once briefly, many of the dwarves who settled in whisperwip were once part of the elven wars, taking place in the Dune of dignity. Wether they came here because the queen wanted some toughened peasants to colonise this continent, or they volunteered to retire from the war is uncertain, but the fact is that all our elf-slayers are farmers. indeed, even the food-growers have had their share of battle in the days. While browsing the records, I get curious and decide to check which soldier made the highest contributions to our war effort. One guy has only 1 goblin kill under his belt, but the average soldier has killed about 6 or seven goblins. Two soldiers are particularly awe-inspiring, albeit for different reasons:

Spoiler (click to show/hide)
Milicia captain Asmel is a paragon of battle. He is well respected by his soldiers, and has an impressive track record. Thirty nine besiegers were brought down by his crosbow, as well as 5 rampaging dwarves. He is by far our most accomplished warrior, worthy of the title of Champion, an idea the baron came up with. blah blah blah, we should name a super champion or something. altho Asmel deserves the title, i decide to postpone the nomination, as titled dwarves tend to request things, and the production of any work whatsoever is problematic at the moment.

Spoiler (click to show/hide)
Urist the administrator (when he isnt on duty) is another story. He has an average war record here in whisperwip, but rumors go that he murdered a hundred and a half other creatures. some are animals, but a staggering amount of them seem to include semi-civilised creatures. Only one of those kills took place in whisperwhip (yes it's a dingo). Why did you come here, Urist? Are you a serial killer?

It's worth nothing that altho being an administrator, Urist was not the one who commited genocide on the olm people. Boy, office work sure has a way to drive people to murder doesn't it?

Spoiler (click to show/hide)
My record-browsing is interupted by Tun the baron, barging in the dinning hall, his mouth still full of berries.

-Nice statue, very lifelike. Also, I wanted to tell you that the mandatory ban on quern export is now lifted. I think quern are glorious enough, that a people worldwide ought to be able to admire them.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The lead miner also join us for dinner, insisting that I hear his great news. the miners have struck various ores during their work, and we are increidbly rich now!  However, miners are like fisherman, they like to exagerate and embelish things  little. this i learned after they started to refer to concrete dust as ''boiling clouds of magma''. I look at the reports, and it seem that by ''we have struck rare minerals'', the miners actually mean ''so we assume there may be a lake with some like, different rock at the bottom, altho we can't be sure as it's dark, blocked by 7 layers of granite, 20 feet underwater and we learned all this by deciphering a dingo's excited skips''

Wait wait wait...

-Hey you, that guy at the last tabe, what did you just say while we were talking?
-there is nothing to fish in the northwestern cavern.
-no, not you, that guy!
-Oh, I said we have stuck hrnblende and splaredine and
-no not you, the guy with the beard
-Oh me, i was also talking about the fishing situation and...
-no, THAT guy, yes YOU
-Oh, me, I said, a child was kidnapped and is now gone forever.

Holy crap, by Kadol the godess of mountains and caves, how could this happen? Did nobody notice the kidnapping? If so, why was the child not supervised, and what were the army doing? As the news spread trough the hall, the citizens of the wilted sack go silent in unisson. They know what this means: war is on our doorstep once more, and a child has died... or worse. The army is clacking off, and goblins are trepassing on our land unseen. they could be about to enter the fort and we wouldn't even know it.

-This is terrible news, Tun says. I know what they came here for, but by Kadol, we won't let them have it!
-Oh please, tell me you are talking about the children and the food...

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Nope. He isnt. We must search for those goblins, and kill them.

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Sadly within the same day, a hyena and a lion revert to a wild state. The lion is still caged, but the hyena has to be slaughtered via impromptu decapitation. I swear, everything is going to shit in this base!

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We hear panicked noises from the caverns. It could be nothing, but I'd rather check anyway. On my way down, the slack of our milicia is once more made apparent. The tomb of their fallen brothers is littered with rags of all sort.

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As i reach BASE1, I notice that the scheduled squad for this month is NOT on duty. The place is empty of any military presence, but workers are rushing out of the cavern, screaming about a deadly crocodile, and how it came from the eastern river, fastern than anything they ever saw...

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We call for the army's intervention, but it's obvious that they'll never make it out in time. Quick as a demon, the reptilian beast charged at a woodcutter, and slaughtered him violently. It's onslaught was so terrible, that a second worker, a Hunter, was also caugh and slain before he could even draw his crossbow.

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Many creatures seem to inhabit this deadly underground complex, including some pond grabbers, but none is so terrifying to the miners as this crocodile right now. As long as it is alive, working in the mines is a constant danger, for this foes is quick, strong, and patient. They call the monster Enamneshasht, or ''Purerisks''.

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Outpost liason, you may be the most ill-timed individual on this planet...

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the outpost liason distracts me for only a second, but when I turn my attention back to the caverns, Purerisks is gone, apparently lurking in the eastern river. As with bosda, this underground waterwork is filled with rocks and obstacles, and the milicia is unable to reach the monster with their weapon. they stand by for as long as they can, but empty backpacks force them to disband and return to BASE1. How long before Purerisks strike again? The beast is deadly, and clever, yet we cannot afford to spent 1/6 of our troops stationned alongside the river. The crocodile is smart, and patient, and this foe is much faster and deadly than bosda the blob. by navigating the river, it can attack from any angle while remaining undetected. The only way to strike at him would be to mine the stalagtites and rock formations around the river, but that would expose our workers to the sneaky maws of the reptile.

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Apparently inspired by the unease emanating from the depths, a planter is taken by a fey mood. I usually try to keep track of what they take and what they,ll need, but this chap will have to take care of his own artifact, for our problems are not over yet...

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remember when I said that the goblins could be assaulting our very frontdoor as we speak, and we wouldnt know about it? Well, turns out I was more spot on than I'd like to be. a goblin skirmisher is now entering the fort freely, unintimidated by the mighty statues of our bureaucrats admiring machinery while covered in vomit and troll juice. He is obviously followed by a dozen spearmen, all of which managed to walk to our porch unseen by the soldiers. Thank the gods, this dog was there to warn us...

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This dog is injured while holding the door, but courageously buys time for the tropps to mobilise (even tho they should already be mobilised by default) His feline friend tries to be a hero as well, with unarguably poor results.

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Meanwhile, the squad on duty has left the wall, because it apparently takes 10 elite marksdwarves to shoot down a pidgeon trying to fly way. Why would they abandonn their duty to shoot this fucking bird? Because they will be turned, or they will be destroyed.

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The fighters finally take care of massacreing the invaders, and shortly after the elves show up, met by the customary sight of a dying dog on a pile of various goblin chunks. While I'm all super interested in suffering their mockeries and snobism, We still havent picked up the goods from the last caravan, nor have we actually finished moving the goods TO the trade depot from last season. I tell the elves we cannot be bthered to move stuff outside as our manpower is sorta mobilised by the concept of mismanagement, but they are free to pick up anything they like from the dead goblins lying around from the last skirmish. Or the last two sieges. We havent picked those up either.

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While this diplomatic conversation is taking place, this mecanist and his son are busy repairing one of the cage trap, when they are ambushed by a goblin thief. Is it the same thief who kidnapped the last child6 Impossible to know, as nobody even noticed the previous rogue... but wether it be him or not, he is not running away with another child this time!

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...because he fucking stabs the youngling on the spot and runs away while the crying father give chase...

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The thief makes a run for it, and crosses about half the map before a guard catches up and slays the murderer, in front of a griefing father. justice has been done, but the damage cannot be undone, especially when it comes to a 10 years old's shattered brain.

 As summer starts in the Tactical Hill, the dwarves of the wilted Sack are gathering in the great hall of whisperwhip to mourn the recent and tragic deaths of 4 compatriots. A murdered child, another vanished, as well as two workers. The cycle of life and death is cold and unforgiving here in the north. Animals are befriended and born, only to die defending their masters. Child are born and raised with love, yet they are taken away before their time. War is ever-present. all those people would leave, but... Whisperhip is their home, their pride, their life creation. The glory of a Dwarven fortress is measured not by the width of it's halls, or the content of it,s vaults, but by the willpower of it's inhabitants. For a fortress without dwarves is no real fortress, and so long as a single man stands in these bloody halls, the glory of whisperwhip shall remain bright!

Plus, Zuntir the planter just made a mug that's worth a kingdom?
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Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Immortal-D on October 25, 2014, 07:37:03 am
Another great chapter :)  However, I notice you appear to have a metric ton of trees on the surface.  Why not order a Squad to patrol a small patch of forest and chop it down?  Also, I'm imagining your Dwarven children's school goes something like this (replace God with Armok, and disasters with Goblins/Wild Dingos/SkyPigs);

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Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Taupe on October 25, 2014, 10:58:56 am
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However, I notice you appear to have a metric ton of trees on the surface.  Why not order a Squad to patrol a small patch of forest and chop it down?

Yes, that was my initial plan, but there were a few obstacles that made this problematic
1-Our best warriors are also the oldest, and they tend to vomit everywhere when left outside for too long. Patrolling the wall for one month is fine, but going on long trip usually leaves them drinking their own vomit and going absolutely apeshit. This is what almost collapsed society 10 years ago.
2-Our young warriors are sunlight-tolerant, but they are not great in melee. fightning on a wall with a crossbow against a guy who doesnt is one thing, going to to toe with bunches of 25 trolls is another. and boy do the younger squad members like to charge blindly at hordes of opponent headfirst
3-I'm terrible at making patrol routes, and having the soldiers follow the workers is an absolute pain. They cant even guard a wall properly. That's why the cavern workers have a setup build around ''work close to base and scream fast and loud when in trouble''
4-Chidren: They love to wander off on their own when the doors are opened, and that's the main cause fo heroic sacrifices so far. workers bring them along them, and so do soldiers. That's fine on a fucking wall, but in the wild this is a huge issue

The light sensitivity issue is slowly going down, but the number of random werewolves appearing nd lunging at woodcutters has gone up drastically. The sheet amount and crazyness of shit wandering on our land is staggering, and that's why we ruled the outside as ''not fun''. Because when minotaurs and titans show up for tea, I want my guys grouped atop a fortification at 60 vs 1, not split up on the field and surprised.

The next update wont be for a while, but as we speak, The mayor is sleeping peacefully while the ANCIENT GOD OF BLOOD AND MURDER is staring at him, accompanied by his full-plated lieutenants, so it should be worth it...
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Zorromorph on October 27, 2014, 01:29:39 am
Very good stuff! 
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Taupe on October 27, 2014, 04:19:23 pm
CHAPTER 20: The first Grand Meeting
Summer of 111

The last spring concluded with terrible news, but also the completion of a prized artifact. A truly astonishing mug in all truth, for it is made with high quality zircons and other precious minerals, and sculpted skillfully. As a professional broker, I am stunned to appraise it's value to about a hundred thousand golden dwarbucks. The outpost liason is equally impressed, and reiterates on his previous cryptic comments on ''making much progress''.

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After only 6 months of being a barony, he declares Whisperwhip to now be a county, despite having claimed no land during this period, gained a negative increase in population, and accomplished no work except for a mug. But dwarven society being as dependend on alcohol, a good mug crafted near the right person is all you need to get ahead in life.

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I immediately call a meeting, and am joined by the mayor, the bronze general, the outpost liason, and Tun the now Count. Reforms are in order. (and savannah summers are cooler down here than on the surface) It's a miracle that the Wilted Sack as survived as a government so far, but bumps and flaws are starting to appear in our management. reforms are in order. All sectors shall be scrutinised, from the lax military to the poitless crafting of leather icons, to the general infrasructure of the fort. We are now a metropolis, and changes are needed to avoid becoming a Necropolis.

Looking at our surplus, I notice that most of our wealth is made from architecture and ''other objects', namely prepared food. we have a ton of food, but I refuse to stop producing more. While we have more than enough longland beer, variety is the spice of life, and a legendary meal with just the right ingredients for the right dwarf is what prevented many tantrums and suicides in time of tragedy. Banquets are a great way to keep the civilians from going batshit and questioning the usefulness of living here. The engravings and statues filling most of the well-travelled areas also help brighten the mood.

While whisperwhip is almost irreversely messed up in terms of administration, there are still tweaks we can do. the main issue is that total reforms are out of the way, for we have neither time nor manpower to fix most problems. This is why i came to dismiss most good solutions as GIZIPs (great idea, Zero implementation potential).

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Tun, anouncing that a higher title means higher status, declares that his new, less than 6 months old room, is no longer suiting for his need. He now need more space, better furniture, and possibly servants. Oh by Kadol, foolish count, do you realise I chose you solely to act as a puppet while I keep this place alive? your pretention and requests are seriously hurting our ressource management right now!

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But tun is not nearly finished. He wants querns. Of course he does. A county is much bigger than a barony he says, obvlivious to the fact that civic titles are in no way lonked to the actual groth of this particular fort. So we need more querns. Make sure we have plenty, he says. ''And dont export them!'' he adds before leaving mid-meeting, to admire his existing querns. I write down a note to the haulers, asking them to fill his room with whatever crap they may find thats useless and pricey. And I DO mean ''fill'', every single space in Tun's chamber shall be stuffed with statues and piles of chairs. If he gets stuck in there, all the better.

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Next up is army management. everyone agrees that the current schedules are outdated now that the caverns are open and exploited. The old model relied on 6 squads alternating between guarding the outside walls, training, and peventing crime within the fort (read: dingo murdering duty). But adding a third burrow to the list changed everything, because this third burrow is REALLY deeper than the rest of the base, and people have to cross 2 series of thin, overly crowded bridges. Whenever a unit received an order, it usually meant that there would be a week period before it could unmobilise and return to the next job.

This new model takes into account all that, as well as the strenght and weaknesses of the specific squads. The ferocious tools are the most hardcore troops, and the General lead them himself. The turquoise of hair are equally mighty. Training wont do much for them, much less than live battle at this point, so training to them is downed to 2 months a year, and they shall spend the rest of the year with 8/10 squaddies on their task. For the Ferocious tools, this mean the wall. for the turquoise of Hair, it means permanent residence below, in BASE1. The Inky lure and the contest of fortifying are also rather experienced, and will each support one location, making sure that their months of training are distanced from those of the squad they support.

finally, the 2 newest squads are not as battle-hardened as their comrades. As such, they shall spend half their time training in the barracks, and alternate the rest patrolling the fort's interior for crimes and mostly crazy dingos. Should the need arise, they can be mobilised either against a great beast below, or a siege outside.

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Next point: Wood. we now have a large stockpile, but it will be consumed quickly. Orders for ash and charcoal are added, as well as copper doors to reinforce BASE1's infrastructure. We have 260 bars of copper, migh as well use them. The woodcutters inform me that while they are doing well in the cavern, mushroom are getting harder and harder to get by, and they are now venturing farther from BASE1 in order to get logs. Once the current stockpile is depleted, we may have to venture outside, by deploying the 2 mobile squads as escort.

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I look at the current work orders with the manager. Some dwarves are working on leather crafts, rock crafts, leather sewing, and that simply wont do. We have a year's worth of those things stockpiled and we dont even have the haulers to bring them outside for trade. All crafting of useless, non-statue goods is now discontinued until further notice. The exception is red Zircon, of which we have 60 raw samples. Our gemcutter is an oddity in that he actually specialsed in one craft, and instead of having him haul shirts, I decide to let him work his trade. Zircons sell really well, and are useful for artifacts and encrusting on items, should a certain noble or sad civilian require fancier furniture to remain non-murderous.

I also order a silver chest for Tun, since 2 simply wont be enough to store all his kids. Bolts are due too. coppr coins, not so much, but Metalcrafting is a job i want trained, and it's cheaper than statues to own our metalworkers' skills. I notice we have some tallow left, which may be coming from all those butchered dingos, so soap is added to the list of things we need. The hospital is low on it. finally, we never have too many statues, now that nobles want supercrypts. The civilians are also wandering a much larger area than before, so many statues are needed to keep their workplace tastefully arranged. Most of the population comes from a gigantic family of 37 that arrived after the skypig civil war, and they have about 20 more children now. Death or kidnapping of these children puts a heavy strain on the mood of everyone.

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The kitchen maisma is still an active problem, and we finally locate the cause: the old dumpatorium is full, and people still havent dug the new wing for it, which result in corpses and chopped bits left to rot in the butcher shops. No new constructions are to be designated until this project is complete: the health and mood of our foodmakers depend on it.

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Our own crypts are starting to be filled as well. They can hardly be excavated further without hitting sand or an aquafier, and building a new crypt from scratch is a GIZIP, so instead we'll have to retrofit another part of the old quarries. South of the new 9and yet unused) workshop district is a potential section that could be tweaked into hosting statues and coffins without too much work.

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I change the design of the entrance room to be larger, with room on both side for some fancy statues. The whole area wont be smoothed and engraved yet, but I want some space ready to put coffins once new dwarves start kicking the bucket.

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Next, the miners bring up the terrifying beast Purerisks, so aplty named for her ability to threathen and scare the cavern workers shitless. she could probably be killed by the milicia, but Purerisks the cave crocodile wont come out of her shelter when squads are stationed. By now, the miners theorise, she must be growing hungry and restless once more. thankfully they have a plan.

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First they want to dig a tunnel from the southern acces to BASE1's lower chamber. this should be alligned with the area below where Purerisks made her lair...

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then they intend to build platforms alongside the upper section of the underground river, 3 floors above the water itself. They will then dig out the two pillars next to the last section of flooring, and detach it from the main bridge, resulting on tiles dropping down on Purerisks. This is a retarded plan, and the beast may very well move away or relocate before it's complete. however, I allow them, since they'll never get to it anyway. normally I'd be scared of opening another way into the caverns, but anything that could use this tunnel most likely flies, and the bridge from the first entrance wouldnt stop it anyway. Plus, this tunnel is small and can easily be blocked by installing a door at then end to hold monsters while we seal the entrance.

This is not the safest nor soundest idea, but at least it's cheap, and any plan to neutralise Purerisks is better than none at this point. I wish the miners luck and send them on their way, just as the meeting is interupted by reports of an attack

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A snatcher dared to attack the fort headfirst, and charged at a child. thankfully, the child was propelled backward wthout any real injury before the milicia managed to shoot down the goblin. The council nods in agreement, our new schedule has certainly solved part of the milicia goofiness.

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A young teenager claims he just turned 16, and asks for a chance to join the meeting in the meeting hall (traditionally forbidden to children). He is allowed in, and congratulated on his willingness to take and active role in the fort.

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Noises from the outside once more. this time I'm told it's nothing important, as ''it's just an eagle that went wild and snatched a turkey on his way to Vegas''. apparently the idea of being a father was too much to bear.

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Next point, the cavern themselves. The leader of the Turquoise of hair mentionned that his men came across a crundle, whatever that is. He insists that his squad be allowed to scout the upper cavern layers and map them out, and his request is granted. the Inky lure shall take over the defense of BASE1 while they explore.

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The animal trainers are next. they claim that kitten population are getting out of hand. The Chief Ragdoll engineer (also called a doctor) makes a proposal. they are low on soap, and high on kittens, he's certain people wouldn't mind if the next litters were turned into soap bars. What a beautiful solution, we'd be selling rich women their own cat asses back to them.

The council meeting is almost over. The various leaders, as well as the citizen who chose to speactate, are rather pleased with the amount of work done today. However, a new diplomat is about to join us. Technically only resident of the dwrven civilisation known as the Wilted Sack may partake in Whisperwhip's gatherings (A decision i just made up, just like i just declared this morning that administrative gatherings were a thing0. However, exceptions can always be made. The outpost liason from the citadel of clutches is one of them.

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...The ancient god of WAR, MURDER and BLOOD is another one.
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: 0rion on October 27, 2014, 06:14:24 pm
Awesome ! By the way, do you let members to take on the role of dwarves within the fortress ? I mean just to name them from our wishes ? I would like so much to see a little Orion enforcing your militia :D
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Taupe on October 27, 2014, 11:25:35 pm
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Awesome ! By the way, do you let members to take on the role of dwarves within the fortress ? I mean just to name them from our wishes ? I would like so much to see a little Orion enforcing your militia

i don't see why not. I'm in the process of naming a few dwarves with custom professions, since ''Nish the 17th'' makes for bad storytelling. Do you have any preferences for your miliciadwarf? Because we have 58, and they all essentially ignore their primary weapon to bash people in the face with palm crosbows.
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: Taupe on October 28, 2014, 01:35:08 am
CHAPTER 21: Gods of Blood and bling
Mid-summer, 111

My name is Dumas Constructmirrored. 14 years ago, the queen of the citadel of Crutches send us to the northern continent, where the goblins of the passionate sins waged war on the elven nations, who had united against the tyranny of the Lavender empire, of human descent. No dwarven presence survived in the north, and thus it was impossible to know what was the Lavender humans up to. Their imperialistic ways had conquered, slain and enslaved one of the elven tribes, but many more had united against the oppressor.

Our mission was apparently crucial, according to her royal highness, and we were to learn more about the so called Lavender empress, a godess in her own right, if she was to be believed. but soon we found ourselves crushed by titans and flooded by goblins, and political concerns were forgotten in favor of a more noble and immediate mission: survival.

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Yet, by some strange twist of events, a godess walks among us, deity of wealth, blood, war and murder. Quula Danaslismu, as the humans who whorshipper her call her. The main nations of the Lavender empire have a queen still, vestiges of a time before their imperialism, but for 11 years and 7 months now, Quula has been acting as their supreme leader. I can tell you that because our calendar is based on the day a god walked among men and rallied them behind her guidance, promising wealth and glory for bloodshed. And so in the year 4 her dreaded tower was erected, which can be seen in the distance from the highest tower of fort Boltstorm (new name for the fort, btw). by the year 41, all the opposing kings were slain and their people turned into labor, and thus the promise made by Quula was fullfilled, as free labor and thus prosperity for humans was made possible by the slaughter of nations the continent over.

Nobody is sure why the war started. human caravaneers claimed that it was the elves who insulted them greatly, while some elves still dare whisper that quula is not whom she claims, and actually something much sinister. If some humans dared to think so themselves, they probably remained quiet, or were dealt with swiftly. So who is this creature that masquerades as quula, godess of the humans, according to the elves?

Ukas Archescort, the ferocious Nails, the mightiest and most notable Archfiend to ever escape the underworld in the time before days. Ukas is generally known for essentially ''inventing evil on earth'' as well as writting the first 8 foul and unholy books that gave the mortal races the gift of necromancy and dark magics. So what became of Ukas Archescort exactly? Well, let's try to find out. Is quula a genuine human deity, or the Archfiend Ukas?

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First, we notice that the creature is wearing 5 pieces of jewelry all built from teeth and nails taken from fallen elven kings. Obviously Quula could have a fetish for dead people parts, but then again Ukas' title is ''the ferocious Nails'' which sort of fit into the whole ''wearing the nails of your slain enemies as decorations.

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While the nail part is nothing conclusive, we get another good clue by looking at Quula herself. According to human myths, Quula was a woman clad of blood and wearing a giant sword, clearly human. However, the Quula before us is, well, a fiendish giraffe, which strongly point toward her secretly being UKAS ARCHESCORT, THE FEROCIOUS NAILS, GIRAFFE FIEND.

https://www.youtube.com/watch?v=sKTc8Chvw5k (https://www.youtube.com/watch?v=sKTc8Chvw5k)
Now i could go on lenghts about why the humans (and now us dwarves) decided to roll with the lie and not point out that Quula looked nothing like she did in the ancient texts, but instead I'll just say that the scene above probably wouldn't have taken place if Cersei Lanister was a Pit Fiend. while sheer terror should make it easy not to spoil our knowledge of her real identity, things are gonna become rather awkward when we visit the castle, and we point out that she looks nothing like the giraffe fiend of legend engraved everywhere on our walls, depicted killing elves.

But the real disconcerting thing here is Ukas Quula's description, next to her appearance, a mere ''she is weak''. This is of course referencing her general health, not her ability to raise hordes of fallen abominations, yet it strikes me as incredibly offputting. That's something I can associate with a mother worried about her daughter who just entered college, or tabloids about Angelina Jolie, but i have a hard time imagining that when Morgoth invented Evil and declared war on everything ever, the first reaction of the elven lords would be ''Oh, morgoth, yes. He looked thinner lately. Has he been eating properly?''

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Well, here she comes, a towering giraffe strolling through our main gate, stopping to examine our copper statues. Why is one of them depicting a giraffe fiend? Oh that's hum, Ukas Archescort, a local legend Archfiend known for slaughtering and enslaving elves. you wouldn't know him. He's also on our coin, and on every wall, not that you could see that with all the blood. Do you hum, like the whole blood everywhere? Quula, godess of bloods nods silently.

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Her first stop is, obviously, to inspect the proper weight and size of our coins, as well as the general competence of the metalworker minting said coins. Quula is also the godess of wealth, lest you forget. So blood and murder are great, but proper economic implementation of currency shouldn't be neglected. yaknow what they say, the devil is in the details, especially in whisperwhip where the details of our coin is actually the devil herself.

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Uk...QUULA then goes to visit the main barracks, because barracks are cool when you are the deity of war. I guess sieges are also cool, but not as much as weapon racks and tables. by the way, 130 goblins are now outside our walls. Yaknow, like every season.

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Blessed and Holy Quula then ventures upward to meet the mayor in his personal chambers, while her two blackguards wait outside.

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The mayor is done talking, and is very fatigued. He asks if that's okay. quul stares at him ominously with her glowing, fiendish holy eyes and says nothing. The mayor bundles up in his bed while quula and her two bodyguards wearing full-plate stare at him without flinching. The mayor apparently didnt ask them to leave the room, but frankly, would YOU end a meeting with the god of murder saying you need some personal space?

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While this is all going on, i would like to remind you that the biggest siege ever is taking place, this time with two elite archers on the enemy side. enemy archers strongly counter our general strategy, which is to have ranged attacks while the enemy doesnt. Thankfully, the first archer is taken down before he can launch a single arrow. take that, lower-ground dweller!

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A troll punches a new hole in the gemcutter's head, which result in a net balance of zero gemcutters in Whisperwhip. the peasant from the reunion is still around, and i congratulate him in his new future carrier, as unexpected openings have just appeared in the wonderful world of gem-crafts.

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Once i'm fairly sure that the god of blood will be staring at our mayor for a long-ass time, i decide to actually pay attention to the second greatest threath to the fortress. Reports ae grim: not only have the goblins gathered around the fort faster than they usally do, there is also a lot of them. Orders are to stay up and shoot as many as possible, then we'll try to start defending the entrances and falling back inside once the trolls destroy the door.

However, a troll decides to topple a silver statue of Limul the god of minerals. Usually trolls topple statues of random deities, or oftentimes statues of me (then vomit on it), but now they have desecrated our holy decorations. It's personal.

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At least it is for tosid. Tosid is like, really into the worship of Limul. While the others are shooting goblins, she decide to charge outside and drop her weapon, and start to grapple and bash stragglers of the goblin army that ventured southeast.

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As if her devotion and fury were aknowledged by the gods, a mighty and rare Martial trance is bestowed upon Tosid to aid his divinely-fueled fury. Limul is watching over him.

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Tosid was never the most remarkable fighter of our army, but her divine mandate is fueling her with a might that can only be described as awe-inspiring. Mere death is too good for profanators, and so she jumps on the goblins one by one and cave all their organs in one by one. In her blood-soaked murderhobbo epiphany, she kills 4 invaders, including the troll tat started it all.

A dark thought crosses my mind. Tosid god angry, and his desire for killing and warring was answered by a divine force. Some would assume Limul, but i can't shake off the feeling that quula is behind all this...

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As if reading my thoughts, Quula appears from the shadow and says that we have much to discuss...

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Behind me, a cook announces that all these events gave him the inspiration to create something... unique. He vanishes from society and claims a leather workshop. As I turn back to answer Quula, she is already gone. what did you want to talk about, exactly? About how you may be behind all those sieges to create a mighty undead army? About how you are testing our wealth and military while planning an invasion? Or is it about the mind control of our mayor and soldier?

Quula is clearly dangerous, but I cannot let anyone know what i suspect. not unless I have proof. Telling people that a demon is slowly taking over the mind of our citizen would cause the kind of panic that tends to end forts. Instead, I congratulate Tosid for his devotion, and as summer starts to cool off into autumn, I decide to hold a ceremony to our holy champion, and bestow upon him a personal title.

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Wear it proudly, Tosid. For in time, dwarvs like you may be the only thing standing between whisperwhip and true Evil...
Title: Re: Whisperwhip: Tales of bloodshed and deicide
Post by: Taupe on October 28, 2014, 06:16:28 am
CHAPTER 22: Cripple, bastards, and bloated things
Autumn of 111

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Sometimes, it doesn't take much to put chains of event in motion. In this case, it's a pair of cat leather sandals, completed shortly after the great siege of summer. A record number of goblins were murdered, and that means two things: 1-dead goblins wont be able to regroup and lay another siege next season (maybe?) and 2- a fuckton of cloths. I don't like to see troops fighting outside the walls toe to toe, mostly because of this whole dying horribly notion, but we need to crush a siege or two each other year if we are to remain clothed. And it,s about damn time, because our clothes are almost done for. Everyone is now allowed to go outside, dresses and trousers are now unforbidden, and this day becomes a celebration day for the wilted Sack, which i name Clothswitch Day. It's like christmas, except not every year and instead of a decorated tree you get your presents from a bloodied corpse. also said present is goblin underwear. But hey, if you heard that the place is ever at war and almost ended because of a pig, then congratulation, citizen, you most likely dont have high life expectations.

Rejoice, Clothswitch Day is upon us! It's the holyday you never knew you always wanted, because prolongated disregard for your basic needs has eroded your psyche into a barren and withered prune. But hey, sock, man.

Now, if socks are the shizzle drizzle, then surely an artifact pair of sandals is the drizzliest of them all. Whoemever gets to wear them will certainly be the happiest dwarf ever.

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And boy oh boy, when it comes to being unhappy, Kikrost Lesastas is the unhappiest of them all. Remember when a guy got injured for some reason (i'm guessing a dingo?) and refused to go to the hospital, instead choosing to hide in the alcohol stockpile? Well, turns out his health quality has increased exactly none since then. He cannot stand, nor can he grasp, and he usually ends up sleeping in a dark corner, because feeding and helping the disabled is simply not how dwarven society functions.

Now, the simplest solution would be for kikrost to accept medical treatment, but that's also not the easiest. That would be complaining. Usually I'd mark the guy for dead and let him rot, because seriously fuck you Kikrost, but he also happen to have 10 sibblings, 32 cousins, and as many nephews and nieces. People refuse to hep him around but you can bet they'll call it a tragedy, then promptly ump from the highest tower. as little as i may like it, kikrost has to become a productive and satisfied dwarven citizen. Otherwise his tantruming death may bring forth the end of our fortress. As long as Quula the Blood God walks among us, we must be extra careful not to let morale drop.

It's a good thing I noticed kikrost's descend to unhappydom when i did. Thank you, wonderful sandals. I'm so glad I let the doctor murder all those kittens for you. I'm also glad about the schedule reform, since both spare squads have an empty spot, and they aren,t our first line of defense against anything. they mostly just sit around the base and tell dingos not to go berserk. Kikrost could do that. I enroll him in the lowliest rank of the milicia, and assign him an uniform that includes the Sandals. Out of 59 members of our army, kikrost is occupying position 60.

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you can tell this is going to not work when instead of pcking up his sandals, Kikrost throws a tantrum in the crypts. Thankfully, he is unable to reach anyone, and then cancels starting a fisticuff with the ambient air because he is too injured. eventually, he stops being such a baby. Cripples are prone to tantrum, but hey, they aren,t exactly destructive.

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Speaking of babies, Count Tun wants a new quern. No, Tun, i wont trade this one either. But just in case he mandates an export ban, and I must spend the rest of the day on this pointless paperwork. I also order more junk stashed in his room because he's still not entirely satisfied.

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Soon as im done stamping the 5th ban on quern export in half a year, Kikrost is back to tantruming. He still hasn't picked up any equipment, instead spending his guard duty hiding in a faraway corner of the abandonned quarry and guarding it. Ironically, in doing so, he has caused 1005 of the crimes commited in this section of the fort.

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Your help could be needed THERE, kikrost, where a wild dingo attacked a blackguard! Thankfully, Quula wasnt around at the time. diplomatic incidents are super tricky and disastrous, and for some reason, I don't think the inventor of evil is known for her forgiving and carefree nature.

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Quula, since she mentionned we needed to talk then vanished, has been following the mayor around while he relentlessly stores goblins in a jail and then set up more cages to catch more POW. Since i'm busy finding a cure for the hugebitch syndrom, I told the mayor to keep the Godess of blood busy, and he's doing a great job at it. He's nimble where she is not, and as a result she spends most of the month chasing slowly behind him. good! every day she fills by savannah treking behind a lunatic engineer is a day she isnt orchestrating our demise. I still give a quatuor of war dogs to our elected leader just in case.

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I double-check the hospital to make sure we have everything. yup, the chief Ragdoll engineer reassures me that we have all the required goods, thanks to dissolving baby animals into cleaning supplies and sandals. While he cannot examine Kikrost personally because kikrost doesn't believe in medicine, the doctor's initial diagnosis is that our cripple suffers from a stage 3 hugebitch syndrom. Sadly it's uncurable.

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Maybe dogs will make him hapy? I give kikrost two war dogs, and he goes back to his guarding spot. it seem to work for a time...

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...But then kikrost remember he hates not having shoes, and he also hates picking up the artifact shoes I designated for him, and he goes back to being the saddest thing ever. He tantrums, but he is driven into submission by his own dog.

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suddenly we have a much bigger fish to fry. A new forgotten beast has emerged from the caverns, and thankfully it's also made of water. unthankfully, it's also emanating deadly vapors. also also unthankfully, it's going to hide in those same rock formations his unevolved brethren Bosda used.

(http://i.imgur.com/W4oeBfC.jpg)
ARTIST RENDITION

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Within seconds of its sighting, Mup the Epurator of Superfluous Nicknames leaps into the wetworks, and starts to cross the river.

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It emerges very close to where we fought off Bosda, and the battle will take place on the same landmass it seems. The place still hasnt been excavated to give us clear shots, thanks to Whisperwhip's nagatively unparalleled efficiency. Same bat time, same bat channel, and same deadly vapors that will poison our milicia if the beast isnt killed the instant it emerges...

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...which is exactly what happens! A single arrow! Or bolt rather.

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It leaves behind a recursive cube of water, contained infinitely within itself. We dwarves invented the 'dump'' and the Atom smasher, so this physical oddity is a well understood phenomenom that occurs naturally whenever physics call in sick.

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I look at the track record of the shooter, and find 3 grizzli bears, a minotaur and now a forgotten beast.

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Because murdering giant beasts for a living is kind of impressive, I bestow another custom title upon the huntress. ''Olin Reborn'' sounds nifty, but a water goo and a minotaur is not 3 titans... and Olin reborn could have a negative conotation with a necromantic murdergod lurking in our dinning hall. Instead I opt for Beastslayer.

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Speaking of beast-slaying, it seems the contraption to eliminate Purerisks the crocodile has progressed!

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The miners were not exacltly stealthy however, and the week-long anging of iron against stone warned Purerisks of our little operation. Is she cunning enough to understand what we plan, or is she just annoyed by the noise? The question remained unanswered. with the creature moving again, operation Whatever-it-was-called is put on hiatus.

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After a few days, our stockpiles of logs dwindles once more. It's obvious that the mushroom trees are not growing as fast as our numerous 2 living woodcutters can harvest them, and our luxurious use of wood for statues may soon come to an halt (gasp!). I decide to prioritize potash because assuming we won't end up besieged forever at some point would be rather optimistic of me. However, specialised squads means that we can dispatch team 5 and 6 outside to supervise the woodcutters while they gather some surface trees. the recent siege was freshly splattered around Blood Valley, and most of the population is currently outside partaking in clothswitch Day, so a couple more dudes working outside won't really make a difference.

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As soon as we open the doors, a new goblin thief shows up. Dogs, however, are now breeding like rabbits and a bunch of them honor their slain ancestors by grappling and murdering the thief at the bottom of Dogshatter Hill.

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With Purerisk hidding further east now, I decide to designate the Beastslayer Basin as a fishing area.

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As news of a wood shortage reaches the end of the production line, I am reminded of kikrost and his epic unhappyness. I'm unsure of what's more impressive: that he hasn't snapped for good yet, or that he STILL HASNT PICKED UP HIS SANDALS FFS KIKROST !!!

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Miasmic clouds are another source of unhappyness, thankfully some miner-mason-crafters decided to excavate the new dumpatorium's wing after they celebrated Clothswitch Day. Hauling of our entirely too numerous skeletons and carcasses may now begin! migh as well do that now while hundreds of goblins are temporarily absent from the landscape.

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A tribe of grey langurs ambush the corpse hauler from atop the hill. The battle report is short, as various soldiers decide to hunt the beasts on their own. Those stupid monkeys don't get to run away with our troll mutilated arms, ha!

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West of Ol' Whisperwhip, a trap is triggered by a goblin snatcher. His six buddies are unimpressed by his Perception and disable device rolls, as they resulted in the party being spotted.

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Using advanced goblin communion, another group of goblins have 1/7th of their numbers caught by a cage trap, this time to the northwest. One squad is taken from the walls to deal with them, squad e is sent to dispatch the previous party, and because slowly learning is apparently a thing, i order squad f to move south, and patrol, protecting the working haulers from being ambusher by potentially more goblins.

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aww shit, things are getting ugly! The dwarven caravan is arriving from the northwest for some reason, just as the surrounding goblins are making their move.

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All this commotion and excitement is too much for this young pregnant woman, and a baby is born amidst the chaos, and more specifically amidst the first floor of the Food Tower. notice all those fancy place names? that's because a County has to include plenty of land, even if these lands are just random shit I spontaneously named and capitalised. Go, civilisation!

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The squad i ordered to attack the northwestern goblins is distracted by more snatchers, and this dwarven woman is the only one to face the 6 invaders equiped with bows. She's doing a good job at fending them off tho. A gruesome, needlesly violent job too. She has a shield and a mace too, and a crosbow, but I've included the highlights of her unarmed prowess above because this girl has issues.

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That's the doctor's wife, too, but that's not the most outstanding part of her bio. no, that would be the fact that she arrived in 100, prior to the civil war. at this point we had no doctor, which mean that she and her husband were one of the incredibly few, if only, non-noble and non-military dwarves to outlast the skypig crysis. I decide to confront the doctor about it... One does not simply bite off a lung, or punch a titan to death casually.

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After a long talk, the doctor admits that he came to this remote location to complete his experiments, of which his wife was the primary test subject. He has injected her with troll blood over the course of many years, making her mightier than any dwarf has a right to be. When he saw that the results were astonishing, he started dilluting pooring vials of the substance upstream, so that the troops would slowly toughen.

''Why do you think we still live? Honor, training? Courage perhaps? It certainly isnt top-notch equipment, I'll tell you that! No, it's science that's keeping us alive, keeping our soldiers in shape and making them UNSTOPPABLE!!!''
-Is science also responsible for a superpowered crocodile, and sentient blobs of evil coming from the exact same area the troll blood has been leaking into?
-Well, hum... Maybe? By which i mean absolutely yes?

I promise to not spoil his implications in the superbeast incidents, if he agrees to help me stop Quula. He agrees that letting the soldiers slip into madness would be very, very bad for the health of the fortress. I also need him to look deeper into Ukas Archescort the ferocious Nails. Is it a god or a demon? Or both? what kind of weapon hold the power to harm him? Can we drown or crush or melt the bitch down into a solid block of silver? can she read our minds as we speak, effectively boning whisperwhip to certain doom, in which case blah blah blah i love oranges, think about oranges, don't think about her!

With the doctor on my side, i finally have an ally in this fight against encroaching darkness.
Title: Re: Whisperwhip: Tales of bloodshed and bolt stockpiling
Post by: 0rion on October 28, 2014, 04:41:30 pm
Quote
Awesome ! By the way, do you let members to take on the role of dwarves within the fortress ? I mean just to name them from our wishes ? I would like so much to see a little Orion enforcing your militia

i don't see why not. I'm in the process of naming a few dwarves with custom professions, since ''Nish the 17th'' makes for bad storytelling. Do you have any preferences for your miliciadwarf? Because we have 58, and they all essentially ignore their primary weapon to bash people in the face with palm crosbows.

Great ! I don't mind, just make him male with some melee weapon and it should be fine to me :)
Title: Re: Whisperwhip: Tales of bloodshed and deicide
Post by: Taupe on October 28, 2014, 06:56:36 pm
CHAPTER 23: Terrible trading
End of Autumn 111

Whisperwhip is essentially a SNAFU. Many forces of evil are threatening to destroy us at any time, yet life continues in those remote northern halls flooded with food and blood. As much as i would like to concentrate my efforts on project Deicide, my attention is hijacked by various other problems in the fort. Brace yourself, snatchers are coming

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The mayor has been hard at work distracting Quula, but also installing traps around. Our POW numbers are now close to 24, even counting the arious escapemurders of half a dozen captives last week. The ''Project'' would be great if it was finished, but slaughter-based entertainment is not as much a priority as avoiding total anihilation. Hop to the jail you go, little bitch!

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This brave lion protected the corpse haulers from being slaughtered. Lions are now the official animal of Clothswitch Day.

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Altho cheetahs would be a close second, since 3 cubs were born right after the latest ambushes. With a baby and 3 felines, we actually managed to survive a skirmish with MORE citizen than we started with.

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Kikrost is still a bitch tho, and throws what has to be his fifth tantrum by now. right now he's shown as very unhappy, but once he stops doing what he likes best (tantruming) he'll go back to being utterly miserable.

...which prompt him to tantrum again soon after. He is joined in his murderous fit by, guess whom, a dingo.

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Here's your fucking problem, kikrost: you haven,t picked up a single piece of your uniform, which would solve ALL your misfortunes. so would going to the hospital. Yet you insist we do this the hard way. do people get negative thoughs if a dwarf ''disapears''? I'm starting to ponder that solution, and realise that this place is slowly turning me into a sociopathic dictator.

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Someone's not following basic instructions again. This hauler just dropped a troll body in the cloth stockpile instead of separating the troll and his vestments. Bonus points for creative thinking, but you lose them back for setting up a miasma cloud in the children dorm.

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This reminds me tho, that we have two new adult dwarves, and they need their own bedrooms. The housing paperwork is lazy at best, so i must visit each room manually to see if people are still living there. I finally locate exactly two rooms near the main hall that are free, thanks to their previous owners dying for their nation while gathering wood and corpses.

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Those are the only two free rooms, tho. It seems that the next children will have to go live in BASE1, since digging up new room is a GIZIP. I don't mind, for two reasons: 1-Our work focus is slowly shifting toward the cavern, with such concepts as metalworking almost repeatedly becoming a thing we do. 2-Having two distinct housing and work centers is going to be great at containing the future civil collapses of our metropolis.

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I'm told the merchants are ready to trade, but I decide to ignore them for a week of nonstop drinking. I take a mental note to avoid planting and hauling for the time being, so I don,t get distracted by those tasks once i stop being drunk.

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There are many things we want. Wood, Metal, various types of fish and cheese, plus meat nd exotic liquor... we don't produce any powder for our castings so that would be good, throw in all your sugar and seeds, plus those cool steel breastplates for our milicia. Oh, and we'll take all the bolts obviously. the total is over 35 thousand dwarfbucks, which is more than our incredible supply of crafts, dirty clothes and gems accounts for after a year of commercial abstinence.

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Something is wrong, tho, as we only have 4k in crafts, and 3k in clothing. Where is the rest? The workers haven't touched it yet. I am made a fool in front of the mountainhome traders. I clear most of our initial purchase, and settle for only wood and a bit of casting powder and cheese. Over the next month the workers would bring in a few more clothing and crafting crates, but never enough to actually purchase more than a few barrels of food. I cancel the jobs to carry stuff to the depot after that, since the lack of dedication makes it a waste of time.

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The haulers are instead filling the eastern dumpatorium with various corpses and humanoid bits. Already the place reeks of death and miasma, as it should. The amount of corpses we seem to have lying around is somewhat disconcerting, tho.

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to further humiliate us in front of our mountainhomes brethren, a caravan guard spot a goblin snatcher and does him in with a single shot. In comparison, our war-trained marksdwarves usually spend half a quiver each to kill such a creature.

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Meanwhile, kikrost has finally become happy again. for some reason he stopped complaining about clothes and shoes, despite having picked up none of them yet. sooner or later he may become and issue again, but for now it seems he will restrain from tantruming
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the sandals made for kikrost may never be put to use, but the guy who did them certainly will. Greaves and leggings is something that nobody short of a few high ranking officials have access to. With a legendary leatherworker, tho we can amass enough high-quality leather leggings to suit every soldier, providing aditional happyness and defense. We have a full floor occupied by nothing but 3600 pieces of leather, so I don't care how much they cost. We'll make leatherpants our primary export if need be.

The outdoor adventures were prolific for our woodcutters, and we are back at temporarily owning logs. I order beds to fill the BASE1 chambers, as well as copper cages, which i could not aquire from the caravan this year because laziness. Ash, Potash, Bolts and charcoal are included in the mix. The doors arent new, people just havent made them in 5 months.

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I take a final look at our ledgers. Our wealth is increasing steadily. Quula may be a terrible thing, but her presence on the continent did bring us both blood and wealth... She has been here for two seasons now, and shows no sign of leaving, or actually getting any diplomacy done with our officials. In fact, I'm not sure what prompted her to show up. We became a barony in autumn, then a county as spring began, and only dwarves show up in these seasons. Is it the barony title or the county one? Or did she came here of her own, with some dark agenda?

One thing is sure tho. Quula, aka Ukas Archescort the Ferocious Nails giraffe fiend, has to go, one way or another...
Title: Re: Whisperwhip: Tales of bloodshed and deicide
Post by: Immortal-D on October 28, 2014, 08:06:30 pm
Altho cheetahs would be a close second, since 3 cubs were born right after the latest ambushes. With a baby and 3 felines, we actually managed to survive a skirmish with MORE citizen than we started with.
A new personal best for Whisperwhip :P
Title: Re: Whisperwhip: Tales of bloodshed and deicide
Post by: Zorromorph on October 30, 2014, 12:07:43 am
The stories of Quula and Kikrost continue the masterwork quality of this thread! 
Title: Re: Whisperwhip: Tales of bloodshed and deicide
Post by: Taupe on October 30, 2014, 02:21:26 am
CHAPTER 24: Beauty and the Beasts
End of 111

As the year come to a close, so too does the training of various animals.

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Ablel the proud lioness served us valliantly for over 2 years, but lions are not dwarf, and underground life takes it's toll on the psyche of a savannah beast. she finally snaps, and her glorious days are put to an end as her blood splatters all over the cavern entrance, a strange match to the red zircon deposits ornating most of BASE1's walls. Ablel is the first great cat, but many more are to come...

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This one decides to go rogue while keeping watch over her owner. The macedwarf quickly reacts, grabbing a named weapon of some sort. In a drunken stupor, he clubs his prized cougar repeatedly before fleeing the scene. the cougar give chase, but soon collapses.

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And this one tries to swallow an entire cat, which ends as badly as you'd expect for the cat. That's two less cheetahs watching over our workers once the guards show up.

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twenty-six (!!!!) dwarves and pets show up to stomp on the carcass of the cougar, before a butcher decides that this is enough. He grabs the tenderized remains and drag it to the miasma factory kitchens. the assembled stompers remain there for aproximately 2 weeks.

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upstairs, an eagle goes batshit before the animal trainer can finalise the class on ''not going batshit during class''.

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The middle of he inner court is a terrible spot in which to start an uprising against your dwarven masters, because it is overwatched by a minimum of 16 of those said dwarven masters. they all have crosbows and have killed hordes of goblins with them. A mere eagle is no match for them, and the bird is dispatched within seconds. Orion is the one to score the killing bolt. He's a speardwarf, one of the few members of the milicia who decided to actually train with his given weapon instead of bashing people with his wooden crossbow. Good job, Orion!

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The young speardwarf mentions that some members of the milicia haven't had a tomb designated in the milicia crypts yet. I spend 30 minutes browsing unending lists of names and titles and finally solve this issue. Now you guys can die in peace!

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Unlike most of our enemies, who usually die in pieces, before being thrown in the dumpatorium. It's eastern wing is now half full, after ony a month of completion. dead stuff truly is our greatest natural ressource! (Yes, the dingos are a close second)

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The eagle's last words were ''flee... my brothers... be free!'' the bird's astonishingly high charisma prompts another bird to escape. 5 dogs jump on it, already alert and mobilised by the first affront. A third eagle discovers that he is to be a father, and promptly commit suicide by crossbow.

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A few chicks reach maturity. I order the males to be turned into delicious chicken stew, for we lack the space to feed so many friggin new birds.

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We made terrible mistakes trying to train every animal ever, but at least our knowledge of animal husbandry has improved on many fronts. Tigers and lions, those fierce beasts, I totally get: we've spent two years coexisting peacefully with them.  Gray langurs, tho, are more puzzling as caugh one and only one, and that was yeaterday. the trainers haven't even looked at it yet. I guess it came with a ''Langurs for dummies'' book hidden in it's ass.

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We've had enough fucking incidents for now. I look at our ledgers: ''9 new dingos captured''. Enough is enough. Slaughter them all. Thanks to our newfound knowledge, i know that training dingos is a mistake, for the only way to win is not to play.

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Just like the lion, this underground eagle just wont have it anymore. He rebels! He should have consulted a map before going commando, for the bird soon start wandering the distillery randomly. Spoiler, he dies.

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Kikrost is another kind of caged and sad bird. He is now spending his days with the milicia, training in the barracks, but because he is the worst person ever, nobody likes him. kikrost made zero friends since he was drafted, because he complains constantly. here's a typical conversation:
-i fucking hate those injuries!
-Why will you not go to the hospital, Kikrost? it's right there across the hall, i could take you there...
-FUCK YOU CUNT!

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Right in front of that exact barrack where Kikrost and his friends affiliated soldiers are sparring, a Troll escapes the disused assassination range, by breaking apart his cage and smashing the door. an entire squad greets him as he crosses the second door. Goodnight, mister troll.

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At least SOME people in this fort have more initiative than this huge crippled bitch. Sakzul the crafter just claimed a workshop, insisting that he be left alone while he works on the greatest item the fort will ever know.

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Speaking of artistic endeavor, some more statues are fresh out of the forges to distract from the troll massacre that just took place further west on this floor, I install four of them around the staircase. This is a well-traveled area, and those awesome new sculptures should brighten the mood of our citizens. Assuming they love traction benches as much as i do. (who doesn't?) One of them depict an elf eating a human in the war against Quula, and I'm starting to question the sanity of the people involved in this fabled ''Battle of Shocks''.

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Quula herself is still around tho. The new year is finally here, and she has been with us for four seasons. Yet during those twelve months, she has not said anything important, merely alluding that important things were at sake. Why do you haunt us, Archfiend of blood, First spawn of the underworld? What brings you to Whisperwhip?

Quula gives no answers, for she vanishes mysteriously whenever i approach her. But forgotten beasts have started appearing right around her arrival, and now most of our trained animals are going insane. Coincidence? I would love to think so, but as time passes and bloodshed intensifies, I have a harder and harder time believing Quula's innocence. Little do I know, I would know her true purpose sooner than i expect it.

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Foreshadowing is fun, but being able to navigate the caverns is even more FUN. Work begins on a bridge to the other side of the river, from the old Olmmen lair. There is no direct route, so a two-part bridge it shall be.

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The craftdwarf Sakzul has now completed his work, more ornate than a bridge, but also much less useful. I'm not sure how this all fits on a single ring, altho once again spatial redundancy is a well documented concept for dwarves, and humans alike, for legends talk of the legendary hero Vanok, who could carry 500 chunks of meet in his offhand.

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Sakzul tells me that while in the workshops, he heard the complains of our metalworkers, working with little charcoal to produce an ever-increasing amount of goods. to lighten their workload, (and also because some civilians have gone idle) I order the populace to run outside and fetch the bolts lying around, so we don't have to craft so many new ones.

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''The count, Sakzul adds, was also complaining about a special request. He said he wants...
-Yes. Let me guess. he wants QUERNS?
-Indeed. I'll get right to it, sir''

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More idlers is usually an indicator that progress has been made. Tun's room is finally enlarged. The engravers did a marvelous job of decorating the place with masterwork pieces of sculpture, altho there seems to be a greater facination than before for the Archfiend Ukas Archescort, and the devouring of people. Aside those I show here, there are 2 more depiction of Quula's true persona, and 3 more of dudes getting eaten by elves. I cannot spare the dwarfpower to dismantle all the furnitures and relocate them alongside this new wall. I know of a better way to use this newfound space...

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Move ALL the fucking querns in there. I don't care that they ae poor quality, or mismatched, or crowded, or redundant. i want them gone from our stockpile.

''Hey, Tun, good news! Your querns are ready!
-Good, Dumas, good. But make sure that YOU DO NOT EXPORT THEM UNDER ANY PRETENSE!
-Yeah, hum, about that. I heard that erh... some guys wanted to steal the querns. So I moved them all. Into your room.
-Oh.
-Well, it was the only way to keep them safe from, erh, crime I guess. Please remain in your room until further notice. to watch over the querns.
-I... well if that's the only way to keep our querns save, i will.
-And hum, make sure that you are CONSTNANTLY using them to mill some grain. To make sure they work.
-Ludicrous! i am a count, i will not work!
-Our querns are our pride and identity! how can we define ourselves as a nation if we don't ensure that our querns are the best?
-Oh, well when you put it like that. I'll do my best!
-Good, now i must BY ARMOK WHAT IS THAT SMELL

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My good lord, the stench is unbearable, and it's coming from the kitchens again. When I said to butcher those dingos, it was also implied that someone should MOVE the food to some barrels and the rest of the carcass to the dumpatorium! Bloody Quula I swear our workers are getting worse by the minute.

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Good grief, it's a siege. Just, hum, tell people to go back inside i guess. Between our milicia and the mountainhome guards hanging near our entrance, I don't even bother taking a look at our attackers. A few days later, i notice we no longer are under siege, and forget that people are technically hiding in the dinning hall. ''Wow, so many idlers, I think, surely all the work around is finally complete!'' Not realising that this sudden influx of free dwarves is caused by OMGWTF still in effect, I order the guys to go outside and unforbid ALL the shields and weapons lying around. big mistake. now we won't see most of the population for a year...

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Our personal record of casualty is matched, with another birth during the outdoor massacre. I guess people are so used to death that they casually chug out babies whenever goblins show up to keep the population up. Truly, the dwarven reproduction system is unmatched in it's adaptability.

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However, pigs were sort of slaughtered (and fell down the river, as pigs are prone to do) when two trolls showed up on the eastern bank of the river. Now i wont have to wonder how many i should butcher :/. (Oh and spoiler, the trolls die)

With that siege crushed, the caravan packs up and leave for the mountainhome. The outpost liason, however, has some news for us. Just something minor. within two years the queen will arrive, for she is to declare whisperwhip her capital. Why would she EVER come here, of all place? The outpost liason has seen this hellhole for himself, the constant violence, the sieges, the blood and the dismembered dog squadrons. Why would the queen EVER think this is what a capital should look like? And that's discounting the fact that all the other cities in the Citadel of clutches are grouped together on another continent.

-Wait, disregard all that. Don't we need to like, make offering to the mountainhomes to be elligible as a capital? We never... we never gave any riches to you merchants
-Oh, but you did. remember in 105, after the great wars, when you told us to just ''take all those stupid rags for free, they were taking space and you'd get them back from the next siege?''
-Scrap clothes. We met the incredible offering threshold with DIRTY BLOODIED RAGS?!?
-Yes, the queen is ever so grateful for those boatsfull of used dirty trousers. she will be leaving soon, so make sure her quarters are ready.

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I have no suitable location I can dig for new grandiose quarters, nor do I have the workers to do so. The upper floors are as big as they could get without hitting sand, the middle floors are next to an aquafier, and the bottom floors are either too remote or too remote AND filled with deadly caverns. There is one area tho, that would fir perfectly. The one i planned to use as the new crypt. It's cloe to everything, yet remote enough that the queen wont be sleeping next to say, Kikrost. And it's spacious enough to host a throne room, flanked by a royale bedroom and a dinning hall. we'll just have to find someplace else for the crypts...

Wait...

Just as I'm thinking of a new crypt location, it hits me. Suddenly, everything makes sence. If the rumors are true, and i now believe they are, then I know why the queen is coming, for it is the same reason she sent me here 15 years ago, the same reason that now haunts this very halls with her gloomy presence.

Quula. The queen is coming for Quula, also known as Uks Archescort, the Ferocious Nails, creator of all black magic, Giraffe fiend, spawn of the underworld, slayer of kings, enslaver of nations, goddess of blood and murder. That's why the deity has been lurking here, ominously, for over 13 months now, waiting, without saying a word. She is waiting for the queen. For the monarch of the Citadel of Clutches is no ordinary dwarf...

She is a necromancer.
Title: Re: Whisperwhip: Tales of bloodshed and deicide
Post by: Taupe on October 31, 2014, 03:48:52 am
CHAPTER 25: Uninvited guests
Late spring, 112

Necromantic armies aside, the arrival of the queen is gigantic news for this fortress. The solidification of Whisperwhip as the capital is, to our population, the ultimate reward for their sacrifices. Many have died, and countless more were injured, or sacrificed their passions in the name of duty and survival, yet today, the fort celebrate! The Queen herself salutes our stalward defense of this blood-soaked hill, and shall soon bless us with her presence. Once we were mere migrants, stuck in the far north, but within two years, the dwarves of this fort will call themselves citizen of the capital!

I almost let the celebrate by letting them pick up non-torn clothes from the freshly defeated siege, but restrain myself. There is a fuckton of work to be done... And many more guests to entertain before the queen herself arrives.

The elves come first, yet we have no time to spare them. I order the wood around the depot to be chopped down while the tree-lovers are stationned here, to show them we mean business. Yeah bitches, we be cutting trees. Are you mad about it? Quula the goddess of blood, scourge is inside taking complains. They catch my drift, and depart soon after.

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(http://i.imgur.com/FhsAPS5.jpg)
Alas, Rifi the forgotten beast shows up in the caverns. A towering mastodont, made of filth and dirt, drags his weight southward with alarming speed. Troops are dispatched. This one, like the others, has deadly vapors, or so our limited knowledge of it says. Unlike the previous invaders, it is NOT made of water.

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Be it a grace or a curse, the bridge (s) crossing the underground river is complete, yet unwired. We have no way of retracting it. Our troops can get across, but so can the gruesome Rifi.

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It matters not: rifi is a good swimmer, and decides that the underwater highway is the best way to go. Troops are disoatched to the (now partially cleared) landmass to the east, while 2 more squads are sent across the bridge, to cut Rifi's escape.

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Rifi is about to emerge eastward. our troops are standing ready, but they have little space to shoot him until he fully lands.

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...and soon, the fight is upon us. Onol os the first to run out of bolts and charge at the beast, getting caught in the boiling vapors exuming from Rifi's mouth, a foul extract that thankfully doesn't seem to affect our fighters much.

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Rifi himself is litterally swimming in the thing, now covered head to heels in his own forgotten beast extract. like our dwarves, he doesn't seem to care much. What does it do? nobody knows. The milicia was trained in stabbing, not biology. But they understand enough of the later to notice that bolts don't seem to affect the monster at all. Shots simply brush off, or lodge themselves in his massive and bloated body without inflincting an urist of damage. we're going to need a LOT more guys to finish this. Fuck the wall, this asshole is going down tonight!

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Hearing cruesome screams coming from the mine, this dwarf do the maths and figure out that hiding in a workshop is the best way to stay out of harms way. he retreats from society, soon to emerge with an ill-omened artifact...

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Meanwhile the general is bringing in the big guns, which are actually very similar in size to all our other guns, for we loot everything we have from goblins. Surely, damage is happening. On both sides. some dwarves get their hands smashed and their faces lacerated, but captain Mistem of the Squeezing Walls is able to stab the creature deeply with her sword, twisting it violently. Now Rifi is ondulating rhytmically to the beat of the captain's sword. The soldiers jump on the monster at once, breaking its teeth and fracturing its legs with brutal swings of their maces and crossbows.

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A baffling shot from a crossbow is finally enough to take the whole head of and send it flying. I guess they DID bring in the big guns.

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With this tenacious aberration out of the way, the alarm is removed and all the dwarves can fly back to their tasks, of which they now have plenty. Two wood furnaces are installed in the inner courtyard, next to the second wood stockpile. We'll need more than two if we are to produce ash for the fields and enough charcoal to outfit the queen's quarters. They have been smoother and engraved, but i decide that the left area is silly for a bedroom. it looks a bit too big, the columns are blocking the use of walls for cabinets, and it has no doors. Instead I change it to a mausoleum, for the queen and all other monarchs of the citadel of clutches to come (and die horribly). South of the throne room is where her chambers shall be.

Our metalworkers (singular) should now have enough charcoal to work with. We'll need to smelt tetrahidrate for more silver statues, first. Then a throne of the most marvelous kind we have available: rose gold, a metal both rich and harmonised with the rutile walls of the monarch's quarters. We won't have neary enough silver to make more than statues, so I place orders for 15 copper tables, 32 copper thrones, and about 10 armor and weapon racks of the sae material, to outfit her personal guard. As i return from the depths to survey the wood-burning process, a rotting smell catches my nose...

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At first i think of the kitchen again, but I locate the origin of the smell within the hospital. did someone leave food to rot in there? that sound unlikely. does it mean that a soldier died?

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By Armok, if only! death would be a mercy on the dwarf I find inside, the hammer lord onol, serving under captain Mistem.

''I've found out what the fuss Rifi's breath was about, the Doctor informs me.
-By Kadol, what happened down there?
-Necrosis! A foul extract indeed, that was. I'm afraid not even the troll blood running in this soldier's vein was able to counteract it.
-Necrosis? Will you need to amputate? Will she be alright?
-Amputate? My brave dumas we don't have enough knives on this continent to amputate THAT. The whole body is rotting, all at once. Any flesh will soon be dead. Hell, her friggin eyes fell off already!
-...''

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''See for yourself...'' He adds, removing the blanket covering Onol's... body? Corpse? I pull it back. The sight is sickening, the smell more so.
-How many more?

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-Two more, that i know of. They are being dragged here as we speak. They weren't really hard to notice, with the whole ''eyes falling off'' thing.
-Can... can they make it?
-I... I can try something. It may be able to scarrify the flesh and stop the infection. The flesh will never grow back tho. If i act quick enough i can probably save the vital tissues and muscles. The flesh will be gone tho, and they'll know a life of pain. And blindness, obviously.

The doctor gives me the unusual task to sneak into the jail tower, and bring back blood from the trolls. A strange endeavor, but vital to stopping the curse eating away at our soldiers. Thankfully I'm able to get in and out without too much hussle, since the wall is deserted at the time. Once the blood is delivered,  I venture down, to make sure Rifi's body is handled carefully. we don't want any more infected dwarves...

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The carcass is being hauld at a snail's pace toward the surface. for reasons known only to her, Quula has deserted the mayor's side to delve deep within the fort, observing Rifi's remains in silence.  did she know the forgotten beast personally? Does she revels in its demise, or mourn the slaughter of this roaming horror? The giraffe fiend betrays no emotion, starring eerily at the haulers as they cross the bridge.

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Quula continues her descent, tailed by her two bodyguards. Her destination is the caverns entrance, where she stands for what seems like forever, before heading back to the surface. In a year, Quula has never left the confort of our main fortress. Yet the death of Rifi compelled her to the dark below. Unsurprisingly, the godess of death and blood remains an enigma. A disquieting and gut-wrenching enigma.

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An artifact is completed around that time. a splint, of all things, depicting both Ukas archescort and our faraway, eldritch queen. What an ill-fated omen that new masterpiece is! This is the first time her grace is engraved on anything here in Whisperwhip; to have her appear alongside Quula on a medical item fills me with unbearable unease.

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... Whatever my issues may be, they are less pressing than what is taking place in the hospital. Two more soldiers were dragged in, eyes gone and flesh necrotising. That's over half the Squeezing Walls rendered blind and corpsified by this vile curse. The surgical schedule is now as thick as our ledgers. They will be long dead before the staff can do anything. Unless... unless the blood transfusions work.

In a strange twist of fate, most of them are still extatic about the whole thing, rabling about their glorious battle against the greatest monsters. A nurse correct me: they are simply on drugs. Lots of it. Yet I'm not the only one who is wrong here. Little do those ill-fated soldiers know, the worst is still to come, and the greatest monster of all roams our halls freely, under the guise of divinity.

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As to wether or not stacking 5 patients on top of each other is right or wrong tho, i have no clue.

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Tun is becoming increasingly restless. No longer than two hours after his newest mandate is complete, he orders yet another batch of querns to be crafted. does he not understand that we have a medical emergency on our hands, and that we have more important things to craft, namely the queen's furnitures?

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Of course, Tun is only half the trouble here in Whisperwhip. Cripple Kikrost is equally obnoxious in his own, pathetically violent way. five of our bravest soldiers had their eyes burst and leak out, while every ounce of their flesh is turning black and mortified, yet poor Kikrost is the one who simply can't take it anymore. Because he won't go to the hospital, or wear his legendary sandals. Or because he doesn't like our fucking chairs.

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And of course there is the GOD. DAMN. FUCKING. DINGOS. You can tell the soldiers are having enough of it too, because they've managed to pincushion this one to the wall along with a farm bird.

(http://i.imgur.com/IatACEX.jpg)
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No. No. Nononononononono. fuck you, Mavi. This is not the time. Fuck you, and fuck forgotten beasts.

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That's right. Get lost.

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Time pass, and the doctor shows up in my office with some good news.
''I was able to stop, well, some of the infection. Of course, trollblood is not miraculous in itself, not over such a short period of time, but for those with a strong system, it responded... unecpectedly well. Kadol is up, and insisted that she go back to her duty. She'll never see again, but with some guard dogs, she should be able to patrol the halls. Not a glorious task, but it's better than being fired from the milicia. As for Mistem, she... responded incredibly well to my treatment. Her body has stopped the necrosis, and scarrified the tissues. Her eyes are still gone, obviously, but she is fine otherwise.''

Mistem's recovery is miraculous, and bring up great cheers among the residents and soldiers alike. altho 3 of her subordinates may never walk or work again, she has overcome the ancient plague brought forth from the depths of the world. Her sight is gone, yet her bravery and knowledge of warfare remain. So long as she lives and breathes, she will defend this fortress.

...Maybe beyond that, even...
Title: Re: Whisperwhip: Tales of bloodshed and deicide
Post by: 0rion on November 04, 2014, 06:47:55 pm
I could'nt catch up the story as I'm a bit overwhelmed these days. Just saw little Orion finally achieved to do something noticeable :p
Title: Re: Whisperwhip: Tales of bloodshed and deicide
Post by: Taupe on November 04, 2014, 11:26:59 pm
CHAPTER 26: Dumpatorium Drama
Summer, fall and winter of 112

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While Rifi's curse was raging in the infirmary, the rest of the fort was oblivious to the disaster taking place above. The miners are done with the smoothing and engraving, and various metalworks are coming out of the shop. Woodcutters above and below are working their hardest to keep our ever-hungry industry sated, thanks to fungiplants and tropical trees being chopped down non-stop.

Soon the dinning hall begins to look the part, with copper tables and thrones being hauled through our poorly designed staircase system.

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It was ordered that the temple's vault be filled only with the highest quality of items. Miliciadwarves the fort over rejoice when they find that the leather leggings are all but crafted, and that most of them are stored in Kadol's coffins. Masterwork leggings for all!

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The guards are busy diving down the mineshafts to reach their new uniforms, while the first dumpatorium assault begins! An ambush snuck through the southern hills and assault our war tiger...

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...And do him in. Rest in peace, brave cat! A dog attempts to join in and save Tony, but is also felled by the goblin's mighty axe. The invaders venture inside after dispatching our animal patrol.

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With their work on the royal chambers done, I dispatched our miners to the dumpatorium, to dig a southern hall. Soon, they will be trapped, as the goblins control the only exit: a meager staircase leading upwards.

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The miners remember the briefing, and quickly launch various pets at the attackers to slow them down. Where is the army? Will they make it in time? Only once they've put in those awesome new trousers, pals!

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As our miners run out of beloved pets/ammunition, they scramble in the miasmatic depths and try to hide under piles and piles of butchered troll corpses. Miraculously, a werebeast appears very close, and immediately charges toward the nearest creatures, the goblins. They butchered the only animals along the way, and are now standing between the miners and the entrance, making them a prime target for this enraged beast. The greenskin formation breaks, and a new episode of scoobidoo unfolds in the dumpatorium. This formidable display of Hanna Barbera skirmish allows the army to sweep in, and dispatch the two remaining goblins.

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The werecavy turns back into a dwarven peasant, which the army immediately slaughters in cold blood, because that's how we roll now.

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Soon, another angry beast erupts with the fury of a thousand whines. Kikrost the cripple is miraculously still alive despite two dozen tantrums thrown within the last year or so. He is so fucking terrible that even a child achieved legendary status, while he still hasnt picked up half of his equipment.

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Yet this fit of rage will be his last, for poor Kikrost apparently forgot to eat or drink in the last month, because complaining and cancelling fist fights with your own dogs is busywork. I expected his 3 dozen cousins and nieces to be sad, but surprisingly everyone is happy to be rid of him. Dwarves organise a party for the first time in over 6 years to celebrate the slow and easily avoided death of Kikrost Lesastat.

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Yet Kikrost was not the only recurring threat to the safety of Whisperwhip: Purerisks the fearsome crocodile is still lurking in the cavernous river, eager to snatch another worker before running back to the safety of her rocky hideout. The BASE1 troops are dispatched to guard the area, and the miners get to work, clearing the banks closest to Purerisk's favorite spot.

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We have a lot of miners here at the time, so I decide to make the trip worthwile. Those cavernous mazes are ripe with gems of all kind, but most of them are located upsiars, out of our dwarven reach. There is, however, a few clusters north of the current work area that could be reached by a simple tunnel.

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My attention is quickly hikacked by new problems at the dumpatorium. Our mayor, no less, is being ambushed by a goblin thief. Those assholes are nothing to fear in a straight fight, but they have killed or maimed many a child over the years, and almost as many unarmored peasants. The mayor has a pet, yet his lion is currently faffing about elsewhere...

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Yet, a dingo decides to interpose himself! He jumps in front of the mayor, and initiate a grappling session with the thief. Her bravery will cost her a paw, yet gain her the favor of the whole fort. By her courage, she has redeemded the dingo race in the eyes of the dwarves. We're still butchering those 12 new ones we captured tho.

We actually have enough pets as it is. I decide not to order new cages, and give the hunters the permission to hunt again. We're just eating what we catch at this point, and unting is just less trouble than cage rearming.

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An artifact is produced. Maybe we'll get some use to it when we have a non-zero amount of manpower to spare. Milling souns like something useful, but somewhat i doubt her highness will rejoice if we forsake her room to build our own miniature Holland.

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Some hunters stalk the surface, while others decide that scouting the caverns is a good idea. they inform us that a Giant toad is on it's way.

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The fisherdwarves are interupted by it, and I fear for the worst...

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But they simply outrun the beast and go back to fishing a bit further away. Zero fucks given. They catch a few fishes, say hi to the soldiers who show up for some ol' fashioned stabbering, and resume their mundane job.

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Shortly after, a group of troglodytes is spotted entering our county. the troops are already closeby, and I order them to fight. They charge southward...

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I have no idea how hard this fight could get, yet the reports are very underwhelming. One troglodyte gets strangled to death, but not before getting shaked so hard that most of it's anatomy crumbles. The rest attempt charge attacks, with disastrous results. Soon, the southern entrance is covered with blood and gore, the official colors of Whisperwhip County.

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Next is a siege, which I would normally wait out, but a poor peasant is stuck outside. At first I assume that he's a slave they brough along with them, but I'm informed by the loutpost liason that this is a diplomat from the mountainhomes. Why do we need two? Oh, because we have a fancy place and lots of food to share. I see.  Leaving the dwarven freeloader ambassador outside to his death would be an enormous political faux-pas, so the general decides to take the field.

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Every squad is going outside, and their orders are to charge a specific direction and kill any incoming goblins or trolls before the siege can regroup and lay waste and boredom to our wonderful castle. The closest troops, led by the general himself, rush to save the peasambassador. Four other squads scatter across the countyside, and Mistem's squad is left behind to hold the gate. Because sending blind skeletal soldiers on a 2-days-long charge across the mountains is a very shitty strategy.

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Quula is there too! She was on her way back from the dumpatorium when the siege broke out. Because if there's one thing Quula fucking enjoys, it's starring at mutilated corpses marinating in their own scattered entrails. It's incredibly disconcerting, but like most traumatising things here in Whisperwhip, we slowly stop caring about it.

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One of the soldiers notice what he positively knows to be giraffe fiend's spider silk. Quula visibly had an altercation with something here, but my combat logs do not mention anything about it. I guess the godess of murder don't care about the mandatory battle log that must be written after each fight. What did she kill? How awesome were her abilities? We have no way to know. Quula remains a mystery, leaving only silk and guesses behind.

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It's customary with every siege to end with the creation of an artifact. (and usually a newborn baby) This siege gives us both.  Civilian rejoice and drink while the army casually slaughter 150 invaders. The ambassador is hot in the face by a goblin elite archer, yet miraculously walks away without a scratch.

(http://i.imgur.com/1Vczmqc.jpg)
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About half a year goes by without incident. Winter is almost done, and so are our royal accomodations, when sights of a new terrifying beast are reported. Attracted by the gruesome and smelly remains of the troglodyte vanguard, Oggaz Ostaravuz has come, ondulating and snapping angrily with his mandibles. It doesn't look THAT devastating tho, so the closest squad is dispatched to take care of the problem.

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It dies instantly, and everything goes back to normal. False alarm, people. Go back to hauling copper furnitures 12 floors across!

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Our victory over this disapointing opponent is celebrated with an equally disapointing artifact: A wooden earring. This is the kind of thing that only an elven noble would wear, and Quula has a long history of killing, eating and reanimating those kind of dudes. The earring is stored in a vault, to never be spoken of again.

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Thankfully, a much better artifact is now complete, the rsult of many crafters working together over many months. The rose gold throne is now encircled and decorated with countless gems and images, worthy of the ruler to come. To ensure that gems werent wasted, a single tile furtniture stockpile was designated next to the throne, and a gemshop was constructed nearby, ensuring that the gem setters would always chose the throne for their task. I soon learned that one kind of gem can only be setted on a specific item once, which resulted in the pimpest and priciest anvil to ever be crafted in all dwarfdom.

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To replenish our gem pile, miners venture back into their latest tunnel, and add a staircase up, in order to gather more exposed clusters.  They murder a giant toad on their way, and notice that 5 pond grabbers have made an appearance below them. A troll is also sighted across the bridges for the first time. Truly those caverns are becoming more dangerous every day... The miners grab the gems as fast as they can, and rush back upstairs.

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Meanwhile, armor stands and weapon racks are now lined up in the royal corridors. silver statues were constructed as well, but silver is hard to come by, for each statue requires 3 smeltings of tetrahydrate, and thus 4 pieces of charcoal. Thankfully those throne room statues are the only silver expenditure i planned, the rest is made of copper, of which we have tons.

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We don't know when the queen will get here (as the dwarven caravan has been her forever and still hasnt returned to the mountainhome. Since we seem to have some spare time, I order the idle miners to finish engraving the ''Project''. We have so many POW now that I want to welcome her majesty with a friggin genocide. Welcome to your new capital, please enjoy this typical day here in the north represented by 35 fully armed goblins being attacked by a horde of blood-crazed dingos.

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Oh come on, don't eat your fucking baby, we'll need as many of them as we can get when the shows start!

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Yes! Right in time for the new year, the monarchical bedchambers are finally completed. Short of a few possible silver statues in the future, this is the final design. The bed is put 3 tiles from the wall, making it the central focus of the room, with the added bonus of barely reaching all the racks and stands when the room is designated.

Happy 13th anniversay, Whisperwhip! Let's hope this wont be the last.
Title: Re: Whisperwhip: Tales of bloodshed and deicide
Post by: Taupe on November 05, 2014, 07:05:49 pm
Good news, everyone! The map is now hosted on DFMA. The link can be found below (or on the OP, right above the index. If you want to better understand how the fortress is structured (beside terribly), or if you just like browsing maps in general, then here's your chance:

http://mkv25.net/dfma/map-12316-whisperswhips (http://mkv25.net/dfma/map-12316-whisperswhips)
Title: Re: Whisperwhip: Tales of bloodshed and deicide
Post by: Zorromorph on November 06, 2014, 03:45:18 am
I have not laughed this hard in many a year!  I particularly enjoyed the demise of Kikrost the Useless

Quote
The werecavy turns back into a dwarven peasant, which the army immediately slaughters in cold blood, because that's how we roll now. ... Soon, another angry beast erupts with the fury of a thousand whines.

and the latest from the ... uh ... whatever-she-is ...

Quote
Because if there's one thing quula fucking enjoyes, it's starring at mutilated corpses marinating in their own scattered entrails. It's incredibly disconcerting, but like most traumatising things here in Whisperwhip, we slowly stop caring about it.



Title: Re: Whisperwhip, a story of anticlimatic happenstances
Post by: Drokles on November 08, 2014, 06:46:17 am
This is some of the best DF storytelling out there.
I tip my hat to you, sir!

I love the way the Bronze General has a compulsion to just come up with terrible, terrible ideas all of the time.
Title: Re: Whisperwhip: Tales of bloodshed and deicide
Post by: Taupe on November 08, 2014, 11:48:25 pm
Thanks everyone for the support! Feedback is awesome. (and so is quantum monarchy!) And now...

CHAPTER 27: Schrödinger's queen
113? Look, I don't even *know!*

So, I'm locked up in my own quarters. The old ones, not the one I claimed when I named myself acting ruler of the kingdom. How long have I been in here? I cannot say. The sun doesn't reach down here, and also the nature of time itself is being corrupted and crushed by it's own weight. I remember it was winter when the royal guards accused me of killing the queen, and had me tossed into my chambers. It's hard to prove you didnt murder the queen, qhen you were sort of actively designing a failsafe to flood her chamber with magma.

But I disgress. This story begins in the spring, with the murder of a hyena.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The lion and hyenas had a gruesome battle in the courtyard, resulting in the death of another beast. It was the third this month, which prompted me to consult the ledger: we now had around 400 animals. Were did they come from? How did they breed so fast? I swear we are murdering rebellious dingos and eagles every week.

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As I try to puzzle out where these animals came from, a messenger warns me of something much more important: the King has arrived! Wait, the king? Don't we have a queen? I assume this is a simple generic way messengers have of cnveying the incredibly common and fasticious fact that a fortress has just become the capital. I put on my nicest garbs, and make sure to carefully hide the documents relative to my regicide machine. Yasee, I am not exactly trusting Quula and her soon-to-be padawan, and while I cannot figure out a way to eliminate the former, the later is fair game. I just need to make it an accident. My plan is to erhm, flood her chambers with magma should any undead threat be noticed. The main fucking issue is the fact that our magma source is about 20 levels under the queen's chamber. Solution: convince people that we need magma on the surface. But I disgress...

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I'm told that the queen is bringing her own bodyguards, the royal guard, known as the ''magical glove''. What an unconfortable name. They are the armor that guards and shelters the hand of a sorceress. I planned for the queen's arrival, but not 5+ bodyguards, and they will need rooms of good quality. I designate the floor above her majesty's level to be carved out into a mess hall and bedchambers of adequate size. I was planning to dig there anyway, for my special ''device''; at least now I have a reason to do so without arousing suspicion. when the time come to install the magma pipes, I'll simply claim we are enlarging this area.

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A kid is taken by a vision. Let's hope it's something about ponies and rainbows and making a fucking earring piece, and not related to my planned high treason.

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While awaiting for her majesty, I decide to stop and pray to Kadol. Her wisdom and mercy will soon be needed. Am I doing the right thing? Should I initiate my plan, or have I grown delusional and paranoid? My meditation is interupted by Kivish, our outpost liason. Now that we are the mountainhomes, his purpose is now... nothing? He says that thanks to a loophole, he is still assigned to conduct diplomacy with whisperwhip on behalf of the mountainhomes. which is now us. So this guy's job is to stay here and... manage the relationship of Whisperwhip with itself. He's basically a freeloader. It's hard to hate him, tho, because while most creatures are listed as missing, dead, or merchant, his official status is ''friendly''.

...Which is kind of problematic, because for some reason, our drink stocks have begun to dwindle. from close to 6k last year, we have reached 4k this morning. I can't seem to locate the source of the problem. We have sufficient potash and farmers, enough barrels, and enough storage. The current stills are to be operated nonstop, too. Maybe we need more? I order 2 more stills to be put in the wstern courtyard, because digging new rooms is not an option with the Magical Glove requesting housing. Could it be that our brewers are doing random shit instead of brewing? In that case I ope 5 stills instead of 3 will convince people to make booze more often.

Spoiler (click to show/hide)
The fey-infused child is back, proud to announce that he turned the lion's bones into a wonderful creation: a rack for our queen's weaponry. Inspired by her majesty, and by the fight between lion and hyena earlier, he imagined a vivid and colored tale about a young lion cub raised by a skypig and a dingo, who later returns to his ancestral home to challenge the current king, and kill him.

...Is this the sign Kadol sends me? Am I to eliminate her grace? If so, I'll need 2 things: a war, and a magma machine. The first one I know how to get easily, the second is a two-step process. First, we need to install a working magma system underground, next to BASE1. Magma is awesome, and once people have seen how cool this red flood is, they'll be more open to... ''special uses''. Like defense. Against the elves. Which I'm about to piss off first chance I get.

Spoiler (click to show/hide)
The queen is STILL not there. nobody has seen her since she presumably arriver in Whisperwhip. Stranger still, people seem to be working much, much slower than usual, except for the animals, who keep boning and duplicating. I consult with the mayor, who has studied dwafgineering ardently in the last 5 years. He knows what is going on...

-It's quite simple, and also very, very problematic, says the mayor. You see, our people have long mastered the art of amassing countless objects within the same space.
-Like dumps
-Exactly. This is also how we are able to build atom smashers. HOWEVER, with every exploit comes a glitch of equal force.
-What the what.
-Yes. FPS. Framerate. A common unit used to measure the flow of time itself. It's a calculation of how many frames a given dwarf can haul around wiithin a given moment. A normal, non-glitchy society will usually have a vast amount of framerates. The problem is when many, many objects gather in a single area, and create a singularity
-Yo, I'm not sure i follow.
-Ok, put it simply, time and space are entwined. What affects one ffects the other. dwarven technology has a way of compressing matter, which sadly has the side-effect of dilluting time by an equivalent factor. The more mass we accumulate, the slower time will flow. Stone is a big issue when we have a lot. so are countless corpses and hyena teeth. animals are the worst, because they increase their mass automatically by reproducing. Ever heard of a catsplosion?
-Yes. I tried to murder all our kittens, but I ssumed it was to prevent people from being sad if the adult cat died.
-No. cats are the worst. but dingos and hyenas and eagles and chickens are also a big issue.
-so we need to butcher every single animal we have, or at least most of them.
-Yes, it will work. but we are also reaching a critical mass of corpses and refuses. We must DESTROY them utterly
-Would.. would magma work?
-Yes, yes it would! Want me to work on a magma machine, Dumat?

Yes. Yes, dear mayor, I want you to design a magma machine.

Spoiler (click to show/hide)
The easiest way to get rid of things is to trade them. Especially when you are dealing with leftover rags. But the humans are sending us Quula instead of merchants, we are the mountainhome so I doubt we'll get to trade with ourselves, and the elves... I have other plans for them.  Needless to say, our trade agreements are going to be shoddy at best for the next years.

We can't get rid of our clothes that way, BUT we can get rid of our absurd leather stockpile by making clothes. This is actually something I learned right here, live. After 17 years. You can use leatherwork to make pants. Sorry, all the naked people out there wearing goblin underwear! We have a legendary leatherworker, and many master-level crafters from all those stupid earrings we made. I order two spare workshops to be installed in the courtyard, and order 60 robes, trousers, and shoes. Hopefully they cost more than 1 leather piece, thus reducing our stockpile AND shameful nakedness.

Spoiler (click to show/hide)
the butchers sloooowly start to annihilate the fauna of the fort. With 2 new butcheries, it goes smoothly. Having rotten corpses outside instead of in the kitchen also increase our cook's health ever so slightly. But butchering animals is a slow and annoying process. Shooting rebellious animals is WAY swifter. I order the trainers to not do their job, except for a select few animals of each kind (usually the lucky ones to be born tame). Dingos and hyenas and eagles and what have you start to go feral, then dead.

Spoiler (click to show/hide)
Quula has grown tired of creeping out the mayor and trying to follow him around. She is now spending all her free time (of which she has infinity) to corpse-starring and blood admiration. Whenever something dies, she strolls around and spend her afternoon sitting in the bloodsplatter, humming this (https://www.youtube.com/watch?v=e2xxizpHuoo)

Spoiler (click to show/hide)
One thing is sure, tho, she aint EATING those fucking corpses, because they are still pilling up, and our new ''kill all pets ever'' political platform is not slowing that at all. In time everything is going to burn, but for now we need a new dumpatorium. This one is closer to home, because lazyness.

Spoiler (click to show/hide)
Oh, it's the elves. What's up fellas? Welcome to our fort. Don't mnd the smell, we are burying dozens of joyful pets. Why? because we just killed them. For fun. I hope that's okay with you, because it's super okay with the Godess of Death. They tell me they are ehcnated by my super work ethics, which I guess is what elves refer to as ''sarcasm''.

But I guess you didnt come here to discuss huh? Let's do business. All we want, is this booze of yours, and a bunch of logs, which we will BURN. Because we fucking hate trees. In exchange, we will give you all those wonderful, lovely soiled overused and bloodsoaked goblin-made vestments. We have a ton of it. In fact, you can have ALL of them. We have 50 pins of the stuff.

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The elves refuse my offer, because I ''accidentally'' forgot to uninclude one of the bins from the offer. This is why I hate elves: you'll offer them close to 40 thousand bucks of high quality wares, and they'll complain and insult you because one sock contains a splinter. Now they refuse to trade with us until ext year. We don't get to discard all those friggin rags, which is a shame.

Spoiler (click to show/hide)
But just because we can't give you stuff doesn't mean we can't work something out. You see, dear pointy-eared friends, we have a shortage of booze, and an absurd overload of loaded crosbow bolts. So just, yaknow, drop all the logs and beer.

Spoiler (click to show/hide)
Impressed by our diplomacy and work ethics, the elves gift us free shit and depart. Elves are so friendly.  I head to see the general. I inform him that the elves are really super offended by Quula staying with us. They plan to attack us soon!

-Wow, those fucking assholes! I will shoot them all if they show up here. Or drown them. Can we reroute the river to drown the elves? Make sure you work on that!
-I...will... but I'm already working with the mayor on a magma waste disposal...
-Dumat, there are no bigger wastes than elves. As soon as you have a working magma channel I want that thing pumped to the surface and ready to overflow the region. Abandon all you architectural thingies, weaponising magma should be our PRIORITY!
-Yes, sir! As you command, sir!

...Excelent...!

Spoiler (click to show/hide)
I get the miners to work. The first step is to dig from BASE1. We'll need a magma forge running if we want to start a megaproject requiring engineering. Especially if we end up torching the entire surface. I'm not a big fan of burning elves alive, because seriously a sword to the face will just do, but the elf menace was the best way to get my plan approved. In reality, I want the magma flooder up and ready in case of an undead apocalypse. There is enough corpses around to take over the world, 2 necromancers willing to take over said world with an undead army, and dumping them all into the waste disposal could take years to achieve.

I don't know much about magma, actually, but I'm sure everything will work out. What I DO know, tho, is that pressure will make our tunnels overflow with magma if we breach the furnace too deep. I ''think'' the first layer of lava should be enough to fill the forge tunnel AND the disposal box without going under 4/7 high.

Spoiler (click to show/hide)
The forges themselves will be situated inside a giant stalagtite that's right above the first lava layer, and 2 layers down from the southern BASE1 tunnel. If we build this correctly, magma monsters whouldnt be able to atack from the forge, nor will normal monsters be able to besiege it, since it's isolated from the caverns proper.

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Here's the design: Lava poors from the volcano, goes around the underwater river, fills the magma forge, then floods a disposal box that'll be on the other side of the pillar workshops.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
There is NO convenient path to get the disposal box under an aquafier breach. Rivers or open caves and pits bar the way to the north. As such, i cannot make the dump chute start from the surface, not even fro the first layers of the fort. The closest spot is from above the civilian catacombs, which is the highest level to exist below the aquafier. Conveniently, it is unused, and a tunnel is designated. I make it 3x3 because making such a long and important passage 1 large is just asking for jams. It's a long walk, but that's all i can do. People will have to take shit outside, enter the fort, go down several levels, cross that long-ass tunnel, and then dump corpses and rags into a shaft. Still better than going all the way down next to the volcano, tho. I calibrate the shaft so that it doesn't destroy any existing structure along the way.

Spoiler (click to show/hide)
Several z-levels below, the workers start to excavate the pit right under the disposal shaft. It is 2 levels deep, because im not sure if a single level filled at 4/7th would destroy absolutely everything.

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Ah, goblins. I don't mind them, but I mind what they leave behind. Clothes and useless copper shields and equally useless copper helms are NOT helping our FPS, which is now down to 14 at the best of time.

Spoiler (click to show/hide)
Our best cook starts to cross the entire county in the wrong direction, attracting a dozen trolls and 2 squads of goblins. thankfully none of the invaders in this section have ranged weapons. The cook spent the last year breathing misma from the kitchen, and his lungs are now very, very good at stockpiling air for long periods of time. He manages to outrun the goblins and join with the troops without having to catch his breath.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Onol, from the Contests of fortifying, has an epic duel against a particularly badass spearman. The fight lasts for 5 pages, but the wounds are too deep, and Onol finally gives in. His lungs are not cook, level, and soon he suffocates.

Spoiler (click to show/hide)
After the battle, the queen is gifted a magnificient scepter honoring her, to commemorate the start of her reign in Whisperwhip. The big issue is... we don't know where the queen is. Nobody has seen her. 5 courtiers arrived, including her 4 bodyguards, but nobody knows where the queen is. they say she should be around, but she isnt listed in the unit list, nor do I see her name in the death list. Maybe the civilisation screen is giving me a false name? I heard of monarchs falling dead as they arrive to their new capitals, and the queen is rather old. Did she get all the way here, only to have Quula counterspell her witchcraft and reduce her to dust?

I check the tombs. The most recent death is Kikrost's, and that was in winter last year. if the queen did show up, and died, she should have been buried here, regardless of the name she used. yet there is nobody down here. Is the time warp bending reality around our county locking her outside?

Wherever she is, someone has to govern this place. the queen named me as expedition leader 17 years ago, to watch over Whisperwhip. Now this fortress is the capital, and the queen is missing. As the overseer of our capital, I bestow upon myself the title of regent, and move my quarters to the throne room. As long as the queen doesn't show up, I can postpone my plans to actively kill her, and focus on fixing this friggin time-bubble. I also get to use this really awesome scepter. With the general on my side, I can coerce our own army into protecting me. The royal guards are relocated to the shitiest dorms that BASE1 has to offer. I could spare the time to smooth, engrave, and furnish their quarters, but nah. I like the place empty of outsiders. With the Magical Gloves exiled to the mines below, it should be really easy to prepare the deathtrap, should the queen show up. If she does. for now, the queen is presumed both dead and alive, until we can observe her corpse.
Title: Re: Whisperwhip: Tales of quantum physics and deicide
Post by: Taupe on November 11, 2014, 03:51:02 am
CHAPTER 28: Lava 101
Late 113

My nomination to the title of regent was rather self-imposed, and rather shaky in terms of legitimacy. As soon as I took that scepter and sat in the throne, I knew my every actions would be doubted and judged, by the royal guards and the old citizens both. It would no longer do to simply scramble around and dispatch orders, now I had to choose my every word.

First, I brought before me the important members of the Citadel, and explained to them how it had fallen upon me to defend and order this place in the absence of our beloved queen. The elves are coming, and Quula is a disaster waiting to happen. The seat of leadership should not remain empty, especially if said seat is made of pure solid gold and covered in gems. The mayor was on my side, and so was the general, thanks to the whole ''lava murder'' project. count Tun was on the side of querns, but since I had always kept our stocks high, and refused to trade our joy and pride to the various coveting nations that visited us, he was sort of chill with the idea. The main troublemakers were the queen's men. Of course, they would oppose my powergrab. Where was the queen, they asked. Gee, I dunno, you are her bodyguards, you tell me. Just go look for her, I have a war to prepare for, and a country to flood with magma.

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I knew memorialising fallen soldiers would go a long way toward securing the loyalty of our army, so I made sure that Onol's death would not be a trivial event. The name of her killer catches my eye. ''Dang, Poisoncalled''. I spend a few minutes trying to come up with the perfect joke for it, but my devotion to comical narration is interrupted by a tantruming dwarf.

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Mebzuth the tanner is really friggin mad right now. He breaks into a fit of rage, calm down, then immediately goes back on a rampage. He has been working nonstop at the tanner's shop, and the other butcher on duty is quick to explain why Mebzuth is so angry. Many of his pet cats died. Why did they die? We butchered them. Why were we butchering them? Because they were kittens. why were they his pets? because he waited for them to become adults, promptly befriended them, then shopped their head off. Sometimes, people choose the fucking wrong job for their personality.

I order that Mebzuth be kept from butchering duty until further notice (read: never). This will seriously impede our animal murderspree, but a tantruming dwarf may be worst then a low framerate.

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With the poor life-choices of our workforce dealt with (hopefully) it's time to focus on our main operation: the lava device. We won't have lava upstairs until we get pumps, and for pumps we need iron, and for iron we need to smelt 15 years worth of goblin equipment, which mean a lava forge. Around winter is when the tunnels under the forge are finished, and the waste pit excavated.

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We install an iron floodgate to give some time to the miner, but i think letting magma pour to ither tunnels may also be a good idea. Relying on my total lack of research or knowledge regarding lava, I order two side paths to be dug.

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[/spoiler]
The miners are done with the dumping hallway. Most of them venture downstairs to excavate the side-tunnels, but I need one guy to create the shaft, ideally before we fill the pit underneath with red death.

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The miner start his long journey. He digs right next to the catacombs, avoiding the walls by two urists. He passes the queen's chamber, then the coliseum. He can feel the smooth wall right next to him. A single hit on the side fills the gigantic dome with a low and muted echo. Another leel of channel is designated, and our worker ventures further down...

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Under the 4 levels of the coliseum is the military crypt, and this one too is rather close. Thankfully the mayor made very precise calculations, and the shaft seems to be avoiding any existing structure, albeit narrowly.

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His journey ends at the bottom of BASE1, in the southern corridor next to the magma forge staircase. He is followed closely by some gems and about a dozen blocks of stone. Using a logic-defying diagonal move, he makes it back to the tunnel, and channels the last level from the tunnel, with both feet on solid ground. The shaft now connects to the pit, with two dumping points. One at the top, right below the aquafier, and one here in BASE1.

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The metalworkers are eager to see this place running. They don't even wait for the new forge to be decorated, and install the first magma forge right away. Now we just need to breach the obsidian wall...

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The lucky bastard to undertake this perillious task arrives in the tunnel. I expected our best miner, someone fast and battle-hardened, and focused on the task at hand. Instead, they send us a very slow dwarf...

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A fourteen year old dwarf, with ADD. Litast is the first and only dwarf to be born in Whisperwhip that survived to adulthood. The miners tell me they chose him because he is young, and eager, and brave. We go over the briefing one more time, and do some test runs without the lava, to make sure the kid is up to date. Litast will break the obsidian wall, retreat and retreat. the lava will slowly flood the tunnel, and most of the initial flow will go into the side tunnels, giving us time to activate the floodgate. Once the tunnel is cleared, we rectivate the gate, and the tunnels will fill the forge and pit. Let's go Litast! I believe in you!

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[/spoiler]
Oh...

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Well...

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At least the lava is here? you know how they say, ''you can't make an omelette without melting a few kids''.

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Liquified volunteers aside, the project is a success! The tunnels are filling, altho very slowly, and there should be enough magma on this first level to fill both the pit and the forge at least to 4/7th height. Once that happens, we'll close the floodgate and seal the tunnels from the volcano, so that we can use the lower levels of the reservoir to power the Floodmeister's pumps.

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Spoiler (click to show/hide)
I'm told a new tribe of troglodytes moved into the caverns, but they were engaged by our soldiers before they could interfere with the magma site. The military's fast reaction time made for a fast and efficient dispatch of those 15 monsters.

With our enemies dead, and our tunnels filling, there is nothing more to do in the caverns for now. Everyone returns to the main fort, to celebrate with mead and songs. I decline the invitation, and retreat to the throne room, to drink alone while I meditate on our next step. Should I start burning corpses now, or use the workforce to quickstart the pumps? We'll also need power, as well as tons of iron. Maybe a dam? I'm not sure the river is mighty enough to support one...

As I'm musing on my options, a copper door slams open in front of me, across this silvery hall. Without reverence, the Magical glove walks in, and approaches me with their weapon drawn.

''-Dumat Construcmirrored! barks their leader. By order of the queen, you are now relieved of your functions. You shall be escorted to your quarters, to await your trial and execution.
-Under what pretense?
-Regicide
-That's ridiculous. Even if the queen was to be dead, I have nothing to do with this.
-We have proof of the contrary, says a second guard, producing a small book from his backpack. My journal!
-Please, good sir, read the relevant passages to the accused.
-Yes, commander. Ahem... ''My plan is to erhm, flood her chambers with magma''. Then some pages later... ''now I have a reason to do so without arousing suspicion. when the time come to install the magma pipes, I'll simply claim we are enlarging this area.''. Here later still one can read: ''...Is this the sign Kadol sends me? Am I to eliminate her grace?''
-That's not... I...
-SILENCE!

From the first quote, I knew I was boned. I know better than to argue. And what wold I say? ''You have the wrong of it, I was only planning to kill the queen, it's just a weird coincidence that she suddenly disappeared!'' Trying to prove my innocence here and now is futile.

Alas, all my men are busy drinking and dancing upstairs. With no guards to defend me, I have no chance of fighting my way out of the throne room alive. Not against 4 trained champions. I let go of my scepter, and my hopes of escaping, as the Magical Glove grabs me and escort me to my room, where chains await me...
Title: Re: Whisperwhip: Tales of quantum physics and deicide
Post by: Taupe on November 11, 2014, 05:05:37 am
Choose your own Overseer
-Read on if you like some behind-the-scenes ranting, or skip to question 4 if you just want to choose the new overseer


Sidenote: I'm trying to move slowly toward some sort of narration. How much, however, is something I'm not certain about.

At first I simply screenshoted what happened ingame, and wrote the posts as i played. an ok formula, but not one I was too fond of, as most of the early updates can be read as ''here's 27 things that happened before I got tired of playing''. Over the weeks I've started to simply play and amass screenshot until I felt I had enough to make a coherent post. I'm basically trying to make each update more thematic, usually starting and ending with a specific problem and it's resolution (or disastrous lack thereof).

The big issue with this approach is that I don't want to break the flow of the narration, which in turn means rearranging some screenshots and the narration that connects to them. The various animal births and knowledge increase obviously didnt happen right after the other, more like over a 3 month period, but it made more sense to start the update talking about the big issue of the season, instead of stopping every 10 lines to mention a new dog was born. So to some extend, I'm tweaking the timeline a bit. That's why I started cropping most of the dates from the screenshots. Rest assured, if a chain of event is relevant, it will be kept intact, so the reader can understand what birthed the new clusterfuck that is at hand.

The other issue is how much I should include in terms of minor events. Not all dog births are actually relevant, and narrating all of them usually clogs up a story pretty hard. Thankfully, with about a season to a years' worth of events in mind when I write, it's easier to either group those events together if they are numerous enough, or omit them if they serve no comical or narrative purpose. The big culprits here are the goblin and kobold thieves. We get ridiculous amounts of them every years, but they usually fall in traps or get shot before they cause any problems. If a thief appears in a problematic situation, and adds to the tension, or if he murders something, then I include him. that's usually when they show up during invasions or ambushes. But most of the thieves (I'd say over two thirds) never make it to the final post. I'm also too lazy to screenshot all of them.

The number of screenshots I tale is going down drastically as the fort progresses, primarily because the framerate is dropping, and the game is usually running in the background while I watch TV. I'll usually unpause and ackowledge that somebody named a new palm crossbow every 5 minutes, check the combat and announcement logs, then go back to binge-watching CinemaSins. I'm no longer sticking around and staring at my screen actively, unless we are fudging around with magma.

The framerate drop, as well as the appearance of Quula and the queen's entourage, are why i'm planning a thicker narrative. With fewer random images, and  important characters joining the story, I end up padding the story much more than I did in the beginning, with monologues, discussions and bits of story and foreshadowing. Is this a good thing, or a bad thing? I need your opinion, readers. Here's 4 questions that will give me an idea of what makes this thread interesting to you. I'm out of screenshot, I won't be able to play much for a while, and the game is slow as hell, so now seems like a good time if any to ponder on those questions.

1-Do you prefer more, or less screenshots? And are full-sized SS annoying when you unspoiler them?

2-Should I aim for smaller upgrades? Looking back on this thread I noticed that a lot of posts are simply humongous walls of text and spoilers... It also means that some upgrades may not contain much interesting stuff if i shorten them.

3-Should we move toward more storytelling, stay where we are, or move back to a more casual form of narration? The other points are technicalities, this one is the main concern. I have no clue if people are here for the jokes, the clusterfuck of administration and bloodshed that WW has become, or my very rusty writing...

4-Choose your own overseer: No matter how prosaic or casual the writing gets, we'll still need a narrator, and Dumat the broker/founder is currently out of the loop, so someone will have to step up. I have 4 candidates: Count Tun (a vain pawn), The mayor (architect and engineer with zero friends), The Doctor (working against Quula, possibly insane) or the Bronze General (Brilliant at fighting, terrible at having safe ideas). It's safe to say that whoemever takes over as overseer will influence the decisions I make, and the focus of Whisperwhip's horribly unspecialised labor, at least for a year or two.

So there you are, a Choose your own Overseer! The next update won't be in for a while. Expect maybe 2 weeks, possibly more. Thanks for the patience, and the feedback!

PS: If you would like to be dorfed, now is a good time to step in! We have 170 (i think?) dwarves, and most of them are generic guys named Urist, which is just bland. This fort could need a few more recognizable faces.
Title: Re: Whisperwhip: Tales of quantum physics and deicide
Post by: Drokles on November 11, 2014, 07:16:04 pm
Hi Taupe,
Basically just carry on telling the story like you are now, I think you've struck a really nice balance between all of the points you've mentioned, and I never get tired from reading your walls of text. I didn't think I'd read it through to the end, but what can I say.. You're just an awesome writer.
However, I will recommend that you crop your screenshots more often, as you've started to do recently. With some of the earlier posts I have no idea what's going on in a given screenshot because there's just too much clutter and I can't be bothered to look at it closely.

Of course I'd love to be dorfed. Find some neurotic pessimist that nobody likes, and give him my name!

As far as the new overseer goes, I definitely vote the Bronze General. I feel like everything so far has been leading up to that choice!
Title: Re: Whisperwhip: Tales of quantum physics and deicide
Post by: Immortal-D on November 17, 2014, 09:04:16 pm
1- Always more, and with bright photoshop circles to highlight important parts.
2- This is always tough.  Try to constrain each block of writing to 2-3 months of game time.  However long you make each subsequent update is up to you.
3- I'm here for the first two, personally :p  Though not intentionally clusterfucking the Fortress, is fun to watch peeps learn stuff.  I've been playing the game several years now and still finding new things.
4- Bronze General.
5- Dorf me up baby!  Preferably something exotic like Jeweler or Spear & Shield.
Title: Re: Whisperwhip: Tales of quantum physics and deicide
Post by: Taupe on November 19, 2014, 12:48:53 am
CHAPTER 29: Kicking into gears
End of 113

Spoiler (click to show/hide)

The news of Dumat's arrest reaches me promptly. Shocking. They say he was driven mad by his Overseer job, and is now babbling incoherently about dark forces, demons and undead. Strange and troubling news indeed, as just a few weeks ago we were discussing the implementation of a giant lava murderflood device, and he seemed quite rational about it. The army had a vote, and elected me as their new Overseer. I turn to Led, my trusted second (and Bookkeeper).

-Led, my command over this outpost now extends beyond the fields of military leadership. Do you know what that means?
-Sir, with all due respect, we are a capital, not a mere ''outpost''.
-Well, a metropolis is just a bigger outpost, isn't it? Stop interrupting.
-But you asked a...
-I said stop interrupting. Well, do you?
-...
-I said, do you know what that means?
-You... will need to make important decisions?
-Yes, and the first is, of course, to have my biography written. By you. Write my Biography now, Led.
-Sir?
-Well, you are a bookkeeper, aren't you?
-Yes, keeper, not author...
-Well, yes, but whom better to keep books than the one who writes them? That's why we give babies to their mothers. Because they ''crafted'' them, Led.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Led the Bookwriter is dismissed for now. My next guest is our beloved and ingenious mayor, Mebzuth, but as always he is late, probably working on some cage trap of some sort. His lack of devotion to his mayoral duties is deplorable, yet we will need his mechanical skills to construct a murderflood. While I wait, I take some time to inspect our artifact hatch cover, which links my quarters to the first barrack right below. Below is my personal squad's quarters, but their barracks are now mostly unused, given that they are in charge of protecting the caverns.

What a fine item this hatch is! It was the second artifact ever crafted here in Whisperwhip...

Spoiler (click to show/hide)
Mayor Mezbuth interrupts my artifact-based musing as he enters my office with various blueprints. He says he worked all night on them, as I requested.

-We are working on the first lever, he says. But I suggest adding 6 others.
-Agreed. Make sure the cages are spread evenly between each lever.

Spoiler (click to show/hide)
-Yes, my lord. I also took the liberty to order doors placed. Copper doors, of fine quality. We have so much of it around, that most of our non magma-proof stuff should be made from it.
-Yes, doors. that should stop the trolls alright. well long enough for them to be shot down.

Spoiler (click to show/hide)
Our soldiers are getting remarkable with crossbows, but bolts are far from lethal, in most cases. It would take dozens of shots to take down a troll, even weakened ones. thankfully, my years-long emphasis on bolt stockpiling has so far ensured an adequate supply of the little buggers.

Spoiler (click to show/hide)
The mayor and I spend some time browsing various blueprints. ''this one!'' I yell. I like this one. The cages are well-spaced, and it should make the wiring less confusing. 7 levers, and 7 rows of cages. We have 42 prisoners, too.

As you may have guessed, I'm putting the coliseum to good use. Or any use whatsoever, for that matter. Dumat had it built, and it took 3 years and 5 dwarven lives, including a brave fighter. I refuse to have this megaproject gather dust to no end. The queen may be missing, but my nomination to the Overseer post is worthy of a good show. A mass execution in front of every soul in Whisperwhip is a good way to reduce or fabled ''FPS'', free some cages, and remind the citizens that our army is strong, and our enemies endless.

Spoiler (click to show/hide)
-We won't have enough mecanisms as it is, my lord. May i suggest that we put the side-space to good use, and designate a second mecanist's workshop, as well as a mecanism stockpile? We'll need about 90 of them to set up the cage wiring. Having them close at end means less time lost for the workers.
-Yes, yes. Do that. How many mecanists do we have right now? And how skilled are they.
-Well, hum, it seems that my main assistant was completely anihilated from existence 2 years ago, and is now haunting the nothwestern hills. Another mecanic was eaten by a troll, and a third lost both his legs in an ambush. so that's, well, me and two novices.

Spoiler (click to show/hide)
Before leaving, I sign and stamp a request from our manager. some workers want better protection, and he commissioned countless pairs of working gloves. Led mentioned we had enough leather to feed the continent. Give the peasants some gloves if they need them, I don't mind. I place an order for more smelted tetrahedrite, while we're at it, and charcoal for good measure. Mezbuth and i head to the surface next.

Spoiler (click to show/hide)
Miners are designating parts of Dogshatter Hill to be channeled out. I want the groundwork for the magma flooder up and running as fast as possible. For now the best way to go at it is to redirect the river across the hill, to act as a moat. when we get magma, we'll get rid of, erh, the river somehow, and replace it with magma. I'm sure it can be done easily. it's just liquid swapping.

Spoiler (click to show/hide)
Another layer of the western wall nears completion. I'm told that our masons have terrible work ethics, and need constant supervision to build something as simple as a all without getting stuck between two blocks. Dumat the broker was coordinating our workforce as best as he could, but now we'l obviously need to nominate a master builder.

Spoiler (click to show/hide)
The miners want to know what to do once they have channeled the first layer. Channel the second layer, is obviously my answer. I'm sad that I even need to adress that. Clearly none of those idiots is worthy of the master builder title. While this was playing out, Mebzuth took some notes, and updated his plans. ''We'll need to move the depot sooner or later.'' he claims. ''Otherwise the moat will be too small, or too faraway from the walls.''

I'm not sure what to do with the trader area. not that it matters anyway, as we have no trading partners, and our broker is waiting for his execution. I still have some time to think about that. for now, our next stop are the caverns, and the magma forge they contain. Mebzuth would make a great chief architect, but i need him to focus on training mecanists and devising blueprints for our more complicated contraptions. I simply cannot have him wasting his time babysitting a bunch of brickhandlers.

Spoiler (click to show/hide)
I meet Led on the way home from the hills. He's not done with my book, sadly, for he claims that we have more urgent matters. Our corpse stockpiles are full again, and the haulers and butchers need a place to dump all the dead animals. ''Just add a southernier wing to the southern wing'' is the solution I present. I'm sure they can figure out the details on their own. Hopefully.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
We have to stop on our way to the forge, as a huge commotion is jamming up the workshops area. Apparently a child has completed what people describe as an artifact. I politely congratulate the lad on his work. Too bad he couldn't produce something artistic, or useful. This bracelet is incredibly well crafted, yet it lacks any type of personal touch. His peers are praising his bright future as a stonecrafter, but what we truly need is more soldiers, or some metalworkers. Stonecrafters are both numerous, and unneeded right now.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
As we reach BASE1, a panicked herbalist rushes toward me. He is visibly hysterical, and i can barely make out what he is saying. Calm down, lad, calm down. What happened?

Spoiler (click to show/hide)
He finally regain enough sence to explain the basics to us. He was working in the caves, when a crocodile came out of nowhere, and lunged at him. He managed to get away solely thanks to his pet dogs, who defended him against the beast.

Spoiler (click to show/hide)
By the time we reach the battle, it's already too late for the dogs. Thankfully the herbalist himself made it to the fort in one piece. I examine the carcass after the skirmish, and to my deepest regret, I conclude that this crocodile was not the dreaded Purerisks, meaning this fabled hunter still lurks around in the dark waters, somewhere, waiting.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Why was the herbalist there in the first place? The caverns were off-limit, as far as I'm concerned.
-We spotted some Elk birds further north, so we went after them.
-We?
-Me, the dogs, and Ustuth the hammerer...

Ustuth? That's bad news. What is he doing downstairs? His job is to hammer criminals, not chase down birds in the depths of the earth. given, we had no crimes in 12 years, thanks to half the population being peace enforcers, but even at that... Ustuth the hammerer is a fishery worker by trade, and has no business handling a crossbow so far away from his quarters.

Al this paperwork and blueprint-reviewing is boring me to no end, and i could really need a fight right now. I declare that I will look after Ustuth. A pessumistic, female voice decides to join in:

-I'll go with you, my lord. You'd probably end up dying if you went on your own. In fact, Ustuth is probably gone as we speak.
-That's... very nice of you to volunteer, Drokles.

Spoiler (click to show/hide)
Drokles is our newst recruit. She joined the army some years prior, and is still undergoing intensive training. People Drokles like tends to, erhm, die horribly to say the least, and as a result she has grown rather morbi and pessimistic over the years. She is slowly turning into a fine soldier, if you can ignore her constant reminders that we're all doomed to die sooner or later. I would scold her for her attitude, but she is almost entirely clad in bronze, so I'm ready to forgive her a lot of things. Bronze is the greatest thing.

Spoiler (click to show/hide)
...As those weakling birds soon realize. The newfound elk bird colony is dispatched with haste, while Drokles lament on the foolishness of migrating here. Is she talking about the birds, or us? it's better not to ask.

(http://[spoiler]http://i.imgur.com/4jn1joJ.jpg[/spoiler])
I return to BASE1 with haste, where the mayor is waiting for me. ''the magma levels are now adequate!'' he announces. Indeed, our first magma forge is now ready for some action.

-Excellent, Mebzuth! Let's begin iron production, that we can turn those sweet bars into magma pumps.
-Yeah, hum, that's a forge, sir, not a smelter. We'll need to build two additional smelters next to this workshop.
-Two?
-We don't have many metalworkers. with 2 smelters, and one turning the iron into pumps, we're basically employing most of our metalworkers, assuming we run at full capacity. which we won't, because this forge is pretty fucking far away from our stockpiles...

He's right. BASE1 has living space and a dinning hall, but it lacks any form of industry, save for one forge. The workers will need to do tremendous amounts of walking to get any work done. I need better industries down here, and to set them up I'll need a master builder.

Spoiler (click to show/hide)
The mayor has some more bad news.

-We can't operate the floodgate for now. The ghostly teenager Litast is haunting the magma tunnels
-He's dead, and a ghost now. I told you we were all going to die here! screams a nearby voice.
-Quiet, Drokles. Was the kid not memorialised?
-He was, my lord, but the slab never was placed. Dumat was arrested before he could get to that.

I turn to the guards and miners sitting in BASE1's hall. ''One of you get on your feet and have this slab installed within the hour''

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Anyway, I explain to the mayor that once the magma forge is no longer haunted, I want all those iron and copper helmets melted presto.

Spoiler (click to show/hide)
There is, at least, one good news regarding the forge project. The miners keeping an eye on the reservoir swear it's still at the same level, despite our intervention. This means we'll never run out of sweet, sweet lava for our murderflood project. It also means that the tunnels we dug will fill to their maximum capacity...

Spoiler (click to show/hide)
Well, no point in just staring at the volcano now, miners. Get your ass upstairs, and bring back some blocks or stone to wall off the waste disposal pit. I don't want any magma leaking out or spilling randomly when we drop stuff from above. Oh, and leave some room for a door, just in case we need to improve the design, or her, retrieve something in there. Or someone.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The rest of the winter goes about without any incident. soon the new year kicks in, and 3 cats die of old age in unison. In the middle of the celebrations, an engraver gives birth in the kitchen while securing some extra cookies.

Spoiler (click to show/hide)
The bad news is, our kitchens are still suffering from serious miasma-related issues. I'm not sure this is the best place to give birth, Datan.

Spoiler (click to show/hide)
Despite the terrible conditions that saw her enter this world, the baby appears to be fine. She is named Vishakanya, for her affinity with miasma. May she live a long and healthy life! Visha's mother describe her joy and pride as having incredible memory, and a way with word, which is pretty damn impressive for a 17-minutes-old toddler.

While everyone is singing and dancing, i'm approached by a very energetic young man.

-General, you must come see this! Quickly!
-Is it this damn baby? because I've already been told about...
-No, sir. not the baby. t's... it's important.

The lad seems serious about it, so I follow him outside, where he presents me the corpses of two lions, burnt to a crisp.

-We found those in the western hills, while gathering wood. Everything around had been scorched into ashes.
-Tell the soldiers to sober up, and assemble outside. Now.
Title: Re: Whisperwhip: Tales of quantum physics and deicide
Post by: Drokles on November 19, 2014, 09:46:54 pm
Oh cool, I've been dorfed! thanks ;)

The Bronze General is definitely the right person to be in charge of the lava moat. And, yes, I mainly say that because he is the supreme military leader of the fortress and I now happen to be in a position where I can't disagree much.
Good luck!
Title: Re: Whisperwhip: Tales of quantum physics and deicide
Post by: Taupe on November 20, 2014, 12:12:19 am
Quote
Oh cool, I've been dorfed! thanks ;)

Indeed! Your dwarf is actually the most important of the named dwarves so far (and most pessimistic.) As for the other dorfed members, they are really doing nothing at all, but Orion is the strongest person in the fort, and immortal-D is, quite fittingly, the best dodger on the continent.
Title: Re: Whisperwhip: Tales of quantum physics and deicide
Post by: Taupe on November 20, 2014, 03:57:45 am
CHAPTER 30: And the land shall burn
Spring of 114

Spoiler (click to show/hide)
I order all able man to mobilise outside, as fast as they can muster. Only 4 answer the call. The rest are drunk beyond relief, which for a dwarf is saying something. Before me stands Doren the lasher, Drokles with her ion scourge and her non-existent enthusiasm, Zefon the hammerdwarf, as well as a fourth one with a helm so large I can't put a name on him/her

I order my four underlings to seek out the source of these fires. Murdering it painfully is unspoken, yet very hinted at.

I surge into the great hall, and grab a few more soldiers, ordering them on their feet and ready to fight within the minute. Half a dozen answer my call, and regroup outside, yet it's obvious to me that they won't be doing any fighting. None that involves winning that is to say. They have produced crossbows from the armory, but not even half of them bothered to grab a quiver, and one of them is holding his weapon upside down. Another vomits. A third complains that he hates the sun, despite the very clear presence of night around us. So this ragtag team of drunkards mobilize near the fort, on a nearby hill, and stare in the distance

-Pretty!
-Fires!

They are right, something is going on to the west.

Spoiler (click to show/hide)
A child arrives, claiming that he has seen what's over the hill. A great beast of fire. The kid pretends it is a Forest Titan, despite being made of fire. He also nicknamed the creature San, because kids are stupid.

(http://i.imgur.com/lOYSbY9.jpg)
The simple name of ''San'' is nowhere near strong enough to convey how awe-inspiring this titan truly is. As I approach the fight, I can now see it more clearly. What I mistook for a forest fire is in fact a gigantic pterosaur, whose unending hairs are made of bright flames. The beast's fiery hair descent along its body, and turn into 2 enormous wings, spreading fire and ashes with his step.

Spoiler (click to show/hide)
I only catch a glimpse of this astonishing titan before the area around it fills up with a vast cloud of smoke. Screams and a strong smell of burnt flesh is coming from inside the cloud. Half the scouting party is trying to aim at the beast from afar, when they can catch a clear sight through the smoke. Drokles is nearby, her scourge in one hand, and a half-melted shield leaking on her left arm. Further away, more soldiers have gathered to watch, but are obviously too drunk to engage, prefering to admire what to them is simply a new year firework display.

-Soldier! What's going on? Where's Zefon?
-He's... he's in the smoke, general! not sure if he's alive or not. Probably dead
-....arrrgh heeeeeeeeelllllllp
-Well, clearly he is, get in there and support his ass, Drokles.
-Yeah... I guess I'll end up dying sooner or later, migh as well be it now, huh...

Spoiler (click to show/hide)
I think I can see Zefon wrestling the creature as best he can, which is not very well. he attempts to latch on the titan using his teeth, but he's quickly shaken. Drokles move in to flank the beast, but they can hardly hit anything above the junk area, for the beast is tall indeed. They settle to foot-whacking. Some bolts are coming from the two marksdwarves nearby, not that it does any good.

Suddenly, Zefon leaps out of the fight, very much so on fire. His head is now a dwarven torch, beard and hair burning, fat melting away. Soon his shirt catches fire, as the waxy flesh pours over his torso. I see a gigantic ball of fire coming out of the smoke, right at him.

-Doooodge! I scream

Spoiler (click to show/hide)
Zefon heads my warning, and turn around just in time to parry the fireball, sending coals flying left and right as the attack impacts on his shield. the beast s not done with him, and charges at him, Drokles jump on his left leg, and San slams on the ground, visibly exausted. The falling beast is so huge that hitting the ground knocks the smoke cloud away for a breif moment. The two archers and myself wste no time, and fire at the beast. As it gets up, a bolt from Doren the lasher pierces it's brain.

Good job, everyone! Zefon is still on fire tho. by the time we get to him, his face can hardly be described as such. The poor guy is hardly able to stand, suffers from intense bloodloss, and he starts to walk slowly toward the fortress. I have him followed.

A few days later, I hear the official report on the battle's aftermath. Doren is now known as the unburnt, because slayer of flame sounded way too corny. The troops also gave the custom title of ''firewalker'' to Zefon. I'm told that after the fight, he went back to the stockpiles, losing consciousness two or three times along the way, then he picked up some provisions, and crawled back outside to get his shield back. Once he had correctly secured his military supplies, he went on top of the central tower and stodd watch for 5 minutes, before collapsing. they sent him to the hospital, but every time he just gets up and return to the tower.

Come mid-spring, we hear words of elven warriors on our land. they pretend to be escorting a caravan. I was warned of their planned invasion, however, and ordered them shot on the spot. they didnt even shoot back. for a bunch of supposed traders, they sure were back at exchanging shots. The looters were surprised to see that the corpses of the would-be merchants had no weapon on them, and that their caravan was actually filled with goods.

Did we slaughter innocent traders? I mean, I don't mind a few dead elves, but the implication that Dumat lied to me is angering. The old man was getting pretty paranoid at the end, I heard, seing demons and conspirations everywhere. It was probably madness that spoke of an imminent elven attack, and not malice. Regardless, the tree-huggers will probably be pretty mad after that. do I mind? not really. what's the point of an elf-slaying murderflood if we don't get to slay elves with it? The goblins have been growing soft lately, and I could use a few new foes to change my mind.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Elves are notoriously good at shooting stuff down, however. A bit of a dodge training could be in order. As it stands, our greatest dodger is called Immortal-D, for nobody can aparently land a blow on this dwarf. For a guy so focused on avoiding hits, he still manages to get his fair share of kills, offing two or three goblins a year without a miss. I inform him of possibly incoming elves, and ask that he give a few dodging demonstrations to the guards defending the wall. Our newest recruit have seen a lot of battles, but their experience with defensive manoeuvers is still embryonal, with maybe a goblin or two sporting a bow in each siege.

Spoiler (click to show/hide)
I'm told that the forge has been exorcised, so I order our 500 fucking helmets to be forged into something useful. Sadly, everyone tells me they are busy hauling the elven goods inside. Ironically, the only person in the fort who is not forced to carry shit around is the countess, Tun's wife, who takes up smelting duty with her 5 kids. I hope one of them falls into the stupid magma vents. I hate kids. They are like dumber, defenseless dwarves.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
It seems that in the chaos of new year's eve events, someone was so drunk that he carried the artifact bin at the fartest edge of the caverns, and dropped it on a pile of bloody troglodyte corpses. nobody will claim responsibility for this act of utter idiocy, but they can be assured that consequences will be felt if this wooden bin is not back in the vaults within the hour, along with the half-million bucks worth of stuff it contains.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
With the forges theoretically operational, we'll need some decent workshops and stockpiles down in BASE1. the ''dump shit randomly in the corridors we dont use too much'' approach can only carry you so far, unless you devote all your time to digging up new corridors. Which sounds like a pretty rad plan, actually.

However, the miners insist that building 3 stockpiles on the upper floor of BASE1 would be immensely easier than, say, an infinite amount of hallways. Lay bums. They should be glad they found a cluster of red zircons in there, otherwise I would have taken their insubordination less well.

Spoiler (click to show/hide)
People ae taking a break from elf-hauling to do some stone-hauling. They are forfeiting food storage to delve in the deepest levels of the fort, grab a giant-ass block of stone, then spend 2 weeks carrying it upstairs across narrow corridors floating around chasms. That's absurdly inneficient, and dumb. i order 4 workshops built and excavated (not in that order, morons), and demand that the gneiss from all this mining be turned into gneiss blocks, which will be stored across the hall in our new workshops. If BASE1 need stone, we can use those They are lighter and not 2 fucking weeks away.

Spoiler (click to show/hide)
Speaking of workshops, some haulers are complaining about their duty at the dumpatorium. Tired of spending their days doing back and forths into the mouth of death itself to swim in miasma and handle dead bloody carcasses, they volunteer themselves to be on crafting duty instead. They say they could save much space by decorating existing items with bones. I'm not sure using our butchers to produce animal bones is a great idea, tho, as we still have 340 animals in the fort, which is at least 200 too much. The butchers have more important tasks to do right now.

Spoiler (click to show/hide)
They keep insisting, and present me a list of all the bones we already have. Do they not know i'm aware that sentient creatures bones CANNOT be used for anything for SOME VAGUE REASON MAYBE? do they take me for a fool? Their inventory list even contain THREE upper left legs of Rith Onamudib, exposing their forgery and deceit. I order them hammered for lying...

Spoiler (click to show/hide)
...but soon learn that our hammerer is running after a fucking giant snake for some reason.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
I send some men to bring him back whole, and yes I obviously want that dangerous snake killed, idiots. and take care of those infighting hyenas while you are at it. I heard that one of them assaulted a weaver recently. Why we have a weaver is beyond me, as we never produced any form of cloth in the 17 years we've been here. I wish we didnt have so many wild animals causing trouble. but then again, I also wish half the guards keeping them in check hadn't had their eyes fall off.

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to vent my frustration, i take a crocodile murdering break. The soldiers decide to join in, and dismember the beast before i can even get to it, however.

Spoiler (click to show/hide)
The Lion Lord Catten, commander of the contest of fortifying, has also been feeling a bit down. He and I are the two squad leaders in charge of keeping the fortress safe from cavern invaders. As such, he has been very, very annoyed by the sun recently, which he hadn,t seen in almost a year. He also complains about miasma and terrible bedrooms down here, and needs to cheer up. he suggest that we go and hunt some troglodytes to feel better.

His lioness, Ral rakustshar, easily track down the smell of a few monsters, which it helps us take down. Ral is growing weaker with the years, having a leg and part of her lower body cut open over the years. Yet she is still menacing enough that Catten has been relying on her for most of his fights now. It is said he has not killed a single ennemy himself in over 5 years. ral, however, has defeated countless of the little buggers, and probably more crazed eagles and dingos than we could count.

Spoiler (click to show/hide)
Still, in time Ral may grow old, or die horribly in battle. Our ten war lions are already owned, but a pride of young cubs are running around the fort, only a few years apart from their military training. Ral's offspring should serve us well, and for many years to come.

Spoiler (click to show/hide)
Dingos, however... where should i start& I should start with murdering them all is where i should start. Dumat's purpose for these beasts remains unclear at best, and he may be gone now, but the fucking dingos aren't. Butchering them is taking an awful lot of time, and in the meantime nobody has adopted them, probably because those things are batshit insane. No, lions are the only animals we need. And maybe some cats, which are just small lions.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
As summer draws near, I'm told a farmer was taken by a mysterious force, and ordered him to create... this. The craftdwarfship is examplar, but the subjects portrayed are dull at best. no wonder the forces behind this artifact chose to remain mysterious.

Spoiler (click to show/hide)
The farmer is exausted after his work. not from the posession, mind you, but from all the hauling he had to do, he thinks. Our fort is well defended, but so friggin hard to navigate. I order the front door to be torn down. We have 63 able dwarves guarding this fortress, and trolls have knocked down our entrance a dozen time anyway. we don't need doors. we need a moat and a gigantic-ass bridge. Tt would be cool if the bridge could also be used as a catapult to launch something in the air, or to crush stuff. Or throw them into the lava. We could also use some catapults and siege engines. that possibly shoot lava.

Spoiler (click to show/hide)
I remember what the mayor said last season, about the moat needing space, which means getting rid of the depot somehow. well, our entrance hall is not exactly filled, so that's where the depot will go from now on. Now that the entrance is 3 wide, the wagons should be able to get inside. Less hauling, more protection, I'm surprised our broker oversaw this place for a decade and a half yet never came up with such a simple idea. We'll need to make the entrance ramp more than 1 large, tho, which means we'll have to get rid of some of those stupid quern-admiring depictions of our count. Oh no.

Spoiler (click to show/hide)
...and while we are revamping the outside fort, maybe just maybe some of you useless masons could finish this new layer of the food tower, instead of leaving an empty platform between the two wall section.

...Man, i should make that tower 20 floors high and outfit it with magma catapults.

Spoiler (click to show/hide)
As spring comes to an end, so too do the diplomatic missions of a few guests. First is our outpost liason. By orders of the queen, he wishes to bestow upon us a greater title. even tho we don't have much of a queen right now. And are already a capital. Also he doesn't do that, and we are still a county as I speak. the outpost liason leaves, and returns to the mountainhomes. By which i mean, he just sits on a bench and order our cooks to bring him food.

Man I hate nobles.

Spoiler (click to show/hide)
Next is Quula, godess of a lot of actually neat things, like blood and war and i think killing? as soon as she learns that we are finally at war with the elves, she announces that she must leave. The mayor doesn't really pay her any attention, as he's busy wiring cages to slaughter countless goblins. Quula seem to be very understanding, as she knows how important genocides can be. she bids our elected mecanic farewell.

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Another outpost liason arrivers at grossly the same time, claiming to be from the mountainhomes. Hum, no. He says he has urgent business to discuss, discuss none of them, then sits down with the previous outpost liason to drink some beer and talk about how really swell being and outpost liason is.

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...Annnnnnd a new diplomat from the lavender empire enters the fort, tag-teams the goddess of death, and sits on the diplomat bench to drink beer.

-Oh hey, I'm the diplomat from the human kingdom or whatever, hope you don't mind if i just eat all your stuff and discuss nothing?
Title: Re: Whisperwhip: Tales of quantum physics and deicide
Post by: Immortal-D on November 20, 2014, 07:49:45 pm
...Man, i should make that tower 20 floors high and outfit it with magma catapults.

Nothing spices up your Fortress like a mega project!  Also love my Dorf, but I'm pretty sure I'm going to need a personal War Dingo in the near future :P
Title: Re: Whisperwhip: Tales of poor planning and deicide
Post by: Taupe on November 20, 2014, 08:57:04 pm
Quote
I'm pretty sure I'm going to need a personal War Dingo in the near future

It seems that all the dwarves who wished to adopt  dingo have already done so, and were murdered by them.
Title: Re: Whisperwhip: Tales of poor planning and deicide
Post by: Taupe on November 21, 2014, 02:42:56 am
CHAPTER 31: Don't split the party
Autumn 114

I may or may not have accidentally engineered a situation where the civilians are locked with a forgotten beast, while the milicians are locked away from the fight. it's a weird story. as always, it involves dying babies and poor planning. Where to begin explaining that?

I guess it all started around the beginning of fall. Summer had been incredibly uneventful, by which i mean a siege and nonstop corpse hauling. While the civilians were busy outside, I figured it was a pretty damn good time to work on improving the fortress' navigation.

Spoiler (click to show/hide)
first, the corridot between the slaughterdome and the brewery. It was initially designed as a defensive mecanism against monsters from the dept. a fair call, but it turns out that beyond the bridge are our catacombs, then more bridges, then another base, THEN the caverns. While I enoy defensiveness, having half the base be a narrow corridor across a bridge is not optimal. I order the corridor to be enlarged to 3 urists large.

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Soon, a fight breaks out. While my subordinates erased the details of the fight before i could read them, I'm told it involved a baby, a dingo, an engraver and some pets. What the hell went down there?

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The civilisans refuse to tell me what happened on the worksite, but they can't hide from me the fact that we are one live baby short, and one dead baby overstocked.

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Spoiler (click to show/hide)
By taking a look around, I start putting together clues about this encounter of the strange kind. Right underneat the enlarged corridor lies a 2-deep chasm, and the only way out used to be at the south end, trough ramps leading upstairs. to enlarge this pit, the exit/floor patch has been removed, so people could access the pit. It seems that baby Vishakanya, as well as some farm animals, fell down the pit and were ambushed by a dingo. Blood, vomit and random gems litter the ground.

Now here's what's going on with our little project here: we want to make the pit 3 large, just like the passage above. At least under where the bridges will go. Otherwise lifting the bridges will only reveal a floor, which is just terrible defense. In order to dig those pits, the workers must channel alongside the initial chasm. The first level only creates a small vertical detour, but as soon as they dig a second layer, that section of the corridor is no longer accessible, and the workers must exit southward, leaving them stranded on the BASE1 side of the project. they wont be able to cross back until we've replaced the whole by a brand new 3x3 bridge sitting over a 3x3x2 pit.

This is fine in theory, as the project should only take a few moments to complete, if the masons are doing their job.

Spoiler (click to show/hide)
Which they are not, apparently. Everyone is busy running around the countryside to gather rags from the last siege, in order to drop them at the depot. Most of the masons are doing this, and thanks to architecture being not our forte, the workers branded on the south side of the corridor don't know anything about bridge design, nor do they have the materials do do the job.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
And that's when shit hits the fan. The forgotten beast Uthimi Puken ightmares now wanders in our caverns, where most of the workers are currently sitting, unable to return to the main base. Usually they would be protected by the milicia, but turns out the milicia went to pick up more bolts upstairs and cant return to the cavern. I order a makeshift bridge made of floor tiles be built, but it'll take some time.

We have about ten guys in BASE1 at the time, and they are running low on food and drinks, which they cant get a hold of. We used to have a supply stockpile down there, but it took so long to bring anything across the multiple bridges that workers just gave up on keeping BASE1 operational.

(http://i.imgur.com/Soei5BF.jpg)

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Our thirsty and hungry soldiers have been stuck down there without refreshments for about a week now. Regardless, they need to take down this creature. As with the others, the underground river is a place of choice for Pukenightmares. The gigantic flashy dinosaur jumps in the water, and our makeshift slaughter party starts to camp the eastern bank.

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As an omen of death, the detached head of Rifi is washed ashore by the current, in front of our soldiers.

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Uthimi Pukenightmare has all the time in the world, unlike our starved fighters. It spend a day or two just wandering the river back and forth. The northern side of the river could be reached by the double-bridges, but the rock formations were never cleared, and fighting there will be a mess. The small fighting force will be split even more if they engage there. The troops, under guidance by the Lion Lord Catten, decide to stick together.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Catten may be a milicia captain, but he inspires little respect or courage to the troops, having killed exactly one goblin in the last decade. Some say unleashing his lion on his foes is pretty badass. Most agree it's simply cowardly.

*    *    *

Spoiler (click to show/hide)
Meanwhile at the surface, the caravaneers are unpacking their good and waiting for our broker.

-Where's good old Dumat?
-He's... undisposed as of now, I tell them.
-And the mayor?
-He's working on some special project. Can't be disturbed.
-Well, what about the queen? We should talk to the queen herself, see if she'd love some of our wonderful crafts. Back when the capital wasnt a backwater bloodied surface castle, the queen always insisted on handpicking some of our finest crafts.
-Like, wut, lead toys?

Spoiler (click to show/hide)
The merchants retrieve a quiver from one of their wagons.

-We are told your fortress has a high demand for bolts of all kind. We thus bring those fancy ammunition stacks as a matter of good faith.
-That's... those bolts are truly astonishing!
-Indeed, now, I'm sure someone like Dumat would know the real value of those wonderful items. When will he be here?
-He's not... Wait, I'll be back!

I rush to the battlements the second i spot what's going on there. The traders will have to wait.

Spoiler (click to show/hide)
The masons and peasants were given a very simple job. In order to construct fortification alongside the southern wall, they had to demolish one section of the existing defense to reach the wall. Doing so from atop the jail tower where we are standing would be very straightfoward, but...

Spoiler (click to show/hide)
...instead the masons have decided that the best way to go about this simple task was to:
1-exit the fort
2-go around the entire set of walls
3-climb a fucking bunch of hills
4-walk around the unfinished walls
5-balance across the unfinished tower
6-traverse the fortification site to deconstruct the wall from there.

The peasants are chilling on the roof, watching the worker go. Wait, the worker is 3 years old?!?

-You gave this dangerous job to a baby?
-Relax, general, says a toothless peasant. Kid knows what to do, 'tis a simple job. nothin bad will happen.
-That's what you said when you sent Litast to break the volcano wall!
-Yeah well, nothing bad happened there!
-He turned into a ghost!
-Doesn't mean he was deadened, milord. whaddaya want me to say6 they be children, yo. A child does as he pleases, you can't just tell them not do do crazy dangerous things. that's not a dwarven way to raise a kid...

Spoiler (click to show/hide)
The peasant is interrupted when an engraver arrives with some stone blocks to start the fortifications. He is accompanied by 7 excited and bouncing hyenas, jumping around him as he balances 5 floors above the ground.

As much as i want to punish those irresponsible masons for their work procedures, that'll have to wait. The merchants are starting to roam the fortress looking for Dumat constructmirrored, or the queen. I can't really let them know what's up, so i rush downstairs and conclude the trade.

*    *    *

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Catten and his men have been here for way too long. they start to disperce across the riverside, hoping to disturb the beast and send it somewhere else, or maybe trick it into attacking. after a while, the beast wanders to the southwest. the dwarves move to the fishing spot, and wait some more.

-Wait, i have an idea, says Catten. go fetch me a miner, that he clears some of the rocks near the bridge. If we are to wait, let us shape the battlefield to our advantage...

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the very instant he announces his idea, Uthimi emerges from the river and attacks. Did it grow tired of the waiting game as well, or was he hungry for some miner?

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A long fight arrises, but thanks to the training of Immortal-D, our dwarves are getting really good at sidestepping attacks. this comes in handy when the foe at hand is relying mostly on deadly frozen whirlspits. Some do get hit, but no immediate effect seem to befall the victims, save for a few broken bones. Uthimi is slain after a long fight, made tricky mostly by the hunger and thirst of the dwarven combatants. they have indeed been down there for 3 weeks, and had nothing to ingest but murky water and fungiwood.

Spoiler (click to show/hide)
Examining the body, catten tries to figure out if the beast may have carried any disease, the way Rifi did. He finds no such plague, as his men seem frozen but otherwise healthy. Ral the lioness scents something peculiar, however.

-What's that, girl... elven blood? What was this beast doing covered with elven blood? Ah, I guess it did us a favor before coming here, slaying a few pointy ears!

*    *    *

Spoiler (click to show/hide)
I'm still trying to make a deal with the merchants when news of Uthimi's demise reaches the surface. Once I'm done listening to the tales of our victory, te merchant announces that he will accept none of my offers, even tho they seemed rather fair to me. He takes my lack of commitment to our trade partnership very seriously, and orders the wagons to pack up and leave...

Spoiler (click to show/hide)
As they depart, I'm left in the middle of a depot flooded by bins after bins of leather earrings and amulets, which I had hopes to get rid of. The peasants will no doubt choose to haul those back before they contemplate fixing the bridge. We have only one competent trader here, and we need him.
Title: Re: Whisperwhip: Tales of poor planning and deicide
Post by: Taupe on November 27, 2014, 04:21:56 pm
Dumat's intermission 1

His head was dizzy. And not just from the lack of alcohol. Oh right, Someone smashed it against a wall again. At least it can't that bad if he could remember it this time. He tried to get up, but trying to raise himself up only brought pain in his hand

-They seem to have broken a finger again, says a friendly voice across the room. Don't worry, I've cleaned it up. Just, you know, don't use that hand too much.
-For what, anyway? replied Dumat, trying to make a joke.

He had been confined to his chambers for a year now. He had received very few visitors during that period of time. The Magical Glove were not allowed to kill him yet, thanks to Count Tun condemning the execution of the founding expedition leader. The Magical Gloves were nothing if not puppets to the nobility, and thus they had to comply with orders... altho they had been visiting now and thn for some routine beatings. As was the case, the next visitor was usually Melbil, the doctor, altho his title had been more along the lines of  ''chief ragdoll engineer''.

-I have good news, the doctor announced.
-A drink?
-No, altho that may come in time. I've spoken with the general, and he seems in dire need of someone who can both trade, and manage the general construction of this fortress.
-Wait, the bronze general is going to let me out?
-Yes! But I'm not supposed to tell you, so make sure you act surprised when he shows up next month.
-A month? Dumat seemed broken. I thought you meant I was getting out, i dunno, now.
-Lady Asmel had your release delayed, no doubt she wants to postpone your release as best as she can. Probably so you don't look too bad. Probably means they won't be visiting you until then, tho.

The news were good, but the mention of that name made Dumat's expression turn to stone. truth is, he never expected anyone to read his journals, especially at the end when he started to write about the queen. Even then, he had made certain to keep his impressions on Lady Asmel to a minimum. Regardless of what he let transpire in his writtings, he knew she was the one to locate his journals. The Magical Gloves would not betray her real identity,  but they were following her orders closely.

Chances are, she is the one who offed the queen. Not that anyone would really believe me at this point. Asmel had gotten pretty good at hiding her kills over the years, as well as her true identity. Even her name had been borrowed. Many names she had taken over the years, and promptly discarded. Her first one tho, the one Queen Cog herself bestowed upon her daughter, was Kumil Hoistlash.

Dumat finally gets up, and drags himself to the table, where he sits alongside his friend. The meals of the incarcerated are usually tame in quality, but whisperwhip's cook had gotten good at their job. Even the lowliest of food they could gather was still better than what most dwarves across the world had access to. The day the goblins got into the kitchens, tho, was the day the fort's morale would bleed dead. Legendary meals was what kept this mess running.  And statues. They certainly don't complain about the way I spent our silver bars...

Today was dingo blood sausage with legendary dingo steak,  with minced kitten meat, honey and berry cookies. No longland beer, tho. For Armok's sake, we must have 5000 of the thing, they could at least spare some for me... They eat in silence, altho it's visible to an experienced diplomat such as Dumat to see that Melbil is hiding something. Or doesn't know how to say it, perhaps.

-What's wrong?

Melbil ponders for a moment, avoid the broker's gaze, then finally admits:

-The general is to name her Champion of the Citadel before the year is done.

Dumat goes blank instantly. No! They both know what this means. The general may be the captain of the guards, and altho he was named general by the troops for his bold decisions, Asmel remains a milicia commander. with the title of Champion under her belt, she would be his equal in this fort.  All she had to do was to wait for the right time, a few years maybe, then make her big reveal. Then the throne would be hers. And there I thought that a necromancer would be a terrible monarch... A vampire would be worse, arguably so...

For a few years now, dumat had spent a lot of time speaking with the caravans from the citadel of clutches, trying to puzzle the truth behind their exile here in the north, the true purpose of this fort. The queen's necromantic studies were part of it, altho it took some time to puzzle out the whole picture. It came to him as he was discussing matters with alan the diplomat, who spent most of his time in the temple of Kadol.  ''Queen Cog's elder daughter was the high priestess of Kadol once. Better not talk of her here, tho...'' Alan had said that day. It was enough to launch Dumat's own investigation into the royal family.

The records were mostly blank, or had been erased, out of secrecy, shame, or both. but what he could piece back together was this: In the year 50, the eldest princess of the Citadel of Clutches ws named Archpriestess of Kadol. Yet in 74 it is said that Kumil Hoistlash angered the gods, and was cursed by Kadol to prowl the night in search of blood. The heir to the throne disappeared, but over the next years, was tracked to various fishing villages where she fled after her crimes were discovered. Needless to say, her skills at hiding and killing had grown considerably by 90, because no trace of her remains. It is at this time that her younger sister also vanished.

In 78, four years after the downfall of her daughter, queen Cog was rumored to be studying necromancy. while noble souls and subject claimed she was merely searching for a cure to her daughter's affliction, others whispered that she was merely jealous of her child's newfound lifespan, and seeked to extend her own lifetime by any means available. A decade later, she must have exhausted all available lore on the dark arts in the capital, and that's when talks about ukas Archescort began. Within a few years, Dumat was sent unknowingly to the northern continent, to establish a foothold on the giraffe fiend's library.

Spoiler (click to show/hide)
There were rumors according to which the youngest daughter had not died, but merely went on a hunt to kill her sibling. If this was the truth, then two possibilities remained the first one was that Asmel truly was the younger princess, who for some reason abandonned her search for Kumil to settle in Whsperwhip more than 15 years ago. If such was the case, why would she not reveal herself? Did she expect her sister to show up here, but was soon entangled in the great wars? Or was she seeking the same knowledge her mother once did?

The other possibility ws much darker: Asmel was in truth Kumil herself, fleeing to a backwater country where no one would look for her. Whisperwhip was the perfect place to blend in, for it was a dwarven settlement, yet the furthest away from all the main civilisations. And it was such a great place for a vampire too, as troll blood circulated in the watersource, and countless bodies lied across the land, or in the fort itself. There had been so many weird accidents and vanishing bodies over the years, too... the dry planter on top of the wall, the vanished mecanics, missing bodies all over the place...

-She will be watching me, Melbil. Even free, I won't be able to stop her...
-I know. but we are not yet sure...
-We will NEVER be sure, damnit! And we can't take the risk. This place has endured for so long, and i won't let it crumble to dust because of dark forces conspring to make it their personal graveyard.
-She is royalty, Dumat... If she is not Kumil...
-...Then what are the chances that she is innocent regardless? She has been hiding her identity from us for almost two decades, her mother practices the dark arts, and her sister has been cursed by the gods. The royal bloodline is tainted, Melbil. Tainted.
-Perhaps. I see your point. but you were already discovered. How long do you expect me to remain a free dwarf if I follow in with your plans? Who will save Whisperwhip once we are both parted with our head?
-Then just... be very careful.
-I should go. I've been here too long, people may suspect...
-Yes. Goodbye, friend

Melbil shakes the broker's hand, before gathering up the empty plates. Soon, Dumat the broker is left alone, as he has been for the last year or so. The doctor may be on my side, but even he cannot know about my trump card. If he was discovered... Dumat had spent the last decade taking notes in his journal, yet even they would not betray this secret. Had he not mentionned anything incriminating, Asmel would have known he was hiding something. Yet by revealing his plans to kill the queen, he also made the journals appear truthful, and concealed the nature of his other ally. No one would ever proofread his notes, and discover the subterfuge.

It's all in his hands, now. I hope he's been training...
Title: Re: Whisperwhip: Tales of poor planning and deicide
Post by: Onod Itlud on November 27, 2014, 04:44:25 pm
Posting to note that I've started reading and will continue to.
Title: Re: Whisperwhip: Tales of poor planning and deicide
Post by: Taupe on November 28, 2014, 09:20:50 am
Quote
Posting to note that I've started reading and will continue to.

Better grab some coffee, 'cause I just compiled this thing on a word document and it's 92 pages at the time :/
Title: Re: Whisperwhip: Tales of poor planning and deicide
Post by: Drokles on November 28, 2014, 11:25:17 pm
Quote
Posting to note that I've started reading and will continue to.

Better grab some coffee, 'cause I just compiled this thing on a word document and it's 92 pages at the time :/

You are actually writing a full-sized novel based on the emergent storytelling of DF. The tale of the sky-pig is certainly on par with some of the crazy things that happen in "100 Years of Solitude".
Title: Re: Whisperwhip: Tales of poor planning and deicide
Post by: Taupe on November 29, 2014, 06:30:09 am
Quote
You are actually writing a full-sized novel based on the emergent storytelling of DF
It's really more like a novel-sized emergent story. To call this recalling of random events a novel is to downplay the amount of work, planning, and dedication that goes into the making of an actual book.

Sidenote:
Spoiler (click to show/hide)

CHAPTER 32: Clothsgiving
Winter of 114

Spoiler (click to show/hide)
About a week after the merchants from the mountainhome someplace depart abruptly is when I finally hear some good news. The animal trainers, of which we officially have one, altho 10 different people are allowed to do the job, informs me that some new war animals have been trained. We are not yet to the point of having a warbeast for every citizen, but as they say, baby steps. By which I mean lion baby steps, of which we now have plenty.

My week was plagued by political struggle, which i ardently despise. Count tun insist that we free Dumat, asmel wants him executed asap, the queensguard agree with her, the doctor weight in on Tun's side, and me... As much as I like o see crime punished, Whisperwhip needs a trader that doesn't suck. Dumat has also been in charge of micromanaging construction projects for a few years too, and i happen to need a master builder. Surely, agreeing to name Lady Asmel as our champion will soften her mood.

Spoiler (click to show/hide)
She claims to be much older than most dwarves around here, which makes sence given that she is skilled at so many things. Her attributes are almost superdwarven in nature. she is unbelievably fast, and can outrun jaguars while wearing armor if she needs to. She can also break rocks with her bare hands, and has a cunning that transcent that of most of our race. This morning I passed by her as she was working on the new enlarged bridges

-I didn't know you were an architect, Asmel!
-Oh, my dear general, you could say I have... many... hidden talents. I'm also proficient with 4 weapons, a part-time grower, a brewer, fisherdwarf, armorsmith, weaver... among other things.

Spoiler (click to show/hide)
She smiled at me with an amused air. Truly we are blessed to have her with us. Not only are her skills around the fort numerous, she is also by far the most murderous soldier on the continent. I have seen her tear trough enemy plate like it was butter. If someone is to be champion, then it must be her. I cannot take on the title, for i am already overseer, thus super busy. Captains Atir and Aban are stout felows, but nowhere near the title o champion. Mistem is now blind, and Catten... I'm not even sure i want him as a captain anymore.

Spoiler (click to show/hide)
Once the paperwork is in order for her entitlement, I meet with the doctor. He informs me that Dumat is doing fairly well, and only has a smashed finger at the time. I hope he will be in shape when I free him in a few weeks.

Spoiler (click to show/hide)
While he is still confined to his chamber, tho, I must take care of some day to day problems. The complains about lack of clothing is becoming problematic, so i order some more garments for the civilians. The people chant for a new Clothsgiving day, but no army came to the fort recently.

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More corpses did show up tho. The haulers don't want to cross the entire dumpatorium to dig a new wing, so i suggest we enlarge the first floor instead, with a new door leading directly to the somewhat less nauseous storage site.

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Nobles are complaining that their chamber is not finished, and leads into another unfurnished room. I screamed at the builders to fix that asap, possibly doing the job themselves instead of dispatching babies.

...They dispatched babies.

Finally, it is time for Dumat to come out of his room, after a year of solitary confinement. He looks definitely thinner. I explain to him that his new duties are to take care of trade business, as well as supervise the construction of the fortress.

-So, like being overseer.
-No, I reply, you are not overseer. i must approve of things first, and your job is mainly to check on the miners and builders. I'm in charge now.
-I see.
-remember, many people still want you dead, so don't overstep your authority.

Dumat has apparently been thinking a lot during the last year. To pass time, he says, he brainstormed solutions to many of our problems. Being punched and left without alcohol has some drawbacks, but it does allow you to focus on things, he says.

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''First, the furniture stockpiles are overflowing. Well, they were last year, i assume they still are. The top floors are cluthered with leather bins and block boxes, and the level above the royal chambers are just as packed. what i suggest is that one level below that, next to the unused workshops, we put 4 huge stockpiles. That way it's close enough, but we won,t have to move everything when we build new workshops.''

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A messenger rushes in, telling me of an incoming army.

-Ok, just go tell the haulers to do that, I guess, we have more pressing matters than furniture storage right now.

Hurray, a siege. I wonder if it is the elves. I so despise elves. Goblins are fine too, as long as the attackers bring some decent new equipment. the forges are not producing iron at a reasonable pace. I get to the wall. It's goblins.

-Ok, boys and lasses, time to go outside and get our new clothes!

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-Immortal-D, you take the north wall and hold it. They have archers, I want them out-archered.

The goblins are getting smart, they started to bring shields and use them. Only took the morons a decade to think of that against a fortified nation of marksdwarves. I dispatch the rest of the troops across the countryside, to attack on many fronts. Two dwarves in this siege make a noteworthy display of might.

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First is Stukos, who charges foward to assist the caravaneers. Oh shit, the merchants, i totally forgot about them. I assumed they left, but they are still stuck south, besieged by the nvaders as well. A few of them are killed, but thankfully, Stukos makes the greenskin pay with their lives. The merchants shall be buried in our crypts, for they were dwarves like us, after all.

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Second is Geshud the blind. It seems that instead of holding the gate like Mistem ordered, he went outside to fight. Or maybe he didnt find the gate and got in a fight by accident. what matters is that, despite having no eyes, he managed to end 3 trolls on his own before we could assist him.

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The rest is business as usual. with the goblins gone, it's time to haul corpses and pick up clothes. While they do that, I return inside. to continue the bettering of our hallway system. Dumat is nowhere to be seen, so I leave a note to him, stating i want the set of stairs across the first bridges to be 4, not 2, all the way to the second bridge. The builder is not there, so I try to locate a bunch of miners instead, to no avail.

Where is everyone?

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after an absurdly long search, I finally locate where the fuck our workers went. It seems that for some reason the brewers have not been hauling the barrels back to the food stockpiles, instead leaving them in the courtyard. this has been going on for about 5 months now.

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As a result, all the thirsty dwarves have been drinking there, right from the barrels. Dumat is there, drunk as Armok's beard, and so are most of the miners and masons, celebrating his return in the true dwarven fashion. Soon, the courtyard fills up with thirsty dwarves and festive dwarves and just overall lazy dwarves who seek an excuse not to work. That's when i realise that thespring has arrived on the calendar.

Today is both clothsgiving, the new eve, and the return of our founder. Let them celebrate all they want, i say. And no holiday is complete without a new artifact!

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Title: Re: Whisperwhip: Tales of poor planning and deicide
Post by: Taupe on November 30, 2014, 08:25:30 am
CHAPTER 33: Kel
Spring 115

''Led, I tell our bookkeeper as he drinks himself to death, it has been a full year now, and I had no news of that biography I asked. I assume it is complete?
-Huh? Oh hum, almost, general, I just need to finish the erhm, starting part.
-Led this is unnacceptable. you only have one job, and it was to write up a book about me in the spare time you get between keeping our stocks accurate and being one of our top soldiers. I'm very disapointed
-General, I...
-No, no excuses. Enough drinking. i want you up and working now, go get the books and start unforbidding cloths. start with helms. Once we have seven idlers or more, you may unforbid a new type of clothing.
-Hum, ok, sir...
-also ALL OF YOU, go get some helmets on the field to hum... celebrate, or go back to work. and somebody haul all those barrels.

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The workers start to disperse, to gather blood-soaked helmets. One of them, a leatherworker, stares at me with a look that says ''you want some helmets, I'll give you some god damned helmets. Then he disappears. The next day, he reappears with this:

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Wait, no, wrong helmet. (altho we could technically make a leather helmet out of a leather helmet snake?)

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Ah, there it is! Leather doesn't make the greatest armor, but that's I believe one of our first real armor artifact, since the bone buckler was solen by a langur a decade ago, after the previous general was shot in the face during a walk in the woods by our crossbow maker. I heard the buckler was made when a gravedigger saw all his friends murder each other in the catacomb, and decided to carve his beloved wife into something that could defend himself. Good riddance, i say. (Not for the obviously cursed part, just that bucklers are inferior to shields)

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meanwhile our miners went back to work while absolutely drunk still, and they made a stupid mistake. Their job was to excavate the pit under the bridge section, but they decided to channel the channels instead of removing them. Ugh...

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Lucky for them, the team stumbled upon a dozen ores of smoky quartz, which should help our newest gem cutter master his trade before he innevitably dies.

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Speaking of which, the manager Stukos took the liberty to order a few gems cut since our red zircon piles were low high enough. No point in having so many rough gems I guess. Gems aren't all that great at maintaining an army, but good quality cut gems make for great artifacts, which help civilians in their morale. Blah blah blah we want cloths and maybe non-bolt possessions. Stop whining, people.

Dumat comes at me, looking almost sober.

-Ok, so, I was brainstorming on a way to like, make this courtyard useful, while I was yaknow being piss-wasted in it all week, when I heard the elves returned. They have traders with them, what the hell? We fucking stole all their stuff 2 years ago!
-Yes, and quite frankly we shot all of them dead last year as well. because you told me we were at war with them.
-You shot...Nevermind. why are they here, seriously? What's wrong with them? We stole from them, we murdered their kin, we have been turning the wildlife into fucking coal to make statues of us admiring the way they fucking died to our army, and they come back from more? no that's a trap, i tell you, a trap! They know we have framerate issues, so they come here expecting us to insult them, or kill them, so we lose precious hauling time and end up with too much crap. elves are sneaky, general, that's how they get ya.
-Well, Dumat, trading with them is the reson you are now free, so go deal with them anyway. We have rags to give away

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That goes as well as you'd expect. the elves spend most of their time dealing with another escaped animal. I'm told this happens with every visit. Then they imagine we had something made of wood we wanted to trade, go insane, and depart, leaving the depot littered with rags and dirty socks. fucking elves. I would should them, if it didnt mean 300 more bags of wooden toy hammers. Dumat orders a few idlers to stop having fun and take care of the rags, and return to his drinking.

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As soon as the elven merchants pack their stuff, a thief is spotted north. And to the south, a small group of grey langurs start sneaking away wth our clothes.

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I can't deal with the surface situation, because I'm doing my weekly murdertour of the caverns with Catten. today on the menu, more helmet snakes, as well as a small tribe of giant olms. Kel the master lasher is with us as well, being the first member of my team.

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The goblins upstairs are eluding the army, and another thief starts wandering our soon-to-be moat. He outruns our soldiers, dodge their bolts, and make away with a pile of clothes. How dare he what we were about to claim as our from the rotting corpse of his fallen brethren!

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The kobolds join in. This one manages to steal exactly 3 bolts from our quivers.

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Great, a minotaur. At least something we don't have to chase after. Minotaurs are supposed to be good at not being lost. If so, why do they keep coming here, where basically over a dozen great beasts have wandered, but never left? This one is known as the wild boot. Well, he's about to get booted alright...

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Asmel decides to enct her first official demonstration as champion. today she will show the troops how to single-handedly murder huge ancient creatures. she runs toward the beast, at least 3 times faster than the next guy in line, and cripples his left leg, then his right. The beast falls to it's knees. She shoots his arm, and it stumbles to the ground. It tries to get up, but everytime the minotaur tries to rest his weight on a limb, Lady asel snipes it and the beast just hit the grass once more. it's obvious that she is just toying with her prey. as the troops finally catch up with the fight, she simply leaps atop the creature and lands her battleaxe straight across the beast's skull, cleaving it in half. She kicks the beasts aside, licks the blood on her axe, and walks back home. ''That's how you do it, kids''

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The minotaur was dealt with swiftly, but the caverns still have many problems inherent to them, the biggest of which right now is a swarm of pond grabbers. To combat them efficiently, I order more of the riverside landmasses to be rid of rock formations.

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There they are, the little buggers. They like to cross our county undetected, and altho they never managed to snatch any worker, I don't like having them here, lurking. Time for some old-fashioned murderin'.

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For the occasion, Kel has devised an artifact, a drum meant to lure the beasts closer to us so that we may dispense the aforementioned ''murderin''. It's a beautiful drum, if a bit plain in terms of artwork...

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...But then again, Kel is known for having zero musical or aesthetic sence, so nobody was expecting anything impressive from her. There's a reason why people came to call her ''The modest goals''.

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She is, however, the first member of my squad, a place she earned thanks to her martial prowess as a master lasher, and not simply because, well, she's my sister.

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She returns to the caverns with the drum ready, announcing that the thieves were repelled long enough to let the workers excavate the next level of the moat. Which they wont, because they all came here to do this new cavern job i ordered.

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And it pays off! As soon as the miners remove the stone blocks closest to the river, our marksdwarves can strike at the pond grabbers, while some of them engage those foolish enough to melee us. Soon, they flee.

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But decide to... return for some more? Those creatures are tough as fuck, but they aren't exactly good at learning.

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Catten's team was to mobilise across the river, to shoot at retreating PGs. Unsurprisingly, he doesn't show up, because Catten is the worst soldier ever.

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Some of his men finally make it to the wrong spot, while the rest are busy defending a woman who just gave birth next to the fight. What was she doing near the volcano? No clue. I'm sort of busy here, with this whole ''trying to corner and kill monsters'' thing. A little help, maybe?

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All our planning and efforts are ruined when a forgotten beast shows up before catten manages to do so. Next to the beast is a bin full with 3 dozen pieces of blood-soaked rags, left right at the map's edge. I swear someone must be trying to attract them monsters... alright, people, abandon your posts, go fight this beast. Just don't, yaknow, get bit and fall dead.

(http://i.imgur.com/EfIrG7s.jpg)

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The eight of us gank the beast. Catten's team get lost in the caverns and never makes it to the fight. As soon as it spots us, it jumps on Kel, and try to maul her. She dodges every fight, and start punching the fucking thing while the rest of us turn it into a pincushion. After much fisticuffs, Kel finally drags herself from under the inert mass on top of her. she is somehow unharmed. Good job, sis!

Catten arrives around this time, and draws his weapon. ''I'm ready for this, General!'!!
Title: Re: Whisperwhip: Tales of poor planning and deicide
Post by: Taupe on December 02, 2014, 02:15:53 pm
CHAPTER 34: The great animal purge
Fall of 115

Good grief, it's already late in fall! Time flies by when you are chasing and dismembering various cavernous animals. The fortress has been running smoothly, and I notice a few children turned to ''adults'' during the latest months. Good.

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that's 5 new peasants, plus a member of the Magical Glove who happens to not do anything useful. He asks to learn about armorsmithing, and i grant his request. The queensguard is sort of not on duty until we manage to locate an actual queen to guard. With Thob batoksolon finally doing something of his time, all the queen's entourage is now employed.

I designate the new peasants to undergo training in fields we need: furnace operator, metalcrafting, herbalism, mecanics...

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...And I draft one of the teenagers to train under Mistem. enjoy your next 147 years on this earth as an axedwarf, kid. The kid immediately complains about the draft. Blah blah blah i don't want to die and spend my time fighting with blind dwarves. Ugggh, kids...

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The manager's note include a mention about ''silver statues''. I didnt order that...

-I did! claims Dumat. Silver statues make everything better, and BASE1 looks terrible right now.

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''I've also taken the liberty to repurpose some of the peasants to jobs we really need. namely, butchering dingos.
-I'm sorry what?
-Yeah, friggin dingo, we need to kill all those animals as fast as possible. So i took useless professions and made them chain-slayers of the animal kind.
-We need mechanics.
-Yeah, ok, but come on, herbalism? Who cares? I've also enrolled half our cooks.

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''i mean, we had 8 cooks, 3 kitchens, and no ingredients whatsoever. That sounded suboptimal. ''

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''I'm removing the butchers shop in the kitchens, and relocating them to the courtyard here''

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''We'll also add 4 more butchers shops. The number of leather workshops seemed fine however. ''

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''and obviously, we'll need more tanners workshops to prevent the butchered corpses from going to waste. I've had three set up north of the courtyard, and another one is in construction. Trust me, those fucking animals are going down, general.''

Dumat vanishes almost immediately, rushing to finish his industry setup, before I can give any amount of feedback. While I'm mad that he too all those decisions without consulting me, I have to admit that over the next month, the number of animals running around did go down by half. Winter is here, and only the war animals and the pets remain. some pups and baby animals were left alive, since they'll yield more meat once they mature. All in al, the butchering operation was a huge success. It's just a shame that the whole courtyard is now dedicated to workshops we don't need anymore. I should build another courtyard then. With cannons...

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While investigating the fact that someone is using perfectly good entombing space for unnamed stray dingos, I run into the mayor, who is surprisingly on par with his mayoral duties for once.

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He just had a meeting with the human diplomats. Being the underlings of Quula, then obviously spend all their time near the crypts, waiting eagerly for new corpses to arrive.

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At the end of this meeting, we are officially declared to be a duchy now. Hurray, good job mayor!

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On our way back, we notice that some miners are at work in the empty quarry underneat the queen's quarters. I'm told Dumat is behind this project. Naturally.

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The workers explain that they are tired of digging new space in the dumpatorium, especially when ''refuse'' seem to include bones and teeth, which are perfectly good decoration materials, and don't produce miasma. So there's no reason to store them among piles and piles of decomposing trolls. Instead the bones from the butchered animals are gonna be stored here, right under the new workshops district.

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Before the stockpile details are fully selected, a bunch of haulers decide to carry rotting meals and meat chunks downstairs, and dump them in the new stockpile area. Miasma fills up the air. Good job, morons.

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It doesn't take long before Tun comes to me, and complains that his new status requires better accomodations. I don't feel like replacing all those stupid querns by more cupboards, so I tell him he can just use the queen's chambers for now. Duke is a fair enough title to reside in those luxurious appartments.

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However, stoneworker isnt so great a title. I order the squatter expelled, and also declare the great dinning hall to be open for all, if they wish to partake in awesome meals or whatever noble people like to do.

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Tun's quarters are now satisfactory for a Duke. He demonstrate his appreciation by ordering that five new querns be made asap. Fine. He also wants all the querns moved to his new chambers. Just. No.

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The very impractical corridors leading to BASE1 are soon filled with haulers carrying silver statues. Dumat's order is ready, and they are to be installed this instant. I'm getting tired of the broker's hijacks on my workforce. People can't grab socks from the battlefield if they are carrying fatass statues and OMG is that a statue of me? This new project is the best thing ever.

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While i wait to contemplate the new arrangement in BASE1, cheetahs go mad as hell. One is killed right in Kadol's temple entrance. a second traps a stoneworker and his friends in a hall, and dies after a fierce fight involving ridiculous amounts of bullrushing.

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Then another in the forges...

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I order mistem's troops to stand by for more rogue supercats, as I have some statues to admire. Half of them seem to depict members of Whisperwhip's elite, giving BASE1's entrance hall a very historic weight. I wish they had depicted me leading troops, instead of focusing on the one pair of leather earring I crafted last spring after I drank too much. The rest of the statues however... are far from awesome. They are passable at best. I'm told this is because the new metalcrafter recruits lack training.

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Well, why don't they train a bit? We have countless copper bars, and the few chests owned by the population are made of wood. Metal chests would make them happy, and offer some experience to our crafters. A dwarven society's fame is measured in part by it's ablity to craft metal objects, after all!

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And gems! Let us not forget gems. The basements are ripe with red zircon, and only the clusters close to BASE1 have been harvested. there has to be over a 100 easily accessed ores of the precious cristal scattered in the caverns. with most of the wildlife dead, now is a good time to dispatch some miners to retrieve the goods. I order a bunch of gems cut as well, as our replacement to the last deadened gemcutter is 15 and doesn't know shit.

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Dumat suggests that we send someone to grab the few spider webs we haven't trampled yet. I'm sure there are no spiders, he says. The weaver will be safe, he says. The weaver is a member of the Magical Glove, and was sent alone in the caverns to retrieve the webs. ''I so hope nothing bad happens to him'' Dumat adds.
Title: Re: Whisperwhip: Tales of poor planning and deicide
Post by: Taupe on December 04, 2014, 12:50:05 pm
CHAPTER 35: Attempted baby heist
Winter of 115

If winter is the dead season, how come we have so many newborns?

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As I'm supervising a training session, one of the two local beastslayers give birth mid-swing. I'm not sure if fighting with all your might up to the delivery moment is good for the baby...?

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A miner, farmer, and engraver also decide to build their own bay dwarf thing. The masons rejoice: in two years they'll have 4 more laborers for their dangerous tasks.

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Hey, Stukos, more clothes in the backlog, will you? Those babies won't dress themselves. because babies are useless.

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Our new babies make the goblins jealous. They too wish they would have young useless whinning mouths to feed and raise, rather than kidnap fully-capable warriors. they decide they want some of our kids, and a goblin thief sneaks trough the north door, which is a useless door leading only to trouble. Note to self: replace the north door with a ballista.

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An ambush is reported, and quickly escorted toward the nearest dumpatorium center. Thanks for choosing whisperwhip, have a nice day.

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If fighting goblins are no longer an issue for half a legion of experts with 15 years of training, goblin thieves prove more problematic. the dwarves can't catch up with them. As the first one sneaks inside the fort,  second follows and attack the farms. He gets overwhelmed by a baby. That baby is immediately drafted.

...What's that Led, we can't draft babies? Why do we even bother having them?

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As he flees his defeat from a toddler who avoided capture, the thief faces the soldiers on the wall. (who for some reason weren't shooting it until now?)

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To the goblins, the dumpatorium is like the afterlife. Many have made their way into it, but none ever returned. What's beyond the dumpatorium, they wonder. Is there another world, or is this the end? This goblin wishes to find out more, for he is spiritually thirsty.

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[/spoiler]
He discovers the secret to life and beyond is to just stab random pets and run away with ugly trousers. Goblin theology isn't exactly complex.

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Here's a fourth asshole grabbing loot from a fallen brother. Inspired by the recent prophet of his people, he too stabs a random cat.

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Fifth time's the charm, the goblin always say, and this one proves it. Unlike the previous ones, he makes it out alive. Lady Asmel has been doing a great job of outrunning everyone and their mother while wearing fullplate, and murdering every single goblin thief. This one, tho, elapses her by an inch and disappears outside the map, where no dwarven eye can gaze.

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The kobolds decide they want in on it too, and sent their own burglar. You can tell he isn't great at stealth, because he runs into the main army making a sortie. He is killed, i am told, by a bolt that destroyed both his lungs AND his skull to pulp. Our archers are becoming more and more metal with each passing day.

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Meanwhile, goblin thief number six is having the time of his life, as karma is slowly catching up to him. Karma is how i just named this group of 9 trained war animals.

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Mebzuth the mayor comes to me, and announces in a deep and strange voice:

''The mecanic Mebzuth has been posessed!
-Holy shit, by Armok, who are you, and why did you take over the mayor's body?
-Oh, well general, it's me, mebzuth the chief mecanic! the mayor explains in a normal voice.
-But you just said...
-No, I said Mebzuth the mecanic. Me, I'm Mebzuth the mayor who happens to also be a mecanic.
-That's ... confusing?
-Oh, all our mecanics are named Mebzuth. you get used to it.

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''Anyway, I know you are very fond of digging a moat outside, and it is going nicely, but I just had a very great idea. Bout the volcano.
-Do tell.
-Hum, okay. So, when i heard Mebzuth got posessed, and went to work, I immediately knew he would produce something artifact-esque, which mean a gear or a hatch that's indestructible, even by magma.
-Wait, even a bone hatch or a leather hatch?
-Yeah, as long as it's very well done, nothing can ever destroy it. because reasons. Look, don't fix what's not broken and can't be. Lava is the blood of Armok, so obviously it must be moved by high craftdwarfship.
-....Riiiight.
-Anyway, one mecanical gizmo that can't be destroyed is good, but we'll need more than an artifact to get lava up and running on the surface. Iron is fun, but expansive, and the forges are not exactly doing great. We'll need something to build the structure, something like obsidian.''

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The mayor produces a blueprint, where I can see a general map of the first cavern layer. Some tunnels are drawn into the rock at 2 spots. One from the volcano, one from the underground rivers.

''See, i made this map from the soldiers exploration we did two years ago. Every single cavern area is above the river, except two: the one that leads to the lower caverns, and this one giant area, right next to the volcano. If we were to dig it out just a bit, and install two floodgates, we could slowly poor in both water and magma into this reservoir, close the valves, and send workers to mine obsidian.
-Sounds... surprisingly handy! And you think that'tll work?
-I have no idea whatsoever! that's what's great about it!
-Hum, that sounds like my kind of project. Begin immediately after the moat is finished.
-Yes, sir.

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The mecanic returns, surprised of what he has done. Nobody is certain of how he did this wonderful piece of engineering, as even the creator himself has no recollection of the event. needless to say, it is a bit useless as far as projects go. It could be turned into a lever, just for display. The lever of joy, always on.

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(http://i.imgur.com/D4obFjB.jpg)
Gugo the giant skinless frog has come to the caverns, and sadly for him he troops are very fucking bored of fighting elusive thieves. They gank the thing before it can even jump in the friggin' river.

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By the time our artist is done with his rendition of the beast, it has already been slain. It would have made for a great new year banquet meal, if it wasn't for the whole ''murdering blood and no skin'' thing.

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Title: Re: Whisperwhip: Tales of poor planning and deicide
Post by: Taupe on December 09, 2014, 03:47:19 pm
CHAPTER 36: Murder mysteries
Spring 116

Extracts from the medical journals of doctor Melbil, Chief Ragdoll Engineer

General,

Since you asked, here are all my notes concerning the recent events in the fort. I have come to some solid conclusions, but I guess the final decisions are up to you. I've included more than may be required, to shed some lights on what truly transpired.

Sincerely,
Doctor Melbil



*    *    *

Internal memo, third of granite 116
to: dumat constructmirrored
from: Doctor Melbil, CRE

Hey, Dumat! Several complains about the salubrity of the fort. nothing personal, just yaknow, fix that asap

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First, the new peasants have no room, and have been installed in the BASE1 dorms, but some of them don't even have doors. Also a complaint about the furnitures down there by the leader of the Magical Gloves: they want cabinets, or chests. We have 150 of the damned thing on their way, maybe dispatch some of them ASAP? People are storing their clothes on the floor.
Also, the butcher workshops in the courtyard are up and running, but we didn't get rid of those in the kitchen. miasma inbound. Please solve quickly. Replace the by some soap makers, by all means, as we are low on the thing.
Finally, we have enough powder extract for the time being, but half of what you purchased and delivered to me was actually sugar. Please fix, as sugar makes terrible casts.

Kkthx!

*    *    *

Internal memo, granite 18
To: Dumat constructmirrored
From: Dr Melbil, CRE

Yo, Dumat, it's me again!

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Reports of the dumpatorium have reached me. are we really storing animal bones downstairs now? Make sure you put some craftdwarves workshops on the upper floor, and dispatch some guys to decorate whatever with them. The place is filling like crazy, and there is no end to this. Since you commissioned all those refuses to not be allowed in the dumpatorium anymore, bones and tissues are pilling up in the courtyard. VERY unhygienic.

Make sure you get some totems made with the skulls, too, as they take up quite some place.

kkthx!

*    *    *

internal memo, granite 23rd
to:  dr. Melbil, CRE
from:dumat constructmirrored

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Yo, Melbil. I ordered the miners to enlarge the place, because we'll never clear those bones in time otherwise. not sure where the miners are tho. saw some running downstairs to fetch even more red zircon. Asked the general where the others were, was told they were ''under investigation. what the hell is going on?

'later.

*    *    *

Internal memo, granite 25
To: Dumat constructmirrored
From: Dr Melbil, CRE

Dumat,

Something weird is going on in the fort. I can't tell you anything as I'm sworn to secrecy, but i've een working nonstop on solving some serious trouble. In the meantime, can you get the bridge repair reports to me? Also I may need you to reopen the tomb of the baby that died last autumn.

kkthx


*    *    *

internal memo, granite 26rd
to:  dr. Melbil, CRE
from: dumat constructmirrored

erhm, will do, but seriously what the hell is going on?

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first you want to re-investigate a baby's death, and now people are preparing the tomb of another toddler? nobody will tell me how this one died. they say he was found on the floor leading to the queen's chamber

oh come on what is going on? and where did his mother go?

*    *    *

Internal memo, granite 29
To: Dumat constructmirrored
From: Dr Melbil, CRE

Sorry, i can't say shit. Pretty busy here. Ask the general if you must know.

*    *    *

Post-autopsy notes on: Vishakanya, dwarven baby

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While our initial conclusion was that the baby was attacked by animal, the marks on the skull indicate that the baby must first have fell down, or have been pushed, down the chasm under the bridges. The corpse was then fed upon by animals, attracted by the smell of flesh. As Lady asmel was the only one present at the time, as well as the one who was suposed to fix those bridges, I highly suggest that she be interrogated.

Post autopsy notes on: Phoenix, dwarven baby

The kid is dry as a desert. Some say he died of dehydratation, but how would a baby dehydrate so fast? I supose the mother's death may have something to do with the child's poor caretaking. advise a better supervision of children in times of tragedy.

Post-autopsy notes on: Kosoth Rigothsefon, beastslayer.

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The corpse of kosoth remains quite an intrigue. On Opal 115, Kosoth was hospitalised from her fight with a FB. While she insisted that those injuries be severe, some of them didnt match.

Kosoth showed up at various time over the following month, claiming that traumas from her fight were reappearing, no doubt due to some foul curse contracted. However, her injuries showed signs of beating and malnutrition, as if she had been locked up.

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On granite 19th, kosoth was hospitalised from some more of her beting injuries. when morning came, i found her corpse lying in bed, and the autopsy revealed that she was strangled. The dwarves claim she finally succumbed from the curse she contracted from her fight with a beast, but the plain truth is much more sadistic: Kosoth has been stranglend in her sleep by someone in Whisperwhip.[/i]

*    *    *

Autopsy notes: Usthuth the mace lord

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As of this morning, the 15th of slate 116, Usthuth the mace lord lies dead on my table. Included with this report is a list of his belonging at the time of his departure. While it's true that Ustuth recently faced a winged FB down in the caverns, and may have contracted a fever from the burning vapors he inhaled, it seems that the reason of his death is... stranger still:

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it seems that Ustuth died from an infected injury, originating from a jaguar attack 2 years ago. I'm not sure if the FB extract could have reawakened an old wound...

Here's what the soldiers gathered of the fight, and the beast itself:

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Ome, a winged creature. it has no nickname that I know of. Simple, yet deadly.

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Unlike the previous FB wandering from the north, Ome came underneath Whisperwhip from the south. it's first act was to rush the gates to the lower cavern, and attempt to destroy the locked hatches. Usthuth was the only one fast enough to intercept the creature before it could unleash its friends upon us. flying creatures are indeed fast, as they go around the natural pathways created by the cavernous tunnels.

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Ustuth does a great job of chopping the creature's left wing as soon as they meet, but doesn't dodge the fiery extract so well. He fights for a while, cut down another wing, then kill the beast. at this point he is feverish and severely burnt. He is dragged to the hospital, but altho the fever is taken care of, i wake to find ustuth dead from an infected jaguar wound. very peculiar, and troubling.

My advice is to seal the caverns and aoid further forgotten beast. meories of them were deleted for a reason, as obviously demonstrated here...

*    *    *

Further investigation regarding kosoth's death:

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While browsing who had access to the hospital and when, I realised that we have two beastslayers. kosoth was not in fact the dwarf who faced the poisonous one, instead she sparred efficiently against a lesser dimetrodon. However, one dwarf has been insisting that she was probably cursed and sick because of it. That dwarf is Kol swallowlenses, the uncle of the ''other'' beastslayer.

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It seems that Kol was part of the dwarves responsible for justice dispensing, which can range from jail to beating, and originate from various crimes, or even an unmet mandate. While confronted (and hum, heavily drugged) Kol admitted that he did strangle Kosoth, but claimed it was because a mandate for querns was not met, and duke Tun would have been mad. better take down someone who was going to die anyway, he said.

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Except no mandate were left unfilled, according to manager Stukos, nor was Kosoth the beastslayer who was poisonned in the first place. That would be the other one, who coincidentally is a close relative of the murderer, Kol. It is very possible that out of jealousy, Kol strangled his niece's rival. Despite various interogations by his fellow soldiers, he has not betrayed ny further motives, and still clings to his mandate justification, claiming he is in truth innocent of any real crime, having in fact saved a potential innocent from punishment.

*    *    *
Psychological report, granite 29th

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You can tell a lot by dwarven art, and from the recent works of our crafters, it's obvious to see that everyone is under some heavy stress. To avoid a potential tantrum spiral, I've suggested that we hasten the mass-goblin execution.

*    *    *
Spring of 116 maternity report:

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Ral the hammerlord has given birth, and so has a farmer. Various new felines are nor strolling the fort, altho they will probably be butchered sooner or later.

spring of 116, wildlife report:

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Another thief got near the fort, and managed to cripple a war lion before he was taken down.

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This other one was shot clean in one go. since most of the organs were left intact, I ordered the corpse carried to my lab, that i may study goblin anatomy further.

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And a Cyclop? By Kadol do bring that to me, with haste1 what a wonderful specimen!

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A cave spider is spotted in the caverns. No injuries occured, altho I lament the destruction of the creature's poison gland during the fight.


*    *     *

Well, general, that's all I have. As i said, more is better than less, and i am a very meticulous dwarf. Hope this will help you take your decision regarding Kol. As i said, for the grace of Kadol stop sending people down to face those beasts!

Spoiler: OOC notes (click to show/hide)
Title: Re: Whisperwhip: Tales of poor planning and deicide
Post by: Northstar1989 on December 09, 2014, 06:07:45 pm
The mecanic returns, surprised of what he has done. Nobody is certain of how he did this wonderful piece of engineering, as even the creator himself has no recollection of the event. needless to say, it is a bit useless as far as projects go. It could be turned into a lever, just for display. The lever of joy, always on.

You actually NEED magma-safe mechanisms to handle lava.  You need the mechanisms you use to link any bridges or floodgates to be magma-safe, or else they will melt and you will be unable to control them further.  So, actually, it's quite useful...


Regards,
Northstar
Title: Re: Whisperwhip: Tales of poor planning and deicide
Post by: Taupe on December 09, 2014, 06:21:49 pm
All of our mecanisms are already magma proof, so that artifact isn't anything special.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on December 09, 2014, 10:12:30 pm
Oh no...

Oh no!!!
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on December 11, 2014, 07:42:47 pm
CHAPTER 37: The chicken
Late spring of 116

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I'm browsing over the doctor's report, and still pondering over the punishment for Kol's ''law-giving'' antics, when news of the elven traders reaches me. How are they still showing up? Dumat insist it's their way of slowly destroying us by introducing more items on the map. He just may be right...

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Same goes for goblins, really. they are achieving nothing by charging at our walls, yet they keep on coming. Are they hoping to crush us over a lack of framerate, at which point the survivors of the tribe will walk inside and retake everything the previous goblins lost?

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They start by catching a few animals off-guard. Our war lions are tough, but not ''murder trice their numbers in armored goblins'' tough. (work on that you lazy trainers)

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i mean, the animal trainers pretend we are getting better at it every day, but despite our increased understanding of grey langurs, they are still going apeshit at their leisure.

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Lady Asmel is staying atop the main wall, perfectly centered. ''Let the bastards come!'' she screams. I decided to no longer go outside to meet the enemy, not because im scared, just because it's faster to pick up clothes if the previous owners die in our entrance hall instead of 2 days away.

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Two dwarves decided to ignore the alert, however. I guess they got so used to not having an alert at all, since the army usually secure the field by charging at goblins before they reach the workers. One of those idiots is a weaver, who is atop the hill drinking from a barrel of ale. Why?

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The second is an engraver, who is busy dumping stuff inside the dumpatorium. He is caugh off-guard, but manages to give the goblin a good beating thanks to his trusty pickaxe. Good thing our engravers are also stonecrafters who are also masons who happen to be our miners.

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Alas, he lodges his pickaxe in the goblin's body, and the fight soon turns on him. He gets stunned and overall massacred before we can reach him...

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As this happens, dumat is conducting trade with the elves. Or trying to. this time i ask that every single item be checked before it's traded. The goblin armors all bear decorations, maybe one of them is made of wood? Fittingly enough, many of the armors bear the symbol of the passionate sins, over which our own symbol was sewn. One of the armors seem to come equipe with something called petrified wood. It's removed from the trade.

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Obviously, the elves still refuse the trade because reasons. We confiscate all their booze and wood, as usual, and send them on their way amidst the siege. Thank you, come again. Good thing we are now bringing very minimal trade goods to the depot when elves show up.

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to replace the engraver, a mother gives birth to some kid. good thinking, woman, your patriotism is appreciated.

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The siege dissipates. By which i mean we kill them all as usual. One of the soldiers goes down to adress a miner's complain, and return pale and covered in webs. the tale he spins (har har!) depict cave spiders as fearsome opponents, even for  war veteran. not to self, send lots of dwarves against future spiders.

The caverns are clear, at least for now. While I think of the spiders as some worthy opponents, the worst has yet to come. As summer is at it's height, and the month of malachite begins, so does my greatest, and possibly last fight...

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(http://i.imgur.com/zuZUQnz.jpg)
Galka the forgotten beast has come! a gigantic chicken protected by a spirally shell. Reports claim that it can breathe fire.

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i know this because the first thing it does is scorch one of our patrolling lions alive. quickly, I order my own squad, and Catten's, to track down and murder this beast. Doctor Melbil begs me to seal the caverns, but it is too late for this one, we have to kill it.

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We locate the first victim, still covered by a gigantic cloud of smoke. Yet no sign of Galka around. Is he still hiding in that cloud of smoke? that's when I realise the terrible truth, and rush back toward the fort.

We haven't found Galka on our way to the lion corpse because it flies...

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Hidden by the smoke of it's attack, the beast managed to sneak alongside the roof of the caverns, and reached the entrance of BASE1. It's too late to activate the bridges and seal the entrance... the caverns are like a maze for foot soldiers, but it's surprisingly easy to get around for a flying creature.

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Geshud the blind is the only member of our army to have been blinded by rifi's curse who doesn't belong to Mistem's unit. he was thus ordered to track Galka, but got lost and never made it into the caverns. His curse is now a blessing for the fort, as he's the only thing standing between the civilians and Galka's fire breath. Well, between is innacurate, as the creature flies past him, but he manages to attract the beast's attention with a few bolts sent in it's general direction.

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I'm the first to reach the bridge. Kel is far behind, and everyone else is way too far away to do anything. The corridor is filled with smoke and ashes, and i hear Geshud's screams of agony. I know what must be done.

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''hold him, geshud, i must lock the doors!!!''

I rush ahead, dodging the core of the battle, and lock the 6 doors leading to the fort proper, locking myself and my men outside with the beast. Should we fail to contain this creature, the masons order are clear: they are to seal the caverns before the FB can demolish all the doors. a pile of nearby stone blocks has been installed nearby for this very reason...

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As i lock the last door, I hear Geshud fall to the ground, engulfed in flammes. in adittion to fire, Galka can also breathe ice, which the fire immediately sublimates, turning it into a thick fog of smoke... Geshud stood no chance, unable to land blows or dodge incoming attacks.

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It is my duty to defend this fort. As Geshud starts bubbling on the ground, i engage the beast. none of my men are in sight, not that i can distinguish much with this smoke! I have been toughened by almost two decades of warfare and strife, but even so, the creature's carapace, coupled with the dual breath of the monster, prevents me from landing more than some bruising blows to Galka.

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I know that without anyone else in sight, my demise would lead the creature to shatter the doors and tear our population appart. Empowered by duty and desperation, i manage to fracture a few bones, as well as crack part of the creature's spine. i can feel myself losing consciousness, however, as more smoke flls my lungs, and my skin slowly turns to charred meat.

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As I'm about to slip into darkness, i hear a voice amidst the smoke. a familiar voice.

''Kel?
-I will save you, brother!''

My sister jumps on the beast, dropkicking it in the head it right as it's about to finish me off, fracturing the skull. Her following moves lack momentum, and sadly only manage to chip the bones. Galka retaliates. Fire and ice, filling the corridor. Kel takes the full blow, but she gets up and fights on. This time she damages a wing. maybe that'll slow the beast?

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Geshud gets up for a second, only to barf. His body is a twitching mess, a doll animated by stomach spasms and fiery waves scorching the floor.

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Not intend to let kel die here, i gather my strenght and hit the creature again, and again, and again. it doesn,t seem to do much, but it's all i can achieve at this point...

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It seems Galka has had enough, and attacking our fortress is not worth the trouble. it starts to fly away, slowed by it's broken wing. kel will have none of it. she charges the monster across the chasm, and lands a debilitating blow, sending both of them plummeting below... I try to follow, but slip and fall close to them. i can feel the few remaining bones of my body crushing and exploding as i land violently on the ground...

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The three of us are now deep below the bridge, mostly unable to move. it seems that Kel's reckless dive managed to calm the beast's fury. Now Galka starts to feel the full scope of it's injuries. Now is the time to finish it.

Catten is nearby, still trying to get back to the base. His lion is around, severely burnt by the fire that rained from the holes above. Help us, Catten! Catten orders his lion to attack, and runs away. Screw you, asshole!

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The soldiers finally make it to the bridge, only to find a pool of ashes, vomit, and gallons of blood splattered around. Behind the locked doors, Asmel has gathered two more squads, ready to defend against whatever makes it through the doors...

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Kel gathers the last of her strength, and crawls toward the monster, lashing it to death. She has truly earned the title of beastslayer today!

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Thanks to his advanced battle tactics, catten was left with no injuries beside a bruised arm. I hear him rush to my side, asking if him alright. wait, where is Kel? why can't I see anyone anymore? I can feel my body pulsating with pain, refusing to move.

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It takes me a second before i realise what's truly happened. This has happened before. A cruel repetition of Rifi's cursed vapors.

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i can hear the war anymals stumbling and howling in the dark. They don't understand what's happening, but i do. their eyes are rotting away, and soon they will fall off. just like it happened to captain Mistem and her squad...

The last thing i hear before losing consciousness is Kel's voice, faint and terrified.

Oh no...

Ohno!...

''Brother, i... i can't see...! Brother?''
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Title: Re: Whisperwhip: Slowly rotting away...
Post by: Northstar1989 on December 11, 2014, 11:01:33 pm
Quite entertaining.  :)

You should come back to Dathateyo for a turn, though.  We could use somebody with as much attention to detail (and OCD levels of organization- the disorder of the fort is driving me bonkers!) as you...

Bigheaded is just about to upload the save tomorrow.  The fort is still going strong.


Regards,
Northstar
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on December 11, 2014, 11:26:35 pm
I'll see what i can do, but i have a turn up in Doomforest very very soon, but maybe after that.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Quartz_Mace on December 11, 2014, 11:52:42 pm
Wow, this is incredibly detailed. I love it!
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on December 12, 2014, 05:42:23 am
CHAPTER 38: Slaughterdome
Fall of 116

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I awake to the smell of vomit. It fills my nose, and I feel like barfing some of my own, but only a strange dust comes out of my mouth. I try to move, but everything hurts. Slowly, the room around me start to appear. I can see.

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I'm in the hospital. everything is covered in vomit. I can see doctor Melbil filling some vials with a blue/cyan substance.

-My eyes...
-Did not fall off, finishes the doctor.
-How?
-Some special treatment i designed. I studied rifi's blood, and found a cure of sort for eye-rot. You were lucky Lady Asmel was closeby ready to carry you up here, or you would have two empty sockets in your skull by now...
-Is Kel...

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-Your sister is fine. her vision was saved, altho she is still healing. Basically every inch of her body has been scorched or suffers from frostburns. It will be a while until she can move again, but she will live.
-How long before I can get out of this bed, doctor?
-Well, being awake is a good enough step, I'd say a week or two. You've already been in a coma for about 2 month
-WHAT

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The doctor starts to fill me up. While I was in a coma, some worker decided to withdraw from society, and created an awesome mug for me, hoping it would make my stay in this hospital more tolerable. He is right, it's an awesome mug, altho i can hardly move my arms right now...

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i catch a glimpse of some hideous totem lying on a table, and ask what the hell that is.

''Dumat the broker traded a lot of stuff, but he kept this one. He likes it for some reason, maybe he just likes cat skulls? The bonecrafters are constantly adding more details to it too!''

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Speaking of Dumat, he's busy trading with the ''mountainhome''. Altho they have nothing to offer aside from a few bars of gold and half a dozen pairs of steel greaves, the broker managed to get a few bins to the depot and got rid of a lot of random crafts and goblin leather armors that were cluttering our stores. They've been lying around for a lot of time, I believe. five years, if i'm correct... good riddance!

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Totems are not the only thing the bonecrafters have been working on. Sme furnitures are starting to look very nice! Furniture such as this bed. If they keep at it, we'll be rid of all those bone piles, and the place will look kinda badass. nothing spells ''deadly fortress'' like covering everything with the bones of our fallen enemies

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I'm told a human law-giver from the lavender empire arrived, named Ado sanaad. He's apparently the new guy in charge. He had a talk with the mayor, but didnt mention why he is now in power. what on earth happened to Quula? Why is she no longer running the empire? It seems the mayor is too busy working on something important, and can't finish the discussion and aquire more information...

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It seems that during the last season, no real threats showed up, aside from a thief who tried to steal some blood vials. It was shot before it could cause any trouble.

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The miners have been clearing parts of the cavern, digging upward with ramps to remove the stalagtites and stone pillars, so we can seal off the place or fight beasts in an open field. Of course, they decided to include babies in the workforce, and an accident almost killed one. some things never change...

*    *    *

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A few weeks pass before I'm able to leave my bed. As soon as I'm out of the hospital, I'm told that Tun has an important announcment to make, and everyone should go to the coliseum. Everywhere around, vomit covers the halls and the walls.

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Apparently, there is some justice to be dispensed. I don't see our hammerer around tho. A miner tells me that he is busy hunting down elk birds in the crypts. Why are the elk birds in the crypt? That's like, 9 levels above the caverns! nobody knows. I'll need a talk with the soldiers, some of them have been slacking off in my abscence, clearly.

Oh, speaking of soldiers slacking off. There's captain Catten, the self-proclaimed Lion Lord, heading toward the coliseum.
''Catten! Good to see you again. I'm glad you were there to support us against Galka.
-Thank you general, i did my best to...
-Your best is terrible. that was sarcasm. You are bad at your job, and i now strict you of your commanding duty. And of your cool room.
-What?

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I ignore Catten's complains. Quickly, I locate Immortal-D, and inform him of his promotion. With most of Catten's squad missing, Immortal-D is the second living member of the contest of fortifying. Or rather, was. As of today, he is now captain Immortal-D, leader of the squad. Catten shall now obey his commands, and serve as a regular soldier. I inform Immortal-D of his duties as a squad leader, and tell him to grab his new steel gear first chance he gets. He can also move into Catten's old room in the nobles quarters...

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It seems that the coliseum was finally filled with chairs. Only a few dwarves are here at the moment, but the arena can sit up to 180 dwarves, with room for twice as many standing around.

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I tire of waiting. Thankfully, Tun enters the coliseum, followed by basically every civilians. the place fills up pretty quickly. I wonder what Tun has to say. Is he announcing my recovery? I bet that's what it is. The Duke clears his throat, and start adressing the fort with an autoritative voice.

''Citizens of Whisperwhip! I'm so glad to have you all here today! As many of you know, our good queen is still missing. With her rightful heir absent, it falls upon me to act as the highest noble our civilisation has. Yes, I know, I was only a hunter a few years ago, until I quickly rose through the ranks to become a duke. Ah, most of you probably still see me as a random dwarf simply ordering querns around...''

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Tun waves his hand around, and an engraver is dragged foward in plain view by two guards.

''For example, I recently mandated three querns. Sadly, only one of them was crafted withing the following months. I'm told by our good crafters that the order got lost in the backlog of jobs''

At Tun's signal, a speardwarf from the Magical Glove slaps the engraver, before litterally caving in her head with a kick. The whole fort watches in horror as the engraver's numb body rolls to the floor, before it's kicked down the arena. This is shocking. I'm shocked. Everyone is shocked.

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''Now, as you can see, while I'm ok with people making fun of me for loving querns so much, I will not tolerate that my demands be ignored. I am now requesting three more querns. My good citizens, I trust that you will all get to the task at your earliest convenience.''

The crowd is horrified, yet silent for a moment. Then someone starts to sob. a baby begins to cry. A few dwarves are screaming. Kol comes to me, the dwarf who strangled our beastslayer:
''Now you see, general, Tun  has grown mad with power. That's why I had to kill a dying soldier. Otherwise, he would have done... that... to a random crafter.''

I want to respond, but tun is not done yet. He orders the levers pulled, and down in the arena, I see Lady Asmel, waiting alone amidst the cages. Someone pulls the lever, and with each rotating gear, six or seven goblins are released below.

''Now'' announces the Duke, ''I know this little lesson may have been tough for some of you. So here's a long-promised show to change your mind.''

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Asmel starts her greatest demonstration yet, hacking and slashing goblins left and right. The goblins have nowhere to escape... or do they?

''Tun, you moron!'' I mutter to myself, ''You forgot to lock the FUCKING DOORS''

Spoiler (click to show/hide)
The goblins start to escape. The right door is blocked by Asmel's murderspree, but the top and left doors are fair game.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
For once, civilians have a great reason to ignore burrow restrictions. A dozen goblins start to pour into the spectating area. I order the soldiers to form a defensive perimeter, before it's too late. A few pets sacrifice themselves to save their masters. People are now fleeing the coliseum without looking back.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
I can hear goblins dying left and right down in the arena. Asmel doesn't even care, she's just slaughtering everything she can get her hands, or axe, on. That's two pages of combat logs, there's like 9. She's killed at least a dozen, from what i can see.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
I never see Asmel drink, or eat, or admire things. all she takes joy in is slaughter. she cleaves her last opponent, and look around. The arena is covered in vomit, blood, trashed cages and dismembered bodies.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
It seems the civilians did not enjoy the show as much as expected. The stands are covered in vomit, and there's corpses and blood at the entrance. There's gonna be a lot of cleaning up to do.

Spoiler (click to show/hide)
I order our less shaken workers to begin mopping the place up, and assessing the damage. They inform me that one civilian is missing. He probably was attacked when the goblins breached the doors. No corpse was found, it seems he was litterally obliterated. nobody knows how that happened. How is that even possible?

Spoiler (click to show/hide)
The mayor orders the mecanisms to be stored in the side rooms of the arena, as it will save time for the haulers now. It'll also make the mecanists' job simpler if we need to reuse the arena...

I spend a few moments trying to locate the missing dwarf, in vain. I do, however, come across something surprising. Among the corpses and the cages, it seems that one traumatised goblin remains. His cage wasn't wired properly, so it didn't opened. He has seen how crazy we are when dealing with our own kind. Even more, he has withnessed the death of forty of his kin, for our amusement. I almost pity the creature, as it now exist in a permanent state of PTSD. I order the cage transported outside the fort, near our frontier.

I have the cage opened. the goblin is free, altho he doesn't move initially. I look at him, and explain his new purpose.

Spoiler (click to show/hide)
''You will go back to your own now. If you aren't too afraid to walk, that is. If you do, you will tell them what you saw today. You will tell the passionate sins what awaits them if they return. Tell them the dwarves of Whisperwhip send their regards...''


Spoiler: OOC note (click to show/hide)
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Immortal-D on December 12, 2014, 09:33:14 pm
Yay, I got promoted! :D

Taupe; Good news, you're squad leader now.
Me; Is it my awesome fighting prowess, or rugged beard?
Taupe; You're the only one left.
Me; So I only got promoted b/c I'm popular?
Taupe; Pretty much
Me;  .... Woohoo, I'm popular!

I have to ask; Did you actually forget to lock the doors, or was that just for !FUN!?
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on December 12, 2014, 10:22:50 pm
At first I assumed they were opened because some thieves unlocked them, then I realized I never actually locked the doors in the first place. Like, ever.
...oups.

Also congratulation on your new title! Your new chamber is twice as big as your old one. EVERYTHING in it is made of palm. i hope you like palm, cause I'm too lazy to change the furnitures.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on December 13, 2014, 10:03:57 pm
Hey, look at this, the fort just turned 20 years old!

To celebrate, I updated the map on DFMA. Sadly I had to redo all the points of interest. Is there any way to transfer those between versions of the same map?

http://mkv25.net/dfma/map-12339-whisperswhips (http://mkv25.net/dfma/map-12339-whisperswhips)
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on December 16, 2014, 12:10:22 am
CHAPTER 39: Immortal-D: bird-puncher
End of 116

I call a small meeting in my quarters, and invite Dumat, the mayor, and my sister Kel. We spend a few moments discussing the duke problem. Tun has clearly gone mad with power. He may be a tool, but he is now a very influencial one. To the citizens, he represents an everyday dwarf who rose to power through hard work and perseverance. A symbol to all that despite the war and bloodsheds, each and everyone of them could one day become a legend.

Well, he used to be. now they are just scared shitless of him.

-We can make him happy, suggest Kel.
-With what, querns? mocks the broker
-Oh, yes! maybe pretter querns will stop him from doing the whole, hum, headsplosion thing. I'll get right to it, sir!

Sis leaves, enthusiastic, and makes her way to the workshops. I'm not certain that ''pretty querns'' will solve all our problems, tho. Dumat, the mayor and i start discussing how deeply fucked we are right now.

-With so many dead stoneworkers dead in the recent years, we are going to face some serious issues, I tell them.
-Welcome to 15 fucking years of my life, Dumat says. the only way the querns will be produced on time is if we have a clear backlog of tasks. And with so little miners still alive, that means basically starting no new projects whatsoever.
-Well, the mayor starts, I was working on a plan to maybe secure the caverns. but that would involve using more miners to excavate more stone pillars.
-Yeah, hum, about that, Dumat says...

Spoiler (click to show/hide)
Spoiler (click to show/hide)
''I'm told a miner woman was clumsy enough to produce another cave-in this morning. she injured her hand and her working arm, stupid fool. General I know you want me to supervise them, but they are beyond hope.
-So that's one less worker for the time being. great.
-Well to be honest, the broker says, why don't we put some soldiers to work asie from military duty? don't we have like, a fuckton of them?
-No.

I have 6 squad, most of them close to full, but one is still made of rookies, and we'll need them to be ready to fill the other squads once they get enough experience. My own squad and Immortal-D's are in charge of covering the caverns and killing forgotten beasts, Mistem's squad is now mostly blind and not of much use anyway. Asmel's team is in charge of chasing bandits, and her subordinate squad is in charge of holding the wall, patrolling the fort, and killing sieges. They use their free days to relax and heal, and i cannot have them doing some brewing or cutting rocks on the side. I need all my men. Overcrowded military ranks are a pain to our growth, but we hold our lives to the sheer numbers of men defending this place.

Spoiler (click to show/hide)
''Look at this''

The mayor produces a plan for an expansion to the catacombs. The design looks intriguing, and much fancier than the plain rooms we used for the entrance sections. According to Led's bookkeeping, we have exactly one coffin left before the crypts are filled to capacity. This new wing is neat, but who will dig it?

-That's the problem, general. Nobody. We aint got much miners anymore. I ordered this started about a month ago and nobody even got close to looking at the plans yet!

Spoiler (click to show/hide)
Spoiler (click to show/hide)
''One of our few remaining miners is busy working on a personal project. Artifact quality, for sure. a gift to impress the noble liasons, no doubt to gain a low nobility title. Beautiful as it may be, I'm not sure artifact grates are what we need them to be doing right now
-Hum, agreed.

Spoiler (click to show/hide)
''Oh, and we are out of copper'' complains manager Stukos as he barges into my office. ''And potash, and buckets. and wood, for that matter.
-That I can sort out in a few days, says Dumat. Trust me, i have a plan to get more wood that will free our woodcutters and deliver it straight to our carpenter's door.
-I'm not sure how you would achieve that, says Stukos.
-Just, yaknow, wait and see.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
''Speaking of wait and see, tho, it would be fucking great if our hunters could do a better job at tracking down those fucking elk birds before they run into the fortress. I've found some dead in BASE1, some in the magma forge for fuck sake. either ignore them or send the soldiers after the birds, so i can train the hunters as the next generation of miners
-Dumat, last time I gave you free rein over our hunters, you turned their leader into a quern-loving megalomaniac.
-Oh come one, don't blame me for Tun. Nobles are nobles, they all go rotten sooner or later.


Spoiler (click to show/hide)
''Speaking of which, the mayor says, the Lavender empire Law-Giver wanted to speak with me. Maybe I should get to that.
-did you tell him you were in a meeting?
-Not really, he asked to talk to me in autumn, been running after me ever since.
-Ugh, eyerolls dumat, you are the single worsest mayor. Also don't trust him, he works for fucking Quula of all people.

The mayor leaves, Stukos goes to delete all uneeded work orders, hoping people will be able to build querns in time now. Dumat claims he has some business to attend as well, and disappears to his own machinations. He is an efficient fellow, and having him back on board sure has lightened my workload, but i swear he is reckless, secretive, and possibly dangerous at times.

My thoughts wander, and I find myself thinking about dumat's imprisonment. He was apparently building a device to flood the queen's chamber with magma, claiming she was a witch or something.

Tun is living in those same chambers now. I wonder...?

...Immortal-D barges into my office, clearly proud to announce that his new uniform was in order. Now garbed in steel, with the highest quality leather garments underneath, he looked the part of a true milicia captain.

-General! I wait my orders!
-Well, your job is really just to stand watch over BASE1, but since I'm stilll severely injured, maybe you could...
-Yes?
-Immortal-D, the task i will now bestow upon you is crucial, and can only be undertaken by our most...popular... dwaf. yes, that's it. that's why i haven't asked anyone else yet.
-Anything, general!
-Ok, i need you to go downstairs and, erh, kill the elk birds. Like all of them.
-YES! I will do that. Holy shit, it means I'm popular!

ID is so excited, he leaves and forget his many weapons. which would explain the various reports he sends me in the following days.

Spoiler (click to show/hide)
''Hi general!

Attacked the elk birds as you wanted. They aren't very dangerous. Anyhow, I may have forgotten my crosbow and sword at your place? I'm punching the birds for now''


Spoiler (click to show/hide)
''Hi again!

My stand against the infamous birds continues, general! I'm so glad you chose me to lead this new war against terror and I guess avian super-flu? My men and I killed 3 more of the elk birds today. None of my men have died horribly yet.''


Spoiler (click to show/hide)
''Oh no!

I know why you sent me here now, I now have proff possibly maybe that the pod grabbers and the elk birds have formed and unholy alliance. When we killed two birds, the pond grabbers fled south to gather reinforcements''

Spoiler (click to show/hide)
Meanwhile, i receive words that someone on the surface spoted and sliced up a titan. giant surface monster reports are getting more and more casual over the years.

Spoiler (click to show/hide)
Unlike those from down below. Oh, look, more fucking elk birds.

''Holy shit,

I knew it, the pond grabbers recruited more elk birds to fight us out of the water. I stopped their advances... for now. still looking for my weapons, too busy to go back upstairs. I'm using a elk birds as a weapon for now. catten almost joined a fight, i think he is mad I took his place. and possibly his elk bird?

Hey catten did you call dibs on that elk bird carcass already? wait why am i writting that down"


Spoiler (click to show/hide)
''Oh dear god it never ends!''

I'm starting to dismiss Immortal-D's report when I stumble upon this one:

Spoiler (click to show/hide)
(http://i.imgur.com/kkAr98O.jpg)
''Hi general!

So after you set me here to war against the infamous Elk bird army, I discovered their leader, an enormous bird-like creature weighting 24 tons. It seems to undulate rhytmically, no doubt to create ripples over the water with which to send hidden messages to it's pond grabber followers. Will attempt to punch it, wish me luck''


Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
First I misread the combat reports, and don't notice something crucial: not only has a lion engaged the terrifying bird (or what ever the fuck a weevil is?), but it seems that a cook, some animals, and an engraver/miner/stoneworker/mason have been ambushed by a spider.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
''Terrible news, general!

A giant spider lurked into the caverns and ambushed two civilians as we evacuated the perimeter around the elk bird king. We unleashed a lion to hold the bird while we tracked down the spider. It seems the two civilians were bitten by a venomous bite.


Spoiler (click to show/hide)
Spoiler (click to show/hide)
The miner only managed to break a leg before the spider, which we called Omesesh (or crushspun) made a run for our base. The stoneworker is dead, and the cook managed to avoid the webs but died from the poison before he could run too far.

Spoiler (click to show/hide)
Good news, tho, I stationned Hammer Lord Stukos to intercept any wildbeast, and he headshotted Crushspun before it could enter the base. now, to fight the elk king''

Uggh, more dead miners, now my plans to kill tun with a giant magma chute can be considered a GIZIP. While I await the next report, I decide to adress some minor problems coming from another section of the mine shaft

Spoiler (click to show/hide)
Spoiler (click to show/hide)
A few naked mole dog are interrupting our newest miner, a farmer. The lad is trying to repel the creature by slapping it with an axe. Yes, this is how smart our workers are. When equipped with a giant blade, their first guess is to use it as a gentle club.

Spoiler (click to show/hide)
I order the farmer to step aside. My body is still hurting from all the repeated full-body incineration from a few months back, but combat comes naturally to me, like jumping back on a bycycle made of mass-slaughter. I proceed to break as many bones as I can on this naked mole dog.

My motto is ''You don't truly know someone until you've destroyed every bone in his body'' this maybe why I dont have many close friends among my fellow dwarves. I return, and a child messenger brings me the final report from Immortal-D's expedition

Spoiler (click to show/hide)
Spoiler (click to show/hide)
''Ok, so...

We've been tracking down the elk bird king alongside the river for days now. He seems to be spending most of his time wandering the river, and we can't reach them. Saw more pond grabbers moving around, obviously the longer we leave the king alive, the more reinforcements he will summons. I asked the miners to free some space by removing the stone pillars, but all the miners I talked to were either dead or cooks who were also dead.


Spoiler (click to show/hide)
Spoiler (click to show/hide)
It finally emerged after a few days of behaving weirdly. by that point, Doren the unburnt was the closest to it, as I sprayed the men around to cover the various river exits. He managed to keep the beast busy while we joined the fight. I am proud to announce that my mission is a success, and we are rid of the elk birds for now!

PS: have you found my weapons?''

While this was going on, the fort had turned 20 years old. a true achievement, for any dwarven settlement, considering how explosive some colonies tend to be. While we may lack industries, or an actual monarch, the fort has plenty of fierce soldiers, great booze, and a bunch of furnitures decorated with the bones of our enemies. A fine thing if I may say so.

Spring goes by smoothly, with a few good news. immortal-D is back from his cavern mission, which turned out to be much more than just punching chickens. He also retrieved his weapons from my office. Manager Stukos has successfully completed the newest quern mandate. He's also glad to announce that Dumat managed to secure about 50 pieces of wood, and put them in the storage pile already.

''Oh, I simply told the elves I would trade them all their wooden logs for our 4000 bolts. As bow users, they told me they wanted nothing to do with our bolts. I told them ''That's right, you want nothing to do with them'' so I agreed to remove the bolts from the trade, and i just took their wood for free. Made sure they knew to bring more of it as tribute next year, cause otherwise we were gonna offer them the bolts again. Very convenient how the depot is right next to the wooden piles now, we dont need to cut or haul it anymore.''

Spoiler (click to show/hide)
Meanwhile, Kel has been working on some marvelous bone works recently, such as this one. Creating an artifact drum certainly made her a great crafter. some of her items turned simple objects into beautiful pieces worth up to a thousand dwarfbucks.

Spoiler (click to show/hide)
Her namesake apparently encircled a gem with bone. While it is a pretty item dedicated to our previous general, I can't help but think someone took the instructions too litterally. I guess something along the lines of this occured:

''Hey what should we be doing with those ones?
-encrust them on some items, like whatever furnitures is closest on the pile.
-well, technically, this random gem from the jeweler bench IS the closest thing to me right now, so...''

I'm not an expert, but aren't you suposed to socket the gem INTO something, and not the other way around? I decide to put it in the barracks to honor my predecessor. I'd ask for the gem to be encrusted into something, but I'm afraid someone would just get confused, and build a fucking chair around it or something.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Meanwhile, other crafters are adding bones to items that didn't really need them much, such as this floor bag. The same crafter also worked on a quern. Not the greatest of art, so i doubt that will be enough to keep Tun under check.

Spoiler (click to show/hide)
Yet at this very moment, Kel shows me another quern, her true masterpiece. The quern itself is of great quality, and every bone decoration works together to create a true piece of art. In the middle of it all, a depiction of our goddess, Kadol, admiring the quern she is on.

''This is what I've been practicing for. I called it Kadol admiring a quern. do you think the duke will like it?
-Yes, sister, it is truly beautiful. You may have saved more life than you could know with this thing. This will keep tun happy for a long time.

I may not have to encase you in obsidian after all...


Spoiler: OOC note (click to show/hide)
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on December 18, 2014, 07:35:46 pm
Quick note about the fort: I'm currently running (ruining?) the happy go lucky fun ride that is Doomforest (http://www.bay12forums.com/smf/index.php?topic=144852.0), and salvaging this disaster is going to take a lot of time, especially with the holliday thing. Once this is done, I'm supposed to take a turn over in some sort of Warlock brooding simulator (http://www.bay12forums.com/smf/index.php?topic=146594.0), which I'm told is really hard to play for clueless people with no experience. I'm sure it will work super fine.

Scratch the second part, Doomforest was quite the adventure, and took way more time than I could ever expect. Once this was done, all I could manage was a turn in !DRUNK FORTRESS!. If you want to know what my storytelling looks like once you replace elaborate description by booze-fueled incoherent metaphors (http://www.bay12forums.com/smf/index.php?topic=116045.msg5905101#msg5905101), why don't you go take a look at the baffling unadventures of Lord Mr. Tacos?

Whisperwhip should be back in January.

EDIT: But probably late in January. My 4-years-old HP laptop has reached the absolute end of it's life cycle. (aka: it litterally melts from just browsing this forum). I'm in the process of building a new desktop, but it's taking a while, because nothing ships on holidays or during the weekends, because this is apparently still 1920. Most of the framerate issues should sort themselves out for the time being once I run the game on a decent computer.We may not have to fill the dumpatorium and most of the surface with magma.

We will do it regardless of necessity, obviously.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: SkaiaMechanic on January 13, 2015, 05:35:30 pm
Taupe, I've been reading this thread off my cellphone whenever I had a moment or two to spare. I recently caught up with it.
Fantastic story. I'm still surprised you didn't try some hair-brained scheme to kill the deity/demon ruler of nations when you had the chance.

Looking forward to seeing this continue!
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on January 13, 2015, 05:54:25 pm
Oh, plans were in motion, but we have zero productivity in this fort. Shit usually just vanish mysteriously before my contingencies to deal with it are up and running. Quula, the queen, and with them a potential undead apocalypse... All gone before the big showdown. Even the FPS issue is going to sort itself outside of the game.

...The fortress is stagnant and slowly rotting away nevertheless. All the best workers are dead. Soon I'll have to disband armies and put them to work. What a disgrace.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Salmeuk on January 13, 2015, 07:20:01 pm
Hey, look at this, the fort just turned 20 years old!

To celebrate, I updated the map on DFMA. Sadly I had to redo all the points of interest. Is there any way to transfer those between versions of the same map?

http://mkv25.net/dfma/map-12339-whisperswhips (http://mkv25.net/dfma/map-12339-whisperswhips)

Just in case you have failed to answer your own question, if you check the 'POI Sharing' box when creating a new POI, it will appear on all future related maps. Obviously it's best used for more permanent fortress features, and too many shared POI's inundate the list with repetitive locations - moderation is key.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on January 13, 2015, 07:49:42 pm
Thanks a bunch, Salmeuk! I was still looking for an answer. Thankfully, the fort doesn't exactly change much, so most POI should remain constant and relevant.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on January 15, 2015, 04:31:43 am
CHAPTER 40: Necromancers have feelings too!

Greeting, fine folks! It has been about a month since we had any story update, and sadly my computer parts's shipment is turning into a clusterfuck, which spells an awful lot of delays. In the meantime, I delved deeper in Legend Mode, so why don't we all take some time to learn more about the strange characters populating the Windy Realm?

Spoiler (click to show/hide)
Let's start with the realm's original Quula. Her portfolio is rather off-putting. She is associated with death, suicide, blight and diseases, she is a rotting carcass with a creepy and discusting title, and somehow, she is also the goddess of happiness. And daydreaming. A strange combination if i ever saw one, however, as we dig deeper down, we will see much more of this dichotomy surrounding death.

Spoiler (click to show/hide)
The first thing I decide to check is this legendary ''Tactical Hill''. Many of the pre-skypig migrants and founders endured a war there. right off the bat you know something went down, because elven kings are dying and elfs are eating humans, while Quula/Ukas is wandering around slaughtering dudes.

Spoiler (click to show/hide)
Yet, a few years later, a human necromancer by the name of Ohe Closebrain shows up in the Tacticall Hill, and reanimate the elves killed specifically by Quula herself. For what end, I cannot tell.

Spoiler (click to show/hide)
My curiosity shifts toward the lavender empire. While the Citadel of clutches is pretty unremarkable, save for it's monarchy, the human civilisation in the north is rather special. In the year 4, Ukas the giraffe fiend appears as a goddes, and usurps the leadership of the empire. Soon after, the Lavender Empire enters a war with the Apes of Crowning, one of the various elven civilizations. This first war ends with a peace treaty signed quickly by the elves. Quula turns her attention to Soothedslapped, a newly founded tower. When I embarked, SoothedSlapped was home to Quula, and a handful of humans. This is her private retreat, close to the empire, but filled with emptiness.

Spoiler (click to show/hide)
The peace treaty allows the human to create more settlements near the elven borders. This is not enough for the Lavender Empire, however, as many attacks are soon declared. The elven cities are pillaged, and the population turned into slaves. They will be used to build the many roads, tombs and keeps that will turn the Lavender Empire into a mighty civilization.

Spoiler (click to show/hide)
The following decades see more wars being declared, but they are quickly ended by peace treaties. Signs of elven rebellions being quenched, no doubt. Some seek to liberate their fellow clanmates from slavery, but the might and infrastructure of the Empire, combined with the powers of Quula herself cannot be challenged.

Spoiler (click to show/hide)
What follows is a rather smooth period of building and infrastructure centralisation. Roads, bridges and cathedrals are completed after years of elven labor.

Spoiler (click to show/hide)
After almost a century, the humans notice a settlement on the northern continent. Dwarves. Why are they here? It is clear that these newcomers have problems of their own. The travellers speak of a young dwarven heroine who took arms and slayed three mighty titans to save her cat. The dwarves of the Wilted Sack seem resilient, and well-defended, and soon adopt a very militaristic approach. With tales of a mighty monster-slayer, and a well-defended position, Quula is wary of fighting those short, strange individuals. For reasons unknown, the dwarves request nothing but wood, which come cheap to an empire that took over the elven lands. In return, the dwarves offer gems and rock crafts with no regard to their actual value (oh, and a truckload of rags to dress up the slaves!). A trade route is established, for mercantilism is much simpler than warfare when dealing with Whisperwhip.

Spoiler (click to show/hide)
I always assumed that Quula came to see us because she wanted to raise corpses, or meet the queen and take her as a pupil. In 114, she shows up at our doorstep and starts to stalk the mayor. This is exactly one century after she appeared in the elven lands. Could this have any meaning? she also resigned from her seat as empress, or law-giver as she named the title.

Spoiler (click to show/hide)
Could there be more to Quula the giraffe fiend than I know?

First, she was the first of her kind. she is associated with murder, war, death and fortresses. This is all in line with her attitude as empress. she wared the elves, killed them, and used the survivors to build a mighty society. I always pictured Quula as basically the devil. Her title of ''Law-Giver Giraffe fiend certainly didnt help here. In my head, she was sitting on a throne all day, sacrificing orphans and eating babies while murdering people left and right. also tricking people into selling their souls.

Yet it seems that Quula/Ukas has been exploring the world a lot. yes, as she finally exits the underworld, she uses her powers to hijack a small group of humans and slowly shape them into a force to be reckoned with. But as the years pass, she wars less and less, and begins exploring the world, taming various animals, and visiting exotic locations.

Spoiler (click to show/hide)
She also begins to write artifact books. (more on them later) Those tomes are stored in her personal tower, SoothedSlapped, to which she returns after her journeys. Ok, yeah, she also kills a whole bunch of elves. I skip a page here, just assume more elves die.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
years pass, and quula continues writing books, with some travels and elf-slaying along the way. Then after a century among humans, and elves, she visits the dwarves in Whisperwhip, and resign. The humans are finally in control of their own empire, which their deity of happiness and general gruesomeness forged for them. The giraffe fiend spends 2 years with the dwarves, then leave. No one knows where she went, but she isn't dead.  For a god of death and murder leading armies, she has a kill count of about 35.

Spoiler (click to show/hide)
Enough with demons, let's take a look at the royal family. Coq Floorquest is another strange character. Her necromantic powers were something I feared. but she never reached Whisperwhip. she is, however, still alive somwhere, doing her own thing. She was the first of her kind, and her husband died after 17 years. that must have been quite a tragedy. Then shortly after, some of her children die as well. However, in 74, she hears that by defiling a sacred place, her eldest daughter and heir to the throne achieved eternal life, albeit in a cursed form. shortly after, she becomes a necromancer. Is she trying to save her heir? Is she drive by jealousy?

Perhaps she is simply shocked by her days in the windy realm, and seeks a way to stop her loved ones from dying. She has achieved this somehow. yet instead of ruling from her new awesome fortress in the north, or bestowing immortality to those close to her, she instead chose to exile herself and disappear.

What have you discovered, Cog Floorquest? What was the price you paid for immortality, that somehow made your entire kingdom irrelevant?

Spoiler (click to show/hide)
Meanwhile, we have the heir apparent, a vampiress, currently on the run from various dwarven settlements after her clumsy murders aroused suspiscion. for the last 30 years, she has been undercover in theathershake, her true identity and nature still a secret. Maybe that's the key here. By the time queen cog ad mastered necromancy, her daughter was already gone, unwilling to break her cover. Her mother must have agents looking for her since then, yet none found her yet. Could the whole thing happening in the north be a decoy? It is possible that moving the capital to the faraway Whisperwhip was just a ruse, giving the queen time to disappear and look for her daughter, while claiming that she was travelling to the northern continent.

Interesting fact, before being cursed, Princess Kumil led the Cult of bronze, a religion devoted to Kadol, of which the Bronze General was an important member, along with his sister Kel.

Spoiler (click to show/hide)
I decide to browse the vampire's descendants. her great-granddaughter is currently living in our fort. she is the wife of the engraver/mason/miner that was executed recently. Still, the queen's great-great-great-granddaughter was born 2 years ago, meaning that Somehow, if the queen was to die as well as the vampire, the throne would go to Ral's parent, then to her, then to her daughter Ducim.

Spoiler (click to show/hide)
Finally, i promised we would look over the books! Ukas Archescort is using the pen name Quula, and her first book is about the tactical hill where she led her military campains as empress. She sounds like a serious and vicious individual.

She then writes a tome about the giraffe Fiend's practices, altho there is yet a single giraffe fiend, herself. it's almost like she is trying to consolidate her sense of identity.

She writes about her enemies, the elf, and produces a 237 pages biography on one of them, by far her longest book. She is studying the humans from up-close, but most of her book relate to the elves and their lands.

Ukas Archescort creates Hell, a book made of forgotten beast leather, depicting tales of the underworld. This is the single most metal artifact ever created right there.

Spoiler (click to show/hide)
Fifty years after her escape from the underworld, Quula creates another book about the elven lands, this one a more flattering work than the precedent.

At this point, quula just doesn't give a fuck anymore about her disguise, or the tricks that got her to be named empress. she writes an autobiography of Ukas Archescort the ferocious Nails the giraffe fiend. She seems to be growing weary of her role as empress, and starts to travel and write more, isolating herself from the people she fooled. Clearly she has learned all she cared to know about humans, and is now studying elves instead. She also seem to be writting about her kind a lot, so possibly she wonders about what she is, and study other races to understand her existence.

Her last book is a dire tome describing death. This is her longest and most elaborate book. the writing is dire, and dead serious. clearly, legends of dying demons and forgotten beasts, as well as the countless wars she waged, have made her aware of her own mortality. she is mighty, yet after eons of treking the underworld, she has escaped to the material plane and now truly understand the grasp of death. The powers she represents and embodies will soon claim her as well. The age of Myth is coming to a close, and in time, the walking gods and megabeasts will all be forgotten, slain, or sealed off in the depth of the earths. Year after year, she hears of the heroes of Whisperwhip, slowly taking down demons and titans like they were cake.

Maybe this is why she left, and visited the dwarves, whom she must never have seen before, as the Wilted sack is the first group to lay foot on her continent. Everything she did now makes more sence. The way she stared at corpses, looked over destroyed FBs with an eerie glare in her eyes and not a word spoken, how she followed the mayor around and observed his strange mechanical skills at work, never speaking, slowly towering behind him for years on end... Whatever she has seen here, it was enough to give up her empress title for good. Now she has gone on a new journey, perhaps to visit more dwarves, or discover a meaning to her now counted days.

Spoiler (click to show/hide)
i lied, there is an eight book by Quula, it's also about the elven lands. but that's not what matters.

Here we have a book by Tikes Tanbanner, which is a kickass name if i ever saw one. He wrote a looot of books on necromancy, death, the tragedy of the human condition, and from what I understand, he was the student of Ohe, the necromancer who raised the elves in the tactical hill. His writing is very personal, full of anecdotes, and filled with melancholy.

Another book you may have noticed on the other screenshot (i mixed a quula and a tikes book up sorry) is called The wizard guide to Extinction. at first it sounds like a tome to learn meteor swarm for high level spellcasters, but it is actually a sad, melancholic tome on the secrets of life and death. given the title, it's fair to assume that altho he mastered necromancy, Tikes Tanbanner did not in any way believe that it could actually repel death forever. His beloved mentor Ohe was himself a necromancer, yet he is now gone from this world.

Reading all this has filled me with an unshakable feeling of dread. I was supposed to be the hero, fighting off the bad guys. The lone, rogue champion battling against tough odds. But the more i read, the more I realise that most of the antagonists I'm facing are better heroes than I am, filled with grief, despair, and tragedy. I'm just a violent asshole with a crossbow and a bad attitude. Something is not wrong with Whisperwhip. The world as a whole feels wrong, and somehow, i was too busy complaining about all those goblins I had to slaughter casually, rob and dump in a huge pile to realize that we are basically the bad guys in this thing, everyone has it worse.

Could this be the real story behind this playtrough?

For long I saw Whisperwhip as a bastion of willpower and strenght, courageous dwarves fighting off armies of invaders and countless beasts. their identity is forged not by their riches, nor their fame, but by the sheer fact that they remain alive to this day. Yet, the fort fails to thrive in areas other than warfare, and as the years pass, the mighty warriors are slowly turning into exiles, fighting a pointless war with no real reason to stay, and nothing to return to. they have come to pray, as have I, for a glorious death, maybe to a dragon or fighting off a zombie invasion. Yet it is the slow, inexorable grind of accident, poor planning, disease and infighting that is slowly bringing the place to it's knees, one stupid death or accident at a time. I have described the fort as the Captain Star of fortresses, and i still believe this is accurate.

Yet when you read this story, or watch the show im referencing, it's easy to just look at the misfortune of those dwarves, or this crew, see them stranded at the edge of the world, and curse the world that has forgotten them. What you don't think about, tho, is that maybe, just maybe, the rest of the world is also having the same problems. The Windy Realm is aptly named, for it is ephemereal and fleeting. In time, it will vanish and die, and so will all those that dwells there. Necromancers master the art of life and death, yet fail to save their loved ones, nor themselves. Heroes fight a battle, only to have their victories robbed from them by time and tragedy. a vampire has gained an extended lifespan, but in doing so, lost the grace of her goddess, and forsake her throne. Even an ancient Archfiend of death, that has been in the underworld for eons, is now realising the futility of existence, and travels the world seeking answers, trying to make sense of it's life.

So what is the point of life on the Windy Realm, then? why do all these characters keep going, despite the failures and the unavoidable ending? Why should the dwarves of Whisperwhip endure, when deep inside, they know that their actions are ultimately futile?

I think Quula, or Ukas, has the right of it, even tho she probably doesn't fully realise it herself. Maybe the true meaning of life isn't the ending, but the journey...
Title: Re: Whisperwhip: Slowly rotting away...
Post by: SkaiaMechanic on January 16, 2015, 08:23:46 pm
Quula isn't the same black and white villain from over a century ago. Yeah, ruling nations with an iron fist SOUNDS awesome, but when you're stuck in the bureaucracy of day to day living as such, it can wear on you. She is the ruler of people and nations she always wanted to be, the one she made a pact with a god to become, but still finds herself dissatisfied. Most demons would just conclude that more power would be needed for that. But in her travels and occasional genocide, her worldview opened up. Having to act as the goddess of happiness and daydreaming since the beginning of time can change a person. She wanted to know about the world, she wanted to know about herself, and she still wanted to kill a lot of elves. But even that was tainted, as her thrill of crushing armies of elves slowly evolved into begrudging respect for each victory they won. To beat them she had to study them, learn their culture, their tactics and way of life. The battles, victory or defeat, were the most interesting things she could remember. She had strange thoughts about the world, and tried to write them out. About the elves and their homes. About her life as a demon and in the world. About her future and the end to all things.

And then she came to Whisperwhip. Under the pretenses of using these new "Dwarves" and betraying them as she had been doing with the elves for decades, she made her way to the fort. But something had changed. She felt tired...and weak. But she studied the craftdwarves. She saw their plotting and personalities. She saw the rotting Dumporium, filled with carcasses. A few decades back she would have shown off such a scene, towering above the landscape of rotting flesh and bones to let anyone know what lays in store for all who defied her. It would simply associate her with Quula's death and blight connections anyways. But these...these Dwarves...it was just another chore. Not a victory, not a tragedy, it simply was. The Dwarves took the old and smooth bones out of the pile and made small crafts out of them. They weren't laughing at their foe, mocking their grave, they just wanted something interesting from the next caravan that made it to their depot. She saw The Scarred, the Dwarves covered in burns from their necrosis treatment carrying on day to day, not ignorant of their pain, merely accepting it with their duty. She saw masons tell children to do the work for them when they couldn't get the energy to do it themselves. She had personally slaughtered many face-to-face. But what was war here? All that she as a goddess, she as a demon, she as a living being ever associated herself with?

A storm of copper bolts flying out of the wall at once...and then a horde of dwarves running out to pick up the rags of the slaughtered.

And she did not care.

Which, was odd, since she SHOULD HAVE cared. Her heart should beat to the sound of war drums, lungs refueled by the stench of blood and death. But she gazed upon the slaughter and found none of it meaningful anymore. It just was, and that's how the dwarves treated it, having to spend year after year in these conditions. These dwarves that sought neither glory nor death, but simply to stubbornly survive.

And Quula wondered of the reason of every single action she had ever made. And she realizes she is weak.

I wonder what the face of a giraffe demon looks like as it comes to such startling existential crisis.

She couldn't return to her empire. She would desert them, and the humans and slaves would go on without her. They might be happier, they might have a civil war for the void in power she left behind. She didn't care. Whatever happened, happened.

Someday a hero will rise up and slay her like the mighty forgotten beasts in the caverns. It's not a matter of if, but of when. Not in a legendary battle fit for an epic, no. But in a storm of bolts and the picking up of her rags. And then everyone will return to their daily lives.

What did she want to do until then? She didn't know. Nothing seemed to be worth her time anymore.

...but she wanted to find out. She turned to the mayor she had silently followed for two years now.

"It has been an honor. I bid you farewell."



She didn't even bother slaughtering them all on her way out. And as she was leaving, another diplomat entered. A constant cycle.

I wonder what she'd do next?
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on January 16, 2015, 10:25:22 pm
Great text, Skaia. That was an awesome study of the character!

Ps: I'll try and proofread and correct typos/mistakes on this monster during the next months. Standardize the chapters and the formatting too, if that's not too much of a chore. It'll take a while, but I feel the early chapters were rushed and could use a few corrections. Hopefully this will make the brick that this thread has become more approachable to new readers. Maybe add a few illustrations to key moments?

In any case, just the intro has been severely updated, to include the names of many important things, including the world, the queen's, the lavender empire, and the founding group of dwarves behind whisperwhip.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: firsal on January 18, 2015, 03:45:57 am
Whisperwhip: A fortress so hardcore that it gave a demon from the beginning of time, slaughterer of multitudes, a leader of a great empire, an existential crisis.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Dwarf4Explosives on January 19, 2015, 03:07:29 pm
Seriously, this fort is awesome and deserves to be in the hall of fame if it isn't already there.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on January 22, 2015, 06:06:02 am
Quote
Whisperwhip: A fortress so hardcore that it gave a demon from the beginning of time, slaughterer of multitudes, a leader of a great empire, an existential crisis.
Some members of the fortress are not as hardcore as I would hope. Thankfully, this will be fixed soon enough. (or doom us, whichever comes first)

Quote
Seriously, this fort is awesome and deserves to be in the hall of fame if it isn't already there.
Thank you so much! It's always a pleasure to see strangers come out of the shadow to voice their appreciation! As for the hall of fame nomination, I don't think the fort was ever nominated. There is so much text, I'm not really sure how many readers are actually caught up on the story...

The updates should be starting back soon, as I'm done building the new computer. We went from 10 FPS to basically 30 (holy fuck!?!) so expect things to move much faster now! The next chapter, ''Justice is served, supper isn't'' should be ready this weekend. Thank you for bearing with this delay.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: firsal on January 23, 2015, 09:45:50 am
Quote
Whisperwhip: A fortress so hardcore that it gave a demon from the beginning of time, slaughterer of multitudes, a leader of a great empire, an existential crisis.
Some members of the fortress are not as hardcore as I would hope. Thankfully, this will be fixed soon enough. (or doom us, whichever comes first)

Quote
Seriously, this fort is awesome and deserves to be in the hall of fame if it isn't already there.
Thank you so much! It's always a pleasure to see strangers come out of the shadow to voice their appreciation! As for the hall of fame nomination, I don't think the fort was ever nominated. It migh be a better idea to wait until the old chapters are revisited and corrected before posting a nomination. The moment someone does, people are gonna rush in to see what this is about, and it would be better for these newcomers to find an up-to-date and typo-free version.

The updates should be starting back soon, as I'm done building the new computer. We went from 10 FPS to basically 30 (holy fuck!?!) so expect things to move much faster now! The next chapter, ''Justice is served, supper isn't'' should be ready this weekend. Thank you for bearing with this delay.

Awesome! Looking forward to the next update.

Also, would you mind dorfing me as a militiadwarf? :3
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on January 24, 2015, 11:11:30 pm
CHAPTER 41: Justice is served, supper isn't
End of spring 117

As the elves depart, no doubt to gather all this awesome new wood they'll gift us next year, the mayor barges into my office. He's happy to announce that the legendary and metaphysical issue known as ''fps drop'' has been resolved overnight. The only explanation he could give me was that it was no doubt the result of the Gods upgrading the machinery they use to power the universe. The passage of time should no longer be dilated tremendously. Shame, I was almost getting used to think about everything in slow motion. The night before felt like they lasted forever twice, which was terrible for getting things done, but awesome for planning how to set things right.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Before I can get on with my most recent and bold scheme to date, two more important news reach me. The first is that Atir the engraver has claimed a craftdwarf workshop and is now in a very weird mood. I don't get too excited about that. Probably another fucking mug on the way. What troubles me is that Tun has ordered yet more querns to be created, and Atir is one of the few remaining competent mason. I hope we don't end up missing a deadline.

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The second news is that Kol is beating the shit out of another helpless dwarf. How did this happen? Have my fears been confirmed already? Kol is the duke's main enforcer, and hearing about him fighting a civilian probably means that Tun is mad. I ask about more details. Is the civilian ok?

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Spoiler (click to show/hide)
I'm told that Urist the planter is not ok. In fact, his skull was punched through and through, resulting in a terminal case of not being ok. How did this happen? how could anyone be so dumb as to let Tun get angry like this, after he made such a gruesome display in the slaughterdome? I must get answers, and find out who fucked up so bad. If anything, this is clear proof that my restructuring of this fort is direly needed.

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I run into Dumat, who is overseeing the digging of the crypt expansion. He's calling it the people's graveyard, where the victims of an oppressive tyrant will be put to rest. Dumat is always trying to secure the support and favors of the workers. The army couldn't care less about him, but the lowborns and commoners swear by his ideas.

''Dumat, you dumb buffon, how could you let the miners work on a project like this when there is a quern mandate underway?
-Erhm, with all due respect, general, that's like, not a thing.
-What?
-I talked with manager Stukos. There hasn't been a quern order until the latest incident, because the duke is too busy enjoying Kadol admiring a quern. Do you really thing I'd be stupid enough to dispatch our miners if we had a mandate to meet? I've run this place for 15 years, I know how this whole personnel management thing works. In fact, back in my days, we never missed a fucking deadline.
-Yeah, well, hum shut up. If there wasn't a mandate, why did Kol beat up another apprentice mason?
-Gee, I don't know, who's the fucking general around here? Maybe you should keep your goons in check more.

I won't even respond to that. I leave, but take good note of Dumat's attitude. He's undermined my authority in the past to crown himself overseer, and with the regicide accusations still lurking over his head, he'd better not pull that trick again. I decide to have a chat with our doctor. Once more, he confide in me his suspicions.

''Kol is more than just a lackey to Tun. His stories are inconsistent at best. I think he's a savage thug looking for excuses to murder people. Keep an eye on him, general.''

I end up talking with manager Stukos, who's still so happy about the promotion of his son Immortal-D. Stukos confirms that there were indeed no work orders from the duke as of late. Urist's death is most suspicious. It's time to gather some witnesses and find out the truth about Kol's actions.

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Spoiler (click to show/hide)
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''General, general! Check this out, I made a sweet mug!
-NOT NOW, ATIR!''

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The plot thickens. A woodcutter, as well as two children, confirm that Kol killed Urist the planter and soon-to-be mason in cold blood. Kids are really fucking stupid, meaning that they are too dumb to partake in any sort of political plot. They must be telling the truth. The jail was never completed, as this is essentially the first time in 16 years where a crime is reported. I could order the jail to be put in place, but I can't afford to have the masons, engineers and smiths all giving up their current tasks for this. No, Whisperwhip's justice shall be swift and merciless. I can only rely on one person here. I dispatch Kel.

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Kol the murderer is off-duty. When my sister the modest goals get to him, he's busy engraving a nearby wall. Not for long, jackass.

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Spoiler (click to show/hide)
Kel grabs Kol and start pummeling his face repeatedly with her fists. Once he gets less defensive (and conscious), she breaks each of his legs in three points. That'll teach him.

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Spoiler (click to show/hide)
Kol is down for the count, and it'll be a while before he can walk again, if he ever does. Not exactly a big loss. Kol was a brave soldiers, but he's killed almost as many dwarves as he did goblins before Kel put a stop to his unhealthy pastime. Sadly, I could not find any evidences to prove that he is responsible for the death of Ustuth. The army don't exactly need him on duty right now.

To be fair, there is a lot of people the army doesn't need on duty right now. While I may need my squad and Immortal-D's available at all time to patrol the caverns and respond to monster appearances, this is no longer true of the surface. Mistem's squadron is not exactly useful at anything, so I keep them training the newbies, or patrolling the halls for unruly animals. The sixth squad is still inexperienced, and must keep training, then they'll be used to fill the blanks left in the first squads. The wall no longer needs two squads, tho. Not with the sheer size of Lady Asmel's balls resting at the top of it. Goblin sieges are no longer the big deal they were ten years ago. With just 6 to 8 dwarves patrolling, we can respond to thieves and ambushes easily. Asmel herself can kill 30 times her number in greenskins. If any invasion happens, we can easily dispatch the Ferocious Tools to the field while the rest of the soldiers gather their gear.

Spoiler (click to show/hide)
Obviously, my squad and Asmel's are still to spend a month per year training, as to not go rusty. This is the only time when the Inky Wells will be on wall duty. I order them to become miners and masons the rest of the time, as well as to give a hand with engraving the fort. They are strong and do not tire easily, which are the main qualities required of our miners and masons both. Having them carry our heaviest stones and do tough manual labors will be easier for them than it would be for, say, a teenager dabbling in the trade. We need masons and diggers, and the Inky Wells shall be those workers. With some luck, this will give them a new insight about life and themselves, and make them better soldiers somehow.

Spoiler (click to show/hide)
Another thing we don't need are cooks and brewers. According to Led the bookkeeper, we can survive on what we have for about 3 years in drinks, and twice that long in prepared food. We will need recruits ready to fill in the blanks left by dead soldiers, and now is the time to train them. I order the leader of the Magical Gloves, my namesake Muthkat, to train them as best as he can. I believe that this military training will make our cooks and distillers more disciplined; a skill they obviously lack considering the giant pile of unhauled barrels lying in the courtyard, and the meals left to rot everywhere. Strength and agility can only make them better cooks and haulers when they return to their civil duties (maybe?).

Spoiler (click to show/hide)
Spoiler (click to show/hide)
In time, I plan to have most of the fort undergo a draft of 2 to three years. Dicipline, physical fitness and badassery shall be the essence of this fortress in due time. For now, we'll start with the cooks, and see how they turn out. I asked dr. Melbil to perform an examination of the new recruits, so we can compare their stats after each year, and see how well this is turning out. I used the leftover tables and beds we had in our stockpiles to convert the area next to the failed execution range into an adequate barrack for the new Magical Gloves.

Spoiler (click to show/hide)
It is now way into summer, and the cooks and brewers are still slacking off on the job. Nobody is training, they are all sneaking out to perform easier tasks around the fort. I gather the unruly recruits and have a serious talk with them (But really, I had to play with the burrow connections, as the magical gloves were previously part of the civilian alert and not set to training/active. Oups)

Spoiler (click to show/hide)
In a year, I plan to have the cooks and brewers face their real foe in the arena. They'll simply be shooting it down from above, but I find live target practice more valuable than any amount of practice gallery. I order the mayor to set our newest batch of prisoners down in the slaughterdome, and link them to the levers. We'll start with a goblin per lever, since newbie archers will need a full quiver to finish off a target even at ten vs one. This grey langur is going unruly and flings poop at the trainers. He shall have the honor of being the first dummy.

Spoiler (click to show/hide)
The Inky Wells are owning their skills by trimming the old mine linking the workshops to the Duke's throneroom. Having a bare and rough area between two important sections of the fort just won't do, so this seems like an easy first task for our new miners. Once the place looks decent enough, they start smoothing it.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Zulban the master lasher joins force with the old stone detailers as they begin smoothing the terribly inefficient dumping corridor. He is definitely slower than any of them, by a long shot. Yet, after all the engravers quit to take a break and rest, Zulban remains, focused on the task given, alone on the job. With time, he may become a better stoneworker than all of them, thanks to his unwavering military will. Thank you, Zulban, for proving me right on this important decision.

Spoiler (click to show/hide)
As summer draws to an end, the fort actually starts to amass idlers. I decide to reward my fellow dwarves on their tough work by allowing them to gather socks and shoes from our fallen enemies. It's like a mini Clothsgiving that warms our heart.

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Spoiler (click to show/hide)
Except you, Kol. Because your legs are smashed. You can't grab new socks.

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Aww, damnit, a siege on Clothsgiving? I send Asmel outside with her squad, and dispatch Mistem and the blind warriors to the west. Just... intercept any troll you can hear, will you? The holliday must not be interrupted. Thankfully it's only a baby siege, with 65 or so goblins and trolls combined. 3 get trapped, 5 escape, the others are slaughtered as usual.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
coming back from the battlefield, a soldier announces that he has named a weapon. I normally do not pay much attention to those messages anymore, but this time it's from Tosid, our local paladin. Grizzlerags the sling of storms has ended the life of 12 of his opponents, making it worthy of a title indeed. More so than a palm crosbow that never fired a shot. Wink wink, you know who you are.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
To conclude this productive season, Dumat the broker announces that he installed two statues of himself in the people's graveyard. Why, just why do you have to be like that. At least, he also did something more productive too. The renovations are now underway in the second bridge passage. Once this is complete, the room will be suitable for traffic, and moving to and from BASE1 will be much easier.

All in all, this may have been one of the most productive season in Whisperwhip's history. Changes were made, drastic changes, but I believe it is for the best. In time, we may have an actually productive fortress. Not only that, but we've also caught the most notorious criminal in this fort's history, and put an end to his antics. Good job, everyone! Except you, animal trainers. Get your shit together. (http://i.imgur.com/NCb5nl8.jpg)
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on January 26, 2015, 10:10:07 pm
CHAPTER 42: Fire and blood
Fall of 117

Spoiler (click to show/hide)
(http://i.imgur.com/nddEluS.jpg)
The fortress carries on without incident, until some early fall morning when Immortal-D announces the arrival of a new monster.

''it's another giant bird! It has come to avenge the fallen Elk bird king!''

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
It flies rapidly above the volcano, and is heading toward BASE1's entrance. I mobilize the Turquoises of Hair, and Immortal-D has the Contests of Fortifying on the move. We can hear the monster stalking us on the other side of the door. It speaks in a strange tongue, screaming and cursing. No doubt an ancient vengeance wish spoken in name of the Bird king, which was slain in Whisperwhip this spring. I'm afraid that the beast's words may hold some secret power, so I order everyone to swarm the creature. Poisonous stings are not the deadliest of abilities, not with the dodge training imparted by Immortal-D.

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Spoiler (click to show/hide)
Charge! The beastslayer is the first to charge outside, and shoot the monster at point blank, shattering its spine. The now quadraplegic Osprey crashes to the ground. The troops jump on him and pummel it to death. It's so one-sided I actually feel sad for the thing. I express my feelings out loud.

''Do not feel sorry, general, warns me Immortal-D. I can understand the things it said when it arrived. ''Veangeance, Justice. Fire and Blood''. The ancient birds of the world have sworn an oath to see this fort perish by their talons, and more will come. We cannot rest, I'm afraid. Not until all the birds in the world are dead.''

I dismiss Immortal-D's words. The son of manager Stukos is a great soldier and leader, but his reports are delusional at times. Whisperwhip has known far worse than birds, especially if they are all as weak as Osnusm the Osprey.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
I'm told as we get back upstairs that a child was overtaken by some strange mood, and withdrew to a craftdwarf workshops, taking the traditional ressources of this fort with him. Ugly stone, red zircons, and various parts of hyenas and dingos. I can't wait to see what uninspired mug he comes up with. Not.

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As long as the caverns are not easily accessed, travelling up and down is a pain in the ass. We'll need more backpacks and flasks, to accomodate the new trainees. Quivers, we have plenty. Work on the second bridge room is suspended for now, thanks to Tun ordering about 10 new querns last season.

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Oh, it's a scepter. Again. We have trice as many scepters as we have nobles, but great job, kid. The rise of a generic goblin as our enemy is truly the most important thing to capture about the history of this place.

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Speaking of craftdwarfship, the slab for our old beastslayer has not been placed yet. Better put it where it belong, that Ustuth may finally rest in peace as she deserves. Her death was most weird. Doctor Melbil confirms that it may have been an infected old wound from a feline, but it was reopened and magnified overnight by the spell cast by the forgotten beast that Ustuth vanquished. Her sacrifice will not be forgotten.

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Enough thinking about dead soldiers, let's focus on live ones. During her recent fights, Drokles the lasher has become a mistress of her craft. She is now a formidable dwarf indeed, despite her absolute pessimism. Her nickname is particularly interesting. Drokles Saviormetal, the Friendly River of Machines. does she wish to apprentice as a mechanist? I'll talk about the mayor.

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Nevermind, the mayor is busy mentioning that we are out of wood every seven seconds. That's annoying. I tell him to shut his idiot mouth, grab an axe, and venture in the caverns to fetch some by himself. Hey, Drokles, we have a temporary spot open in the mechanical department!

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I'll let the mayor suffer quietly in the caverns, maybe for a few days, before I tell him that he has a new guest. I watch the horizon as the new Law-Giver of the Lavender Empire crosses the plains and head toward the fort.

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Oh. Fuck. Shit. By armok, an ambush springs out right above the lawgiver's head. He's way too far for us to do anything. I order Asmel to murder what she can and make the corpse disappear. If anyone asks, he never made it, we never saw him. He's the 5th lawgiver of the Empire since Quula left the position 3 years ago. It's apparently a more cursed job than teaching children to fight off the dark arts ever was.

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speaking of magic, the encrusted gems in the workshop room continues to grow. One of them is now surrounded by the bones of no less than three megabeasts. I swear someone in this fort is crafting a bone golem right there in plain sight.

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Right before the end of fall, the farmers announce that a pig has died of starvation. Their numbers have grown quickly during the last year, and now they cannot feed themselves. I relegate the issue to Dumat, who puts the slaughtering courtyard to use once again. I have more important things to manage.

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For example, this goblin sneaked right to the entrance of the fort. Could it be that cutting the number of soldiers of the wall was a mistake? Three fighters and a lion give chase, but the greenskin manages to outrun even the king of the jungle. Curses!

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His friend appears as the fighters return, and attacks a child, knocking him aside. The fighters chase after him too. This one isn't so lucky!

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And yet, it turns out this was just a diversion. The first goblin followed the fighters to the fort, and made off with a baby while his friend distracted our guards! His parents are incredibly upset!

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Immediately after the kidnapping incident, no less than 5 barn owls revert to a wild state. they are torn appart by war lions and dingos, as their owners stare at the scene with horrified looks on their faces.

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The barn owls are not going down too easily in some parts of the fort. One dingo, which I assume is the real Slim Shady, is getting it's ass kicked by a fucking bird. Then three more barn owls join the frey, and start causing a havoc.

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A hyena close to rebelling is inspired by the barn owls, and tries to eat a puppy. Why did we even bother with pets.

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At least the situation outside is contained. kobolds have joined the fray, but a soldier manages to intercept them before anything bad can happen again.

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Oh shit even more bird attacks all of a sudden. Could Immortal-D be right? Are the birds rising up against Whisperwhip, like the Osprey proclaimed? No, I will not believe such stupid tales. I am a practical man, not a superstitious lunatic like my newest squad leader.

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Someone crafts a harp to calm the owl. It sort of works, but only because the number of barn owls is now basically a sixth of what it was before. TrifflingPaddle will be placed in our vaults, alongside Kel's artifact drum.

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Ah, Kel and her recent obsession for drums. She is decorating everything she can with a picture of this instrument. Her team of bonecrafters have been hard at work. Bags and armor pieces are being beautified everyday. Buckets are especially awesome in Whisperwhip, the average bucket being priced at 1000 urists. A third of the bonehoard has now been emptied. According to Led, we now have close to 300 totems. I send Dumat to trade them to our fellow dwarven merchants, alongside any wooden equipment left by the elves, and our tons of used cloths. There is way too much to bring to the Depot in time, but Dumat gets in two solid trades, obtaining drinks, some metal and high-quality bolt, as well as steel armor for the recruits. He gets rid of over half of the intended trade goods littering our stockpiles. A good merchant visit, all and all.

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(http://i.imgur.com/3AUzX9D.jpg)
As the year draws to a close, Immortal-D barges into my office once more.

''It's the third bird this year! Do you believe me now? This one breathes fire, just like I said! fire and blood, the birds are here to get their revenge on us!
-Silly idiot, stop lecturing me and get your squad down there!''

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This majestic Grouse of Fire is up to some nasty stuff. It foregoes the fort, and instead demolishes the steel door leading to the lower levels. The hatch cover is next, torched by the firey breath of the giant bird. The creature remains there, chanting something strange, while sitting at the entrance of the unexplored depth. What kind of dark creatures is he summoning from below? Immortal-D doesn't want to find out, so he orders his guys to charge.

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three dwarves go in, while Immortal-d and Catten remain outside of the fireball's range, shooting with their crossbows. Once the beast has been slain, they immediately change back into their civilian clothes and walk back casually, without looking back. Because cool guys don't look at explosions. The battle went very well, with nobody getting injured in any way.

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the corpse of the creature is glowing, still on fire. The three melee dwarves move in to investigate, and attempt to haul the corpse back to the surface to butcher it. Then smoke fills the air, and the small chamber leading downwards turns into a thick mess of ashes and nauseous gas. The corpse of the Grouse starts to flicker, and explodes in a goey cloud of blood.

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Now Endok is glowing as well. He doesn't know what the hell is happening, but his name is flashing rapidly. This shouldn't be happened. Why is his name glowing. Tell me now game, tell me now.

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Lor and the Unburnt Doren are also flashing now. What the hell is going on? None of them bears any scratch! What kind of sorcery did the Grousinder cast upon the party? (Grouse+ cinder, actual pokemon concept I'm selling to game freak live)

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Nothing in the caverns below. The ground around the creature itself is filled with a strange liquid, which nobody can identify.

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I check medical records. Doren was once diagnosed with a forgotten beast syndrome. Maybe that's what this is? Lor and Endok are also part of the Contests of fortfifying, so this could just be a result of an old syndrome. Maybe the flashing is harmless, or a bug. Doren has killed 3 beasts, and faced quite a bit more, now is not his time. He is the most badass dwarf we have here, so a little bit of smoke isn't going to shake him.

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Doren explodes into a geyser of blood. Every single part of his body starts to exhudes a torrent of sanguine liquid. There is so much blood around that a cloud pops out of his body the instant this issue kicks in, mixing up with the smoke to create a brown fog around him. On the plus side, he's no longer flashing.

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lor is trying to get out of the cloud, when suddenly, he too transforms into a geyser of thick brown smokey blood. He starts to get up, and finally exits the cloud of heavy smoke left by the burning bird carcass. He starts heading toward the base, where he'll receive some much needed medical care, and a medal.

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lor's name is no longer flashing. His body starts to bleed heavily, tho, and within second every part of his body is now pissing fluids everywhere. He looks in front of him, up the ramp, where he hope to find the exit, or some help.

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...But there a few meters in front of him, the only thing he recognizes is the lifeless corpse of the unburnt Doren, slayer of many monstrosities. Doren didn't make it far. Lor knows the same fate awaits him. He stops, and collapses on the floor. The corpse of the two comrades now lie together, lifeless, bathing in a pool of their mixed blood.

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Quickly, everything is forbidden. nobody is going in there. There is nothing we can do to save those poor souls.

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Immortal-D stares back at the cloud of smoke and blood, clenching his fists. At this very moment, he knows that Endok is in there, waiting for the flashing to stop, and the life to erupt out of him. This is the worst fate imaginable. ''It should have been me, he mutters. I'm their captain...'' He wants to mourn the death of his friends, and honor their noble sacrifice. After all, they died to slaughter an ancient beast, and save the fortress. Yet any amount of joy he can find in this soon turns to sorrow and bitterness.  He knows, deep down, that this isn't over. More will come.

Vengeance. Justice. Fire and Blood.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: SkaiaMechanic on January 27, 2015, 01:01:54 am
Dude. What the hell. That has got to be one of the most terrifying syndromes I've ever read, probably due to how you wrote it. How come you always find the !!fun!! ones? Doren deserves a grand funeral, even for Whisperwhip's military standards. A centerpiece somewhere, perhaps?

You know, once you find a way to retrieve his body without everyone becoming blood mages.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on January 27, 2015, 01:26:32 am
I always find the coolest syndromes because I face every single monster head on, and there are loads of them. Most people just seal off the caverns or send a swarm of 200 peasants who die from regular attacks, meaning nobody learns of their special syndromes (aka: Doomforests's snail blood). The milicia being tough enough to withstand standart attacks, they get to survive and endure the full effect of the curses and diseases, while a lesser dwarf would simply perish from head removal.

I really wanted to make the two birds attack on the same post, so I skipped a lot of minor stuff inbetween, which ill put in the next chapter. This include the entombing of our heroes, as well as some renovation and housing projects to counter the happiness loss, which frankly had no influence on the big fights here.

I must have spent a good 10 minutes in front of my screen, pausing and doing other stuff, just to delay the inevitable ''ticking'' of the third dwarf's bloodxplosion. Those were some of the most battle-hardned dwarves this fort has, which is saying a lot. They will be very, very hard to replace. Frankly, I doubt they can ever be.

The contests of fortifying was initially the squad I chose because they were the lesser of the badass squad. They've spent so much time killing shit in the caverns or taking on forgotten beasts that altho other dwarves may be better with a sword or a crossbow, those fighters have survived more forgotten beast syndromes, curses and deadly breath than anyone has a right to. If I ever fill the squad with spare recruits, they'll be chosen for their constitution and disease resistance before anything else.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on January 28, 2015, 07:42:04 pm
CHAPTER 43: War never changes
Spring of 118

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Time passes, and the new year kicks in. It is not a jolly day, however, far from it. Three of our heroes have perished, many pets died a stupid death, and a child was abducted. Wether this was a set of unavoidable tragedies, or the result of my shortcomings as overseer, the end result is the same: lots of people are unhappy right now. Some will get over it, others have lost close relatives and will have a hard time getting over it. I normally would ignore the new bedrooms and leave them unfinished, since we have more than enough space already. For the time being, however, I feel that settling people in BASE1 may be bad for the morale of the fort, so I order those fancy rooms to be completed. Manager Stukos places an order for 10 copper table and as many chairs.

I then spend a few days with bookkeeper Led browsing our stock lists. We have over 200 statues placed in this fort, and with some luck, one of these statues depicts something beloved by one of the sad dwarves. I order a jumping spider statue, as well as a water buffalo statue, to be moved to the bedrooms of some of the mourning dwarves. Two other dwarves very much enjoy specific materials that we have lying around, so I order them to swap rooms with some citizen who have funirtures made of this spcific wood or stone. I give war dogs and lions to the rest.

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Nothing sums up the state of our army like seeing Mistem, a former hero of this temple, now stumbling blindly into a cell and locking herself up with a family of cheetas.

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There is nothing we can do about the blind members of the Squeezing Walls, but we can at least honor the sacrifice of our fallen soldiers. Our best slabs are engraved. Strangely enough, one of the soldiers, Endok, appears as if he was killed by a giant cave spider. Weird. I saw no such creature, no webs, and no corpse. Had the spider gone anywhere near Endok before he died, it would have been infected as well, and spider blood would soak the caverns, along with a corpse. Mt theory is that whenever a syndrome is too strange to explain, the dwarves simply write something that they can understand, like spider venom or a jaguar bite infection.

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I will dispatch Immortal-D and the surviving members of his squad, so that they can scout the lower caverns and spot a potential spider nevertheless. As I'm sending them on their way, the elven merchants arrive with the yearly tributes. following closely is a squad of goblins, trying to ambush the wagons. Thankfully, our perimeter of traps is a good way to warn of such incoming incursions.

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Naturally, Lady Asmel is the first to react. A goblin pushes her into a large pit, and all the greenskins jump on her. From outside the pit, I can see chunks of goblin, trails of blood and various body parts coming out.

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i have no time to admire her work, as my squad is needed south, where the mayor's trap system detected another ambush. Time is of the essence, as Ral the leatherworker was caugh off-guard by the goblins. Thankfully, life in Whisperwhip has given him nerves of steel. He orders his dogs to defend him while he grabs a crossbow lying on a corpse, and shoot the closest goblin, shattering his kidney, then smashing his elbow. The second wound allows Ral to retreat in time for my Turquoise of Hair to intervene. Good job, soldier. I can't wait to forcefully draft you and your fellow leatherworkers.

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Rejoice! The elves are alive. They greet us with their best attempt at sarcasm. Dumat respond with his best threat. The elven merchants drop all their berries in the depot, as well as every log they have. Our wood stockpiles are filled once more. Thank you, come again.

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Once the food, elven wine and wood is hauled, the number of idlers rise up to a dozen. A very rare occurence in this fort. Now would be a good time to butcher our spare animals, without wasting the meat and leather because the haulers and tanners are busy. We have 268 animals at the time being, but most of them are useless pigs, useless male birds, or semi-wild young felines. I order every of those to be killed. With the numerous workshops set in the western courtyard, it shouldn't be too long before we are down to about 210 animals. The young cheetahs are especially wild, and I'd rather butcher them now, then wait for them to grow, even if it means less meat.

The sweetest of our animals is a Giant Leopard male, whom Dumat managed to secure from the traders that just left. If we can get a breeding pair, they'll put even our war lions to shame. I order him trained for combat, and ask that our finest meat be kept to feed this wonderful beast. (This is one of the reasons I wanted our spare animals butchered right now)

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Animal butchering proceeds swimmingly, and so does the training of our new friend.

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Meanwhile in the depths, Immortal-D and the Contests of Fortifying navigate through the bloodied room where their friends lost their life. As we suspected, no sign of a cave spider here. The area seems to have finally cleared of smoke, after the body of Grousinder burned for over 2 months. They are relieved to see that the body of the fallen heroes will be retrievable; they will have the burial they deserve.

The lower caverns are reached from a series of ramps. The place is filled with fungi of all sorts, and there seems to be no way of crossing the narrow northern and eastern tunnels without a woodcutter on the job.

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The team decides to explore down the ramp, but must go back after a few minutes because a fucking child has followed them. They spend about two days returning the kid to the surface and forbidding the civilians from coming down here.

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This is as far as they go. the north area cannot be crossed by a poor swimmer wearing armor, and the south is blocked by large fungi formations. They could order those trees chopped down, but it's probably better to leave them there as natural defenses. Ground dwellers have no way of navigating this new cavern, as only aquatic creatures have the means to enter the area from the side. They head back up. The only enemies they could see were pond grabbers, giant olm, and a cave swallow, which fled at the sight of the soldiers.

''Birds, mutters the captain. Even here, they have spies following us..''

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There is nothing this new cavern has that we cannot find in the first. The way is sealed for now, but this time we bloc the bottom of the ramp formation. This room could easily be turned into a defendable position filled with ballistas, if need be.

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Before the lower cavern can be sealed, I notice a bunch of peasants running down with wheelbarrows, and coming back with half-rotten socks left by the exploring squad. One quick look at one of those haulers confirms what I feared: our clothing is so damaged, that people are willing to brave the burrow restrictions to gather a not totally rotten pair of socks. It's time for a new Clothsgiving, which I declare in honor of our fallen hero Doren the Unburnt. We have 15 idlers, so we should be good, as long as we do not add orders to the queue. Manager Stukos informs me that he stopped filling new bonecraft and charcoal orders, which explain why we finally have some workforce available. Good thinking, manager. We can resume those tasks when we have nothing important to do.

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This mass gathering of loot proves to be disastrous. The population spreads across the plains, and a goblin manages to snatch a young dwarf. before we even know he was here, the kidnapper is gone!

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Some off-duty soldiers manage to corner another goblin, and the criminal pays with his life.

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More loot means more gear. The cooks andbrewers spent about 3 seasons training and learning the way of war, so now it's time for them to learn about armor and shields. Hopefully, their initial training has made them strong enough to carry it without slowing them down too much. Deler the cook gathers his new gear, and earns the title of axedwarf.

''Deler was my cook name. I am a soldier now, a proud warrior of this fortress. I shall take the name Firsal from now on, to reflect my new status!''

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Another kidnapper appears, and kidnap a young child. This one was the son of the firewalker Zeffon. He was one of the only 4 dwarves who stood up against the fire titan two years ago, along with Drokles and the late Doren. Now fate has rewarded him with a cruel jest, by taking his heir away from him.

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At the same moment, a goblin attacks another child, and stab him in the guts. The invader is driven away, but not even Asmel herself can catch up to him across the savannah. The goblins are becoming smarter, and more agile. We may not fear their clumsy armies, but lone goblins are slowly eroding the social integrity of Whisperwhip.

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Ducim the planter is on dumpatorium duty, churning the bodies of the latest ambushes. Suddenly, he realises that there hs been exactly 3000 deaths around the fort since its funding. This is enough to propel the farmer into a fey mood. He rushes toward a craftdwarf workshop, and drive the previous occupant away. Ducim gathers what he needs. He has an artistic vision, and only through it can he truly express what he feels about the fortress.

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Ducim emerges from the work area a few days later. He has produced a statuette depicting an elf, being slain by Quula herself. Engraved on this battle scene is another, depicting the elves killing a human warrior in turn. A cycle of death and slaughter, which feeds on itself to continue perpetually. Through this artifact, Ducim expresses what none of us dared to say out loud. We seeked to destroy the goblin and eradicate them, but the bloodshed has only fanned their hatred and persistance. Now they are back to inflict pain and suffering upon the youngest of this fort. The fighting will never stop. Because war... war never changes.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Immortal-D on January 28, 2015, 08:30:50 pm
Ah, I've missed this :)  The army of animals randomly turning Wild in the hallways, my small militia getting getting replaced every 1/2 year or so, good times.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on January 29, 2015, 01:19:49 am
CHAPTER 44: Towerpartners
Summer of 118

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The goblin assaults and skirmishes simply won't slow down. Moments after the construction of our latest artifact, another goblin thief attacks! A young dwarf hauling clothes is ambushed, and snatched with ease. The soldiers rush after him, and snipe the goblin right before he can escape with another soon-to-be slave. The parents rejoice, and the kid is freed from the stinky bag he was stashed in. This was definitely a close call. Too close.

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The combat situation isn't the only place where we are tight. Tun is on a quern-ordering spree once more. Between goblin-robbing and a need for new bolts, there is little time for projects. We are able to dispatch a few miners to the bridge expansion, which is way behind schedule. We are short on staff, and we haven't even resumed charcoal, potash and totem production.

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Even the begginer project for the Inky Wells squad isn't complete yet. The quern room is now a statue garden of sorts, where the Duke can spend his days contemplating querns on which are depicted a goddess contemplating quern. This is the most superfluous waste of dwarfpower I've ever seen stashed in a single room. You'd think this would be all our querns. You would be mistaken.

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I call the mayor back from his woodcutting duties, and tell him to stop doing random things. The new Law-Giver is here, and as soon as he walks inside those halls, I want a diplomatic meeting. We need the food and logs from the lavender folks, as well as any bolts they can spare. He should be there any...

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Oh. Fuck. Not again. A group of trolls emerge in the path of the Law-giver, blocking his advance. Two scores of goblins are moving behind him to cut his escape path. We will have another dead ruler on our hands if we don't do something. It's time to mobilize ALL the troops.

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Asmel's squad is the fastest, and the most readily available. I order them to meet with the troll group so the humans can reach the fortress alive. I dispatch the other squads based on how far they are stationed. The patrolling squad will be intercepting the closest groups, while the troops in BASE1 are recalled, and sent to deal with the farthest enemies. By the time they reach sight of our fort, our own soldiers should have their stuff gathered. for the first time, the Magical Gloves are to join the frey, so to speak. I order them stationed in the front gate, to prevent any goblin thief from sneaking inside.

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A wise decision. Soon enough, a duo of trolls arrive from the north and assault the back gate. The Magical Gloves will have to stop them. Asmel's team is too busy running after a trio of thieves to return to the fort. Our new recruits are the closest. They move to the inner courtyard veeeery slowly. This does not bode well. They don't even have all their armor on, the idiots. The captain is an experienced warrior, and understands the gravity of this situation.

''We can't just wait for them to bash our gates, more could come that way before the fight is over. Firsal, come with me. We'll go around the fort and take the trolls from the back. When we do, the rest of you wet-ears will unlock the doors and flank them.''

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the plan is put in motion. While the rest of the army is waging a full-scale war, the newbies are staying at home having what accounts to a tutorial fight. Some get lost, others simply flee. In the end, 4 dwarves join the fight, led by the captain and Fat Firsal. The newly trained axedwarf is having trouble at first. apparently he still thing this is just sparring, and his early blows are deflected by clothing of all things. he's using his bismuth bronze crossbow as a hammer, to little effect. Firsal finally has enough, drops his crossbow, and kicks the troll as hard as he can, shattering a troll toe in the process. The captain finishes the two foes before they can deal any long-lasting blow.

The trainees have survived, but their efficiency, or even ability to mobilize at all, is incredibly lacking. They will have to do better, and improve. Maybe faster than they can imagine...

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Most of the civilians were able to retreat, but a fisherdwarf was caugh off-guard. His injuries are numerous. His chest is bleeding blood and guts. I think that's his liver coming out there. The lad may live, if we take him to the hospital fast enough. He won't be going on his own, tho. His brief moments of consciousness are spent vomiting.

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I decide not to place my faith in the fabled human efficiency.

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The goblins keep coming. there is no end to their numbers. In the heat of the moment, some dwarves rushed outside to save the lawgiver without their full equipment. A goblin elite crossbowman was quick to spot their weaknesses. Camped on a nearby hill, he managed to snipe two members of my squad, crippling them enough that foot soldiers wers able to zerg them. Two members of the Squeezing Walls were also killed in the battle, including good ol' Blind Geshud. We all knew the blinded warriors would find their doom on the battlefield, but my two hirelings were among the most experienced of this army. their death to goblins of all thing is a shock to us all.

Could the might of Whisperwhip be dwindling faster than i expected? We are not as impervious to battle as we were lead to believe. Every warrior, no matter his training, can make mistakes. Among a horde of greenskins, that mistake can sometimes be the last. That's 7 great soldiers I've lost within a year. We have 9 recruits unfit to replace their fallen comrades, and eleven such spots to fill. We can no longer afford to meet our enemies on the field just so. The walls shall be our allies, and turtling shall be our motto.

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We'll need more bolts, but smelting is progressing slowly thanks to narrow tunnels and a forge so far away it migh as well be on the sun. I ask around if we can get some steel industry going, but we lack the flux stone. Maybe the humans will provide us with some. There's got to be a use for this diplomat we sacrificed so much to save.

''Well, well, well, begins the diplomat, we meet at last.
-Pleasure to meet you, respond the mayor.
-Apologies, I was introducing myself to your well. It is a well-crafted piece of engineering.
-Hum, yes, I made it myself. Shall we, hum, move to my office instead of discussing over a bucket of troll blood?''

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I leave the mayor alone with his new guest. He knows what he's doing (he's not). I have other matters to attend. My fallen friends will have to be memorialised and placed in their designated tomb. Slowly, but surely, the gigantic crypt I ordered for our army is filling. Eleven brave warriors have given their lives for their fortress (that bitch Kikrost doesn't count, he was buried with the dingos). Now, 49 empty coffins lie in wait, eager to greet the unavoidable arrival of their special guest. Yet, Whisperwhip will need more soldiers, and new soldiers will require their own tomb. A decent burial place is the least I own to those who fall under my command.

Spoiler (click to show/hide)
The crypts will be expanded, with enough room to house Twenty coffins, and as many statues and slabs. The miners are part of the military, so they know how crucial this job is. It will be done fast enough. Five years ago, as we were crushing armies and ancient beasts without a sweat, I never imagined I would ever need to expand this dreadful room. I expected a few dwarves to fall over the decades. the survivors were to become legends, able to withstand an entire siege on their own. How wrong I was. did those soldiers die because of my negligence and misplaced hubris? I have a hard time believing otherwise, as I watch the bodies of my companion join with the victims of Grousinder from only two season ago.

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I'm warned of another intrusion on our land. A kobold is advancing toward the battlefield, lured by the dead goblins littering the savannah. Before anyone can do a thing about it, the newly-trained giant leopard approaches. nobody is there to assist him. I pray to Armok that our new pet does not get killed or crippled by the small rogue.

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...Nevermind. Note to self, we need a breeding pair.

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The dwarves decide to name the beast TowerPartners. A fitting name. Should the giant leopard ever procreate, his lineage may in time become the trusted partners of the dwarves residing in this fortress. The first post-murder decision of Towerpartners is to dash toward the courtyard, and drink heavily from the booze barrels. Then he falls asleep in a pile of beer containers. he is essentially the greatest dwarven pet possible.

We have a new mascot.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on January 30, 2015, 04:32:14 am
CHAPTER 45: Set fire to the rain
Fall of 118

Spoiler (click to show/hide)
Something incredible is happening. It's raining! In over 21 years, there's never been a drop of rain in this savannah, up until now. Could this me a sign sent from the gods? Will the rain wash away our problems, as it will the blood soaking this northern land?

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No, of course not. It's only making people unhappy. The sound of thunder is accompanied by endless sword-clashing noises and a strange voice mumbling to itself. I consult with the mayor, and he explains that this is a known meteorological happenstance called Soundsence. We have no way to know if the rain we are experiencing is real, or just a side effect of this Soundsence thing. It doesn't seem to be washing anything away, I'll tell you what. Apparently we have no way to know if the rain has stopped or not. Weather is confusing.

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So is tragedy. The loss of so many soldiers is hard to stomach. All of Whisperwhip gather in the military crypts, where respects are paid to our fallen heroes. They are laid to rest ceremoniously, and friends and family members utter a few words to honor their dead. It pains me to see Kogan leave so early, more than any of the others. He was one of the few dwarves to truly appreciate the awesomeness of bronze as I do.

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The civilians leave the crypt. It is time for the new miners to exercise their craft. Work on the crypt expansion begins. For our soldiers, this new wing is both depressing and conforting. While the crypt reminds them of their mortality, it is also a warming thought to know that even if they fall, a new generation of warrior will be there to keep this fort safe. In a hundred years, who know, maybe the sons of their sons will walk these halls, and pay their respects to the heroes of old. Songs will be written, and tales will be weaved, by younger dwarves sharing a keg and drinking to their ancestors.

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More than ever, it is crucial to preserve the peace between our nation and the lavender empire. The mayor is doing his electoral duty for the first time in basically ever. He's moved to his office where he entertains the newest law-giver of the human lands. Being lawgiver is a very stressing position. Even after we sacrificed so much to secure his arrival, Destis still won't meet with the mayor without his bodyguards. Towerpartners is nearby, letting the humans know that if we wanted them dead, they would be dead soon enough.

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It's tougher to keep the peace with the cavern dwellers. Immortal-D is put in charge of clearing a newly arrived tribe of naked mole dogs. While those creatures aren't particularly agressive, they have a nasty habit of wandering everywhere and disturbing the workers. It's already tough getting everything done here on a good day, we can't tolerate disruptive animals just roaming the place. Especially not the friggin' temple of Kadol. Seriously, will nobody stop this mole dog from just barging into our most precious vault?

There's just so many of them too! The contests of fortifying spend about two weeks running around the mazing tunnels, chasing after each of the buggers. The situation could not be goofier even if we renamed all the naked mole dogs to ''Scoobi Doo''.

Spoiler (click to show/hide)
With the caverns somewhat safe, and a bunch of iddlers, I decide to focus on little construction projects. The exit out of BASE1 is almost cleared, so let's focus on that. We just need to climb up the ramps, dig out the few remaining pillars, and then channel back to the surface layer.

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Someone collected a red zircon ore years ago from these pillars. When a young worker tries to channel down above the ore's previous location, he falls down, while someone else accidentally drop a stalagtite nearby. The fool dies. This is such a stupid death.

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Attracted by the smell of blood, a gorlak wanders by, eager to, erh... something. He died so fast, it's hard to really gauge his initial intentions. But i don't deal lightly with work-cancellation alerts. Like the old saying goes, ''Work interrupted, bolt to the head''.

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(http://i.imgur.com/EesGI0w.jpg)
(it's 4 am, gimme a break)

The ground shakes heavily. Strange roars come from the south. smoke rises from the horizon... could it be a new titan? No, that's a dragon! A legendary magical creature, only spoken of in half-forgotten legends.

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Fedi Warmthglows has come to Whisperwhip in search of blood, fun and riches. This gigantic green beast must have slain thousands with it's devastating fire breath. Caution is advised. A year ago, I would have ordered our troops outside, to charge blindly at the beast. But things have changed, and I grow careful, if not cowardly. We will meet the beast from atop our walls, with the full fury of this army. Let's see if your breath can outrange 50 crossbows, Fedi.

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Obviously, everyone else is to stay inside. Because seriously.

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The beast approaches, greedy for gold, coins and gems. What it will find instead is a fuckton of crossbow bolts. Ready, aim...

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...Fire! As soon as the dragon takes a step up the hill, it is met with a volley of projectiles. The beast is huge; it stumbles for a moment, but gets back on it's feet, more angry than injured.

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Fedi screams about the thousand ways we will burn for this impunity, and releases a fiery breath toward our walls. All the stuff hauled by our citizens was dropped outside the fort when the alarm was raised. The shoes are burning. It is too late, we cannot save them.

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The blast of incendiary gas scorches the wall. On the prison floor, the goblins stare in fear as the phyllite blocks turn red-hot for a moment. Whatever is going on outside can't be good. The dwarves atop the wall are sparred, as the breath loses it's power inches from their face. Only smoke and heat reaches our troops. It's time to counter-attack.

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Immortal-D has learned a lot about monster anatomy after so much time in the caverns. He aims right for the spine, damaging the motor nerves of the beast. Fedi is now unable to move fully, but she still has her ability to breath. Just as it opens its mouth to fire another blast, Led the Bookkeeper shoots the dragon right in the fucking tongue, stopping the attack.

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Iton the hammer lord is also a legendary archer. In the time it takes his fellow soldiers to fire a bolt, he has already unleashed three. He gives the beast no rest, and no mercy. Iton was the one to slay Osnusm the Osprey a year ago; today he adds a dragon to his kill list. There's only one title fit for a dwarf such as him in our tongue. He is now known as the Dovahkiin.

This legendary feat of might is enough to lift the spirits of the fort's residents. A month ago, the shadow of death and disaster loomed over our heads, like an uncertain cloud. Today, we stand united, as proud warriors, killers of a legendary beast. So long as we stand united atop our wals, no foe could ever dare to tear this fortress appart!

Hey, speaking of uncertain clouds. That weird rain I talked about earlier?

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I don't think it's working...

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Nope.

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Seriously.

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Not at all.

Turns out savannahs are preeety good at catching fire.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Dwarf4Explosives on January 30, 2015, 06:52:22 am
Hehheheheheheh. That was awesome. And the picture of the dragon looks pretty adorable, no matter how bad you may think it is.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on January 31, 2015, 01:59:31 am
CHAPTER 46: Pincushion
Winter of 118
Dumat the Broker


Spoiler (click to show/hide)
Well, this place is a fucking mess, I'll tell you what. Our booze stockpile is dwindling, our workforce management is a disaster, and now the exterior perfectly reflects the mental stability and prosperity of our fantastic home. I mean, it's pretty amazing that we beat a friggin dragon, but it kind of defeats the point if we beat it on our own turf. Dragons are supposed to have wonderful treasures. Where's this bitch's hoard? Nobody knows.

I can't wait for the next caravan. They'll be so impressed. ''Hey, nice place, I like the ominous valley of ashes and uncontained flashfires.'' ''Why thanks, wanna buy some fucking leather earrings and a cat skull totem?'' This will be disaster. Too bad the general wants me to carry the trade of the century with the not-mountainhomes. I swear this place wasn't so shitty before, I wonder if becoming the mountainhome automatically turns a fortress into a gigantic mess.

Anyway, trading. The merchants will be here any minute now, and we have lots of stuff to get rid of. Absurdly so. The ground level is full of old stockpiles filled with crap. I'm not sure our ledgers are up to date, probably something to do with our broker being on house arrest for two years. Let's see what I can find. we have apparently 400 totems made during the last year, and I can't explain how this is possible. I'm also not sure what's more baffling: that we have enough people to craft so many so fast despite the worker shortage, or that we could get our hands on 400 skulls in a breeze. Looking deeper and deeper in the pile, I find wood weapons (the last elves to die here did so 3 years ago), leather crafts (we stopped making those in 114) and rock craft (last one is marked from 111). I knew the haulers were too busy to bring all the stuff to the Depots in time, but this goes beyond my wildest and most pessimistic expectations. We have so many unsold large rags that someone could craft a whole new continent out of them. This is sad.

I asked our great overseer to go easy with new tasks. I'll need the entire population of this fort twice if we're ever to empty this stupid attic in time.

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The ledgers mention a stock of blood and milk barrels. They're not in the fort, but I find them outside, alongside the wall. They were spared by the flashfire for some reason. The general moved the depot outside, but trade goods dating back from 115 are still littered here where the old depot stood. Really, people? Nobody will haul them either. Meh, I won't get on that now. It's more important to haul stuff to the depot than it is to refill our existing stockpiles. Strangely, I find large gems in the pile, as well as an animal trap. I'm not exactly sure what we are trying to catch with 18 metric tons of bloodied milk and twice my size in gems, but it must be something big. Like I guess another dragon. I'll have a few dudes channel the place down while we wait for the wagons. Maybe that'll prompt someone to get those gems to a sounder place.

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Ah, the caravan is here! They make a detour to ensure that they are right in the fire's path. good job, champions.

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Shortly after, they realize what a terrible idea this was. They manage to drive back up the hill and go around the cinder valley of ash and blood. It is now winter. They are very late. People start hauling all those dumb bins to the depot in the meantime.

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They finally make it inside. Hope you like what we did with the place. Welcome to Whisperwhip, asshats. The merchants unpack their goods, unaware that we just want to get rid of all our trash. Between 35 and 45 dwarves are busy hauling items to the depot at all time. This is a net increase from the average, i dunno, three dudes.

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The traders are done unpacking their shit after the first week of winter. they announce that they will be leaving soon. Well, hum, okay. thanks for staying so long, jerks. Asmel's young daughter is a lazy bum, so she decides to bring stuff to a nearby workshop and lock herself inside, because it's easier than to go up a couple of stairs. At least she doesn't seem to be a vampire like her fucking mother.

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Let the trade being. We'll take all the wood, food and booze you can give us. All the steel gear too. For our cooks. Yes, that's right, our kitchen is fucking dangerous here, we'll need 9 sets of steel fullplate to outfit the cookiemakers. The main problem I have here is that the wagons are really short on everything I need to get. Probably has something to do with the mayor scorning the last 7 diplomats.

In exchange, i offer tons of rags, various wooden suits of armor, practice weapons that I don't even know why we have still, a bunch of leather armor still dripping goblin blood... And a fuckton of totems. Let the rest of the world know that we do not fear kittens. Maybe you want some leather craft? Cause I definitely don't. How can we make leather scepters? I dunno, but someone definitely did. Why do we have so many good-quality shoes? I was told mopst of the shoes burned a few weeks ago. Why then do we have more shoes than all the other clothing ites combined? People are running around barechest, with a pair of rotten pants, and three magnificent pair of shoes.

We'll need more clothes, for sure. Suddenly I regret turning most of our tanned hide stock into, erh, scepters? Look, mistakes were made, alright.

The merchants are bound to depart soon, but we have so, so many haulers bringing bins to the depot. I can probably afford to make another good trade in two days. By then more crates have arrived, all of which I trade for a silver bar. Still more two days after that. I notice we have about 300 unused barrels, leftover of purchasing booze and cheese in bulk. Roll that over here, boys. I want anything that's not an awesome piece of art removed from our stockpiles (get rid of the normal, plus and minus barrels). Come the fourth trading session, I'm done to unloading entire crate of cat skulls, and duty rock crafts dating back at least a decade. After the 5th trade, the merchants can carry no more back, and announce that they are leaving for the mountainhomes some random shithole. We have secured a good amount of fish, some booze (but not enough to keep the brewers training another year), good quality bolts, and a few silver bars. The lack of trade agreement is painful, as the magma smelters have accumulated a good stack of iron bars, which we could have turned into steel bars, had the merchants carried flux stone. At least, I purchased a trio of anvils, which we'll melt when we can spare some workers.

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Erith is back friom the workshop, and she's made a millstone! It's definitely a great thing to have, but the artistic expression is crude at best. As befit her total lack of imagination, Erith announces that she will pursue a mining career. Good job, all our miners are dying stupidly.

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As I'm thinking that, the people in charge of channeling a little hill managed to create a huge collapse. How it's even possible to botch such a simple task is beyond me. But asmel broke her bone, and some stoneworker we call ''other Kel'' has been injured and now lies unconscious outside the fort.

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(http://i.imgur.com/7syc5T7.jpg)
Annnd a titan made of crystal just waltzed right into the cinder valley of blood and ashes. Quickly, the troops mobilize on the wall, ready to shoot it down.

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...it's not exactly working. Turns out, copper bolt are really good at chipping cristal glass and nothing else. The titan is not going for the wall. He'd much rather just stay there and spit on the stoneworker, other Kel, who's just lying there unconscious.

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Spoiler (click to show/hide)
Geshud, the familial confidence of trails (what.) is not willing to let other Kel die just like that. Despite his orders, he dashes outside and confronts the crystal king. Geshud scores the first actual injury against the shining titan, who turns his attention to the hammerlord. Geshud is agile, and dodges the first spittle of whirling ice. He knows that the creature is solid as, well, crystal, so he decides to just punch it. It doesn't work. good thinking there, hammer lord. If only you had a hammer. The crystal king is insulted that a mortal would think he could be defeated by mere fisticcuffing. He is now enraged.

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Tosid the paladin, Holy warrior of the god Limul, joins the fray. They position themselves so that they are facing the exact opposite from other Kel. When the titan breathes his icy whirl of doom, they simply sidestep it, sending the projectile flying far away from the fort and any potential victim.

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The fight goes on for like, a fucking while.

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Other Kel is able to regain consciousness, and engages in the old art of vomiting everywhere. He looks like he'll survive, thanks to the intervention of his two friends. titans can be solid as rock, and strong as mountains, but their attack usually lack the incredibly scary syndromes carried by forgotten beast attacks. The icy whirl was damaging, and packed a punch, but it didn't infect other Kel with any nasty symptoms.

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Sakzul racks up his second hardcore kill. He was the one who, over six years ago, put an end to the rampage of the dreadful Rifi and its eye-rotting filth.

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The Crystal King has been vanquished! No longer will this titan walk the earth, terrorize its denizens, and soak up an absurd amount of damage. I have to scroll through 5 pages of bolts lodged firmly in it's crystaline carcass before I can locate the body proper. That's gonna take like years to pick up.

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I order our smelters to run full-time. I want every random helm melted, that we can get rid of them and stockpile iron bars. we are upgrading from copper bolts this very moment. By the time we get our hands on some steel technology, the wmetalcrafters should be incredibly proficient with their trade. We'll have two furnace operators on duty at any given time.

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The merchants spent the whole fight bunkered inside the fort. It would have been dumb to leave as the combat raged on. As I escort them outside the fort, we pass the porcupine remains of the Crystal King.

''We'll need more bolts from the next caravan. Like, a lot more.''

*   *   *
Spoiler: OOC Notes (click to show/hide)
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Dwarf4Explosives on January 31, 2015, 04:44:51 am
The first screenshot doesn't work. Also, the quality seems to be just as good as it was before. And am I the only one who thinks the Hill Titan looks like a bunny?
Title: Re: Whisperwhip: Slowly rotting away...
Post by: SkaiaMechanic on January 31, 2015, 02:50:06 pm
Yeah, the quality is fine, we're enjoying it as much as you are. Also, we found the first creature outside the fort that can't be killed by bolts alone. Those will take a while to pick up. I find it more amusing than it should be that both left legs were taken out first, which caused me to imagine the beast in the picture rolling over on its side legs squirming in the air spitting ice at everything it could see.

And with all the cursed blood in your fort, perfect shoes are mandatory.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on January 31, 2015, 09:26:34 pm
Quote
The first screenshot doesn't work.
Fixed

Quote
And am I the only one who thinks the Hill Titan looks like a bunny?
Tis a crown... Not bunny ears. Altho he does look like an angry retarded bunny when you think about it.

Quote
And with all the cursed blood in your fort, perfect shoes are mandatory.
Oh, that makes so much sence. Still, after trading the rags and burning like 4 boxes full of them, we still have a shoe overload. My guess is that invaders show up with leather armor, no pants, and regular shoes. We have so, so many leather armor with the passionate sins logo, it's absurd.

PS:I spent the day facepalming about not mentioning the trading of barrels. We got rid of like 200 of the crappiest ones (normal, -, +) and kept the good ones (* and above). There are still some around, obviously, but most of the spare have been gifted away. Will edit post to include that. That was like the most important clear-up of the lot. Freed so much storage space.
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on February 01, 2015, 11:20:01 pm
CHAPTER 47: Life finds a way
Winter of 118
The Bronze General


Spoiler (click to show/hide)
The dwarven merchants are still occupying our entrance, unwilling to depart just yet. They may be scared of more attacks, or something. Regardless of the reasons, I'm quite mad that they only unpacked for about 10 days, while staying here for another 2 months. Do they really want to do business, or are they here to admire the mountainhome like tourists? Regardless of the cause, one of their yak has sunk in melancholy, and spends his whole days muttering to itself in the milk and blood barrel. Life is depressing here, even for visiting animals.

Those barrels are still there, despite being moved a z-level down by the miners. I spend about a day talking with Led the bookkeeper, and we learn that milk and blood are stored in very specific categories in the stockpile menus. So are large gems. I order the barrels moved to the empty food tower, and the large gems to be stored in the gem stockpile. nobody cares. Everything remains there. Fine, you buffons, just go outside and grab some shirts instead.

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It's been a while since the recruits started their training. They spent the first months doing nothing, and the tenth member of the squad has been forgotten in a traction bench up until this spring, but despite that they are ready to get their first (well second if we count mispunching a troll toe) experience with live enemies. It is time, I decide, to send the Magical Gloves to the slaughterdome, to learn about archery. For the first time ever, the newbies actually secured ammunition. It's now or never.

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i order a few anvils smelted, and ask that the metalworkers produce some steel greaves. We have some good quality leather leggings, but that won't stop a severe blow. With better equipment, maybe some of the fallen soldiers would be still alive. We don't have much steel, but the few ingots we have are wasted while sleeping in the stockroom. Once the order is placed, I head to the slaughterdome to coach the rookies.

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Well, where are the others? Is it only the 4 of you? Ah, there you are, and... WHAT THE FUCK BEMRAK? You brought along your fucking daughter? I don't think you are taking this as seriously as you should. In a few minutes, I will instruct a random dude to pull these levers one by one. The first 4 are wired to a single enemy. The last three come equipped with two nasty greenskins. Get your aim right, we'll only refill the quivers after the first 4 levers. Ready, set, and...

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Aww fuck, really? A siege? Well, sorry recruits, but I have to go outside and like prevent everyone from being murdered. Why don't you, erhm... just pull the levers and learn archery yourself, would you? It's not hard.

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Many of the workers are currently on duty at the dumpatorium. It's a lovely purple this time of the year. They'll have to head outside, because we aren't gonna run across the savannah to kill goblins this time. The fools are so used to the army murdering shit so the workflow doesn't get interupted, that some of them ignore the alarm state. Hurry up, idiots!

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The recruits have unleashed their first troll. Deduk is the only one to figure out how to use a crossbow properly, the other just shoot feets away, or unproperly load their weapons. Firsal finally get his shit together, and proves to be a natural, and quickly scores a headshot on the dummy below.

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Firsal is on a ball. The goblin spearman blocks the first few shots, but the recruit is able to lead his target, and fill it with bolts. So far so good...

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outside, tulon the weaver is still ignoring the alert state. He realizes how dire things are too late, when he gets swarmed by goblins. a lasher toys with him for a moment, and we can only watch helplessly from the wall, as his body is being torn to pieces by the invaders.

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As if things weren't already tense, a couple of hyenas revert to a wild state. The first one is surrounded by war cheetahs, and will be dispatched of without too much trouble. The second, however, threatens the civilians and their pets in the small dinning room. The Magical Gloves have a new mission. They must deal with this hyena before their training can continue.

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Outside, an axe lord has entered a fierce battle against his nemesis, a goblin axe lord. The goblin asks for a lasher to help him flank our brother, giving him an edge in this fearsome battle. They all clash together for a moment, but things take a turn for the worse when our defender gets his feet chopped off. We don't know who this soldier is. He's too far away to see. He was there outside when the goblins appeared, and decided to hold the first wave so the civilians could escape. He didn't have his armor on, nor a weapon. Even the strongest biter cannot hold his own against such foes.

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One of Mistem's underling is not reporting to his post. I think we found the mysterious warrior who fell outside the wall. Vadok, or Vatok... Vatuk? or something. Your name will not forgiven, my friend!

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Monom is not so eager to forget about his comrade. He dashes outside, and single out the goblin axe lord, ending his life, and avenging a dead friend.

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Lady Asmel is in charge of holding the gate. She starts engaging the goblins who made it pass the rain of missiles falling from the walls.

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Bookkeeper Led is down there too, having the fight of his life. Led is an experienced soldier, but he is usually in charge of distributing and maintaining the equipment in the barrack, not holding the frontline. He's able to fend off a goblin or two, using the power of biting, but a troll joins the melee and sends him flying. Troll and dwarf roll around on the ground for a moment, brawling for their life. Led is pushed backward, sent flying... he just can't seem to find a break. As soon as he gets back on his feet, the troll charges at him once more. time and time again, Led find himself knee-deep in dried blood and ashes, grasping for air. Before the troll can finish him off, he manages to get his weapon back, and bashes the foe's head in. The troll gets up and unleashes another round of blows, despite basically lacking a skull. Led has to turn his brain into orange juice before the monster will admit defeat.

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Our most badass of bureaucrats now stands at a net 10 kills, wich isn't half-bad for a paper pusher.

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The captain of the Magical Gloves, an ex member of the queensguard, deals with the hyena quickly, and tells the recruits to grab more bolts while going back to the slaughterdome. It's time to continue training. ''Soldiers could be dying up there as we speak. You must be ready to take their place!''

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The goblins are starting to retreat. We killed 15, and 4 were captured by traps, and already their leaders call for a tactical withdrawal. The numbers of our enemies were dimmer than before, only 60 or so, but they were fiercer and smarter than usual. they attacked quickly, dealt some damage, and left before we could inflict too many casualties back. Tulon the weaver is found dead, a bloody carcass near the scorched entrance to the dumpatorium. Of the fallen axe lord, there is no trace. The goblins no doubt carried his corpse back home as a trophy.

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Asmel charges furiously across the cinder plains, and picks up a fight with the slowest goblin. He laughs as he dies, knowing that the strongest of his tribe have escaped, and will return when we are vulnerable. Our mighty champions are dropping dead at every turn, while the most clever of goblins are returning home to lead new groups of recruit. This does not bode well for our future.

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Inspired by the recent events, Firsal and Deduk decide to stay in the slaughterdome and train, long after everyone else has gone to sleep. Deduk was a cook who survived the civil war of 101, and she now celebrate her military career by taking on a nickname: Deduk Bronzerooted the abyss of scraping. I... actually have no idea what that could mean. But bronze is cool.

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While the training is underway, a mechanist grabs a few gears and cages, and ventures out to rearm the cage traps. we will need more live targets. The show must go on. As this ritualistic execution of our POWs is playing, new year kicks in. The dwarves party hard and strike even harder. We dedicate this evening of drunkness to the fallen Axe Lord, of whom there is no trace left. The pets have their own way of doing things, and they die simultaneouly.

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I congratulate the members of the Magical Gloves for their excelent shooting skills. They are now competent marksdwarves. Not ready yet to take on the field against experienced goblins, but decent enough that they'll be able to help from the walls with their crossbows. The Inky Lures have not learned much during their new assignment, except for ''spacial awareness''. Maybe that'll come in handy when dodging to non-stupid squares. At least they are able to mine when told to.

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Well, this place looks like a mess now. There will be some cleaning to do. The haulers take a quick look at the arena, eyeroll, and head out to the dumpatorium. The grass is greener than it was, they swear. Life is coming back to the valley, despite all the bloodsheds. Tragedies have befallen this place, yet nature, just like the dwarves, is not ready to give in yet...
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on February 04, 2015, 05:55:25 am
CHAPTER 48: Spring cleaning
Spring of 119

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The last two years have made the shortcomings of this fort evident. Mismanagement and poor design, coupled with terrible decisions from Dumat's reign are to blame. For the first time in over a decade, Whisperwhip has idlers, and I intend to put them to good use. Each of our new project shall be an attempt to set things right.

The first task I set our people to is to tame all those dogs and lions that just reached maturity. Pointless animals are a liability at worst, and a mouth to feed at best. I also assign animals to each civilian in order, by consulting the list. We have about 20 unowned lions and war dogs at the moment, so the first twenty dwarves on the list each get a pet. This should provide a better coverage than Dumat's approach, which was to point a random guy navigating the fort and gift him 12 animals to get done with.

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Speaking of useless animals and mouths to feed, the dwarven caravan is still here, over three months after they stopped doing trade with us. Which was exactly a week after they started doing trade with us. I wish they'd just leave. The elven tribute will be here any minute now.

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The first priority of this fort would be to upgrade our metalworking facilities, which for now are rather lacking. We cannot tackle this issue until we've adressed another problem, however: the magma forges are ill-situated, and impossible to get to.

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Urvad begins a mysterious construction. I wish he was helping with more important projects, but one can hardly argue with a dwarf when he's got that look in his eyes... He grabs copper bars and countless pieces of cat leather. I can't help but think that if we actually had metal worth a damn, artefact creation could be a lot sweeter. Leather pants can only become so awesome, no matter how many zircons you put on it, when it comes to defending the wearer from mighty blows.

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Regardless of my initial complains, the resulting quiver is magnificient. Such an item will always be needed by our milicia, and they can carry it around in addition to their armor. Aside from practical uses, The Aura of Allegiance is a stunning work of beauty. Even the name itself conveys an a feeling of pride and bravery. Most of the residents of Whisperwhip are dedicated soldiers, giving this fortress an actual ''aura of allegiance''.

This quiver contains three magnificient pictures. One simply depicts a forgotten beast, a strange image through which many enemies of our past are merged in a single nightmarish foe. The second image depicts a fallen Beastslayer, in all her glory, striking down one of those ancient beasts. The third image immortalizes our most recent fallen, the Axe Lord Vabok, murdering a goblin. Instead of focussing on his final moments, the artist depicts Vabok in one of his crowning moment, so that everyone can be remembered of his bravery and might, rather than his downfall. a truly inspiring artefact, that will be carried around by the soldiers of this fort, reminding them of their duty, and the eternal glory that awaits them, even after they die. Thank you, Urvad.

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In addition to being a legendary grower, she is now also a legendary tanner. This is a skill that should come in handy in the future, preventing our butchered hides from rotting needlessly. Urvad is one of the oldest in this fort, and the civil war has left her injured. She can't move around without a crutch anymore. In a strange twist of fate, her disability and unwillingness to socialize might be the reason she is alive today. A high tolerance to stress, and no desire or ability to lave her room easily has sheltered her from the darkest days known to this fortress.

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Speaking of an inability to mvoe around easily, the second bridge room is now complete! where once there were one bridge, there is now three. The days of stumbling around in a narrow corridor are behind us. With this little project complete, BASE1 can now be reached in half the time. True industrialization may now begin!

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First of all, we'll need space to store stuff. I just realized that a single bin can only contain 5 blocks or bars. My initial assumption was that I could save space by having stone boulders turned to blocks, but that was obviously a misconception. The block and bars stockpiles are overflowing, and we need new ones. I order a new stone block storage dug near the workshops. While they don't save up space, blocks will prove much more useful than raw stone when we start to weaponize and improve the caverns. Or need to seal them in a pinch. Yet the main reason I want the storage expanded is to save time. I want to avoid haulers carrying stone boulders and bars all the way to the surface, which would be a terrible loss of time.

Obviously, it would be a good idea to start organizing our stockpiles better, instead of enabling categories altogether. I order those stockpiles to contain only stone blocks, since that's where the workshops for that are. Metal should be a bit closer to the forges. Let's see...

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Ah, that sounds about right. Dumat scouted the area as I requested, and designated the upper section of the magma pillar to be excavated. the forges are right underneath this floor, so there is hardly a more convenient place to store our smelted goods. it's not like this giant pillar is convenient for any real facility, anyway.

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The drink situation needs to be addressed soon. Unless the elven caravans bring mucho boozo, we will probably run out of alcohol within a year or so. I'd rather avoid being at the last minute for something so important, so I order a few farmers to resume production in their spare time. One of them is a skilled brewer, altho very rusty. If he can delay the shortage for just a few months, then we'll be golden.

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I've noticed that this old farmer is the only one taking care of our booze issue. Everyone else suddenly left to do... something. I look outside the forges, wondering if everyone is down there digging,  when i notice the skeleton of an old dog plunging in the lava. What?

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I get an answer soon enough. Everyone is busy dumping things down the shaft. Why now, tho? This is the first time anyone has ever used this elaborate pit. Now all of a sudden, two dozen haulers are bringing corpses from the dumpatorium to be cremated. I ponder for a moment, and realize the cause: In my frustration, I recently increased the dumping area size to include the borders of the shaft, not just the hole itself. My initial idea was that, if people refuse to use the garbage dumb, they would at least bring a few things closer. If they didnt, it meant that another dumb existed somewhere, forgotten over the years. I had found such a dumb near the river a few months back, which prompted me to do this little test. Turns out, garbage dumbs need a designated square next to the pit to work. now bodies are leaving the sandy dumpatorium by the dozen, to meet a fiery end.

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The activation of the garbage chute is a tremendous change to this fort. Quickly, I move to the slaughterdome. I order everything on the ground to be split in three piles. Instead of bringing everything into stockpiles where they'll be useless for years, we'll bring shit directly where they belong. Silver weapons, as well as iron helms and shields, and anything copper is designated for melting. They'll remain there until they are ready to head to the smelter. Tattered cloths will be dumped right away, instead of stored and then traded. We are already offering our goods at an absurd loss just to free space, we don't need the meager value that these rags provide. Leather armors of all kind can also go to the dump, for the same reason. They are worth a bit more than clothing, but we have like 500 of them, and that's just silly. finally, everything else can be stored as usual, which include good cloths, and high quality weapons and armor, as well as leftover bolts from the training session.

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A bunch of kids eagerly set themselves to the task. They are so excited. When you are five, dumping stuff in lava is the greatest thing ever. It never stops being the greatest thing ever no matter how hard you age.

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Now, let us begin the smelting proper. I order a third smelter installed, and all three of them are to run full-time. The duchess consort Stukos is in charge of overseing the smelting. She spends most of her days down here with her myriade of kids, angrily reducing objects to a fine liquid paste. I guess she doesn't like being a noble much. She asks if we can burn her husband's godamn querns. I wish, milady, I wish...

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At least the duchess keeps the young heirs on a tight leash. it's more than I can say of Udib the planter, who gives birth in the middle of the savannah, then immediately misplaces her newborn baby.

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Just as the elves arrive to gift us with awesome things, the countess announces that the smelting process is going swimmingly. She says that the added sound of melting troll corpses constantly echoing from the magma channels is soothing to the workers ears. I decide to expand the metal stockpile rooms, just to be sure. the miners are already there, so it,s the perfect moment to give them more job. What else would we do with this awkward rock formation, anyway?

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(http://i.imgur.com/kUFzvyd.jpg)
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The workers are stunned by a monstruous scream coming from the north. Nearby, a giant buffalo with the legs of a spider has entered the caverns, surrounded by a strange aura of burning extract. Leto has come! We cannot abandon the caverns, and our precious magma forges. This creature must be stopped. attacking it en masse could prove disastrous, should Leto's vapors be as malevolent as Grousinder's flames, or Rifi's filth. No, a lone dwarf will have to brave this monster, to minimize the risks of a terrible curse or disease wiping out an entire squad. The beast is too fast to trap it on the other side of any bridge. Someone will have to go toe to toe with Leto.

There would be many dwarves ready to vonlunteer for this task. They are all brave soldiers, but I cannot bring myself to send any one of them to such a death sentence. None but one...

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I alone shall face Leto. I have indirectly caused the death of enough dwarves in the last two years, let this be the last one. I grab my weapons, and venture outside the fortress, to intercept the beast before it reaches the door. It's time to meet our new visitor. By greet, I obviously mean ''break all his bones''. Leto has many, many legs, which mean many, many bones to break. This is both a really really good thing, and a really, really bad thing. sooner than not, I find myself covered with a strange layer of boiling extract. I have no idea if it,ll kill me or not. If i am doomed, then I must make sure that the beast is slain once I hit the ground. Thankfully, this is not the first time I've been on fire and rolling around in those caverns, entangled against an immemorial abomination.

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After a violent struggle, I manage to score a devastating hit, puncturing the creature's lungs. While it continues to exhume a strange extract that boils my very being, it can hardly manage the strenght to launch any real attacks. I pummel the monster with as many blows as I can get, giving it no time to catch a break. I begin smashing his legs one bu one. It has a lot of bones.

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I am exhausted myself. The beast and I are locked in a strange duel, where it can hardly breath, while I overexert myself trying to do more than mere bruises. Shield bashes, unarmed strikes, dagger stabs, warhammer swings.. none seem too effective at finishing off this gigantic buffalo. I finally stand up, and gather my might. It is time to land the final blow. Aim for the head, I think to myself...


''Wow, general, you sure did that monster good. It looks pretty smashed, huh?'' Says Alath the swordwarf, known for her perilous duel against a giant cave spider a few years back.

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Alath slaps the buffalo gently on the cheek. It dies.

You.

KSing.

Whore.

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It's probably worth mentionning that, despite this absurdly anticlimatic end to my duel, I'm not dying horribly from all my organs turning into acid. so I've got that going for me, which is nice. We finally leave the carcass of Leto there, and return to the surface, where the elves have inadvertantly let an animal chew his way out of confinement. Good job, elves, you are the best. They reach the depot after much hassle, and start unloading 40 pieces of log, a few wine barrels, and a special set of cages.

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They gift us with those wonderful tributes, and announce that they will be leaving soon. Elves have many flaws, but at least they don't stay around for six months once you've robbed them blind. Four barrels of wine won't do it. We'll need more. The rusty brewer is not up to the task, so we'll need experienced boozecrafters.

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The Magical Gloves have grown considerably in those two years of nonstop training. Firsal, for example, is now a legendary fighter, more than enough to handle his own and join the battle when the next siege comes. I announce that only 6 out of ten members of the squad are required to train at a time, while the others may resume their brewing duties. As for the cooks, they have a special task.

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...Take the blood barrels outside and dump that shit!

Our food storage is back under control, without hindering hauling and construction projects too much. A ton of useless junk has been discarded permanently, we've slain a mighty beast, unclogged the fortresses hallways, and optimized the metalworking industry. We even had no death and a new baby! All and all, this was a wonderful season, and good seasons are worth celebrating It's time to unpack the surprise!

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Yes!

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Not only did we get a giant tiger, but we also received a tiger person thing. I have no idea what it is, but it's the coolest thing ever. It immediately moves to the temple, where it begins singing and telling tiger jokes. The magical talking tiger can also diagnose injuries, somehow. He's greeeeat!
Title: Re: Whisperwhip: Slowly rotting away...
Post by: Taupe on February 05, 2015, 10:11:46 pm
CHAPTER 49: Crimson and lavender
Summer of 119

Summer is here! The monstruous spider-buffalo has been slain, and the elves have departed, let's hope we get some free time to...

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(http://i.imgur.com/Q1VKNgq.jpg)
Nevermind. It's another forgotten beast. Two weeks from the last one. Deadly spittles aren't too much of an issue if people dodge correctly, at least. I'm scarred of filth, on the other hand, but that's mostly because I remember the nightmare that was Rifi, another creature of grime, and one of the fort's greatest enemies. We will face the monster as a team. I gather my squad, and head to the caverns.

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Like a swat team, we sneak behind the creature as it tries to jump in the river. This area has been cleared, giving us much space to dodge the spittle. It's time to gank up on this asshole. As soon as it shows its ugly head, the creature is met with a rain of bolts from our overtrained militia. It tries to respond with a projectile, but the emptied cavern give my men enough time and free space to easily sidestep it. Once the beast has been injured by two volleys, I jump in to tank it, while the rest of the squad rains death on our foe.

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it can't punch us if it doesn't have any hands. That's what my advanced knowledge of monster anatomy tells me, anyway. Filth doesn't have much bones to break, so I take out my trusty dagger, who'se name I can hardly pronounce myself, and cut off Baci's hand. Off you go!

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The battle rages on, but my team has a lot more experience dealing with giant beasts than Baci could ever be prepared for. He tries to breath more of his extract, but I block each blob masterfully, while bashing it repeatedly. With a hand short, he has a hard time keeping up with two melee dwarves flanking it.

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Enough games, it's time to finish this. First, you don't need any hand, buddy. Let me punch that away for you. there we go. Now, a slap on the face is all it takes, or so I learned from our KS master, Alath. So I decide to brush my hand gently against Baci's cheek.

It works. Baci instantly dies. Fuck logic.

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I would like to take a few moments to just point out how dumb the combat situation is getting here. This is the first week of summer. A dragon attacked right before winter, then a Titan, then we had a siege, and then spring came and there was another forgotten beast. Then this one like two weeks ago. That's right, we've had two forgotten beasts show up so close to each other that we couldn't even butcher a single kitty between the two.

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The spirit of Baci immediately leaps into a random leatherworker, who proceeds to create a leather headscarf. ''Well fought, little creature. After centuries of rampage, you have vanquished me. This is my final gift to you!'' It is a very ugly headscarf, worth less than those produced by our leatherworkers when not posessed. I wear it nevertheless because that would be impolite not to.

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Well, it's now the second week of summer! Let's pick up the ten thousand iron shields lying around the fort and smelt them, shall we? And butcher some dingos while you are at it, they'll feed our magic tiger person.

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Or not. Another beast. This one is coming from the lower caverns, and probably can't reach us for now, so it just chills and watch a giant olm go about his business. I hate having eldritch horrors wandering our basement, tho, so I'd prefer if we killed it now, instead of hoping it's not lurking in a nearby lake when we finally venture deeper. Open the plug!

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Before the workers can show up, I change my mind. Let's take some time to turn this random hole in the ground into a more sensible defence. I spend the day with Dumat and the mayor designing the blueprints for this level. There shall be two long corridors, with a ballista at the end of each, next to an ammo stockpile. The south area can be used to store food and implement some basic dorms, should we have to send troops in the depth for too long. Before i can dispatch any workers to do that, tho, we have another problem coming up.

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Now we know why the Lavender Empire hasn't sent any trader to our fortress in five years. They were slowly hoping to weaken us by denying us trade goods, weapons and food. The mayor took the time to meet the lawgiver of the empire last year, which was a pretty dark time for our army, with people dying left and right, and hopes being at an all time low. The lawgiver must have taken that as a sign of weakness, and decided to begin his assault. A few skirmishers show up, right on the edge of our castle. This would have taken any fort with its pants down.

Whisperwhip, however, is definitely not just any fort.

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As the humans look for some easy targets to start off their assault, they are instead met with a rain of death from the walls. The patrolling marks-dwarves shoot the first human archer dead before he can land a shot. Our civilians would usually be lying around picking up clothes and corpses, making them easy prey to a group of skirmishing rangers such as this one. I assume this is what the lawgiver was counting on. Ah, unbeknownst to him, our absolutely terrible management has thwarted his carefully-prepared assault!

Here's the thing. Sometimes, you accidentally click buttons. One of these buttons actually disable the hauling of food lying around. It must have happened, I dunno, 7 years ago. But for almost a decade, the stockpiles have been emptying drastically, and I now know why. Food hauling was just... disabled somehow. I woke up in the middle of spring and figured, hey maybe ''something'' is wrong in the obscure hidden order menu? So I tried something and now people are hauling all the food. That's right, for maybe 7 or 8 years, butchered corpses were left to rot, and only gathered once the item counted as ''refuse'' and not food anymore. that's also why there is a million barrels in the courtyard when the tower next to it is a giant food stockpile. And that's also why all those blood barrels were lying outside and nobody would touch them, except to dump them. That's also why the kitchens have been am miasmatic nightmare for so long. And yup, that's why the trade depot is constantly full of shit even when there isn't anything to trade. It also means that we turned about 700 animals into rotten corpses for exactly no purpose.

But in the end, it was not for naught, because today is the day that we use our absolute lack of organisation as a mighty shield! The humans have launched their surprise attack, but everyone is inside hauling barrels of fishes that probably died ten years ago. Lady Asmel looks at the archers outside with a strange glee in her eyes. she's jumping in place like a kid awaiting his christmas presents. ''Please, general, let me go outside! I'm bored! Being on the wall all day is no fun!''

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This happens. Yes, that's the whole combat text. So she did kill a dude by shattering a guy's angle so hard he stopped being alive.

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(http://i.imgur.com/wAREbdL.jpg)
Asmel is back, disapointed to see that there were only one squad of archers to slaughter. She's back on the wall drawing stick figures of dead humans with the blood dripping on her weapon, before it dries up. I order that the human corpses be forbidden and left to rot there at the frontier between SoothedSlapped and our own Duchy. Their skeletal remains decomposing under the arid sun shall serve as a warning to all members of the Lavender Empire, that they are not welcome south of Quula's old tower.

''General, even the dismembered limbs?
-Especially the dismembered limbs.''

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As soon as Asmel is back to her patrol duty, her squadmates spot two kobolds trying to grab the human stuff. The first one dies to Asmel's underlings coming back to the fort after showing just a moment too late to the party. The Champions rush outside and run after the second one for an extra dose of !FUN! for the kobold. It dies instantly.

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Asmel isn't even back from her murder-jogging that a new siege arrives. This cannot be a coincidence. Two days apart. Were the humans in league with the goblins? They have allied with a demonic being in the past, and the power vacuum left by Quula's mysterious vanishing could have led to such an alliance. Were the human archers merely a distraction, meant to lure our forces to the western side?

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That's more likely than not. For the first time in a long while, a group of trolls have arrived from the east, and immediately launch an attack on bridge gate, murdering pigs and forcing their way into the courtyard. The lawgiver's plan wasn't as bad as i first believed. He knows that we now only have one squad patrolling the wall: The Ferocious Tools, led by Lady Asmel herself. But he also witnessed that we respond with every archer threat or thief menace by dispatching the ferocious tools outside to intercept the problem. This would leave us with nobody on the wall, just like now. Asmel is still outside in the plains, and the trolls have smashed their way inside! Immortal-d is hunting various monsters, while the Spinfs of Wheels are in the second cavern mining, and the Magical Gloves are hauling food and brewing drinks. My own squad is off duty after just defeating a forgotten beast and mobilizing against a second one. We have 60 soldiers, yet nobody is currently able to defend the fort.

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Asmel's team is ambushed by a group of trolls rolling in from the western side of the castle. She's busy fighting her way out of a foe pile. Meanwhile, a group of goblins and more trolls are taking advancing from the south-east, coming down from Dogshatter Hill, and are marching straight toward the main gate!

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it all happened so fast! they came up from nowhere, fast as lightning, from so many good angles. I realize that the moment the goblins stopped most of their assaults, only to come back stronger and more clever, coincides with the moment the Lavender empire started their trade embargo. The human-goblin cooperation has been going for many years, probably for as long as the Death goddess herself has been gone. The humans aren't the most devastating foes on the battlefield, but they possess a sense of strategy and military tactics that the goblin lack. With the human generals calling the shots, and the goblins acting as shock troops and disposable legions, warfare just became something drastically different here in the northern savannah.

In the heat of battle, Dumat comes to me and explain something he should have told me ages ago. We talk hurriedly as I rush toward the surface, all the way from the deepest tunnels. Surprisingly, the elves have been our only allies. No wonder they supply us with war animals, food, and logs. They know that encouraging our war efforts and providing us with goods is the only hope of seeing the human empire fall, the only way to free their enslaved brothers. Yet to avoid being seen as openly helping us, Dumat and the elven traders have been playing a small masquerade: the elves are seen as reluctantly paying us tribute, as to avoid scrutinity from the lavender faction.

''Why did you never tell me?
-I assumed you'd tell the mayor, who was in charge of meeting with the lawgivers. It was just easier to have everyone out of the loop. I swear, the elves told me they were trying to free their friends, but I was never told the lavender empire would attack us like that!
-It makes no sence, tho! The goblins killed the previous overseer!
-Yeah, of course they did. But humans are short-lived and power hungry. Whoemever is leading the dance now must be working closely with the goblins for years, and arranged for the previous lawgivers to disappear, creating a power vaccuum. How easy it must have been for him to be crowned the new emperor, when he announced that he sealed an alliance with the Passionate sins.
-Hum, human politics certainly is more cut-throat than our own.

The empire has always been hungry for conquest and pillage, and never were afraid to side with demonic powers to achieve wealth. We should have known that the disappearance of Quula would not be the end of their warmongering ways. If anything, the vanishing of their goddess had only fanned their lust for expansion. Quula had began her reign as a warlord, but had grown into a strange contemplative creature in the end, more prone to observe elves than to slay them. now that she is gone, the humans see this as the dawn of a new era of glory and loot.

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I reach the surface. The fort is in chaos. A troll is fending off an army of dogs and lions in the children dorm, and more greenskins are trashing the courtyard. A few dwarves are on the wall repelling foes outside, while a few more rush to defend the courtyard and the main entrance. One troll made it so far as the kitchens. Thank Armok, the civilians are able to escape thanks to my judicious attribution of war animals. Everyone who said it was pointless to award cooks with a war lion has been proven wrong on this day.

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''Why has nobody washed my duchal clothes?
-My lord, it seems that there is a siege going on.
-Sieges never stopped anyone from doing that! Go wash my clothes!
-My lord Tun, that would be suicide! I can'T!
-You are all useless, I'll wash my own stuff then! Go make me 3 querns, imbeciles!''

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Zas the peasant thinks that sneaking outside, ignoring the alert, and passing a legion of trolls is a great thing to do. He wanders outside for no reason.

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Some men volunteer to fetch him out. Go get him, quickly!

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Duke tun manages to escape his clothwashing adventure unscratched, but there is nothing we can do for the foolish Zas. There are too many foes, and not enough of us available. Now one of our Hammerlords is the one in trouble. Now that there is no reason to hold off the trolls, he must retreat, but the trolls are converging on his position, and fast. We can't let him die that easily. Form a line! If we can help him run fast enough, we'll be within archers range, and the wall guards will be able to give us a hand.

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The situation inside the fort has calmed, but now the soldiers are stuck outside out of position. The trolls are coming from the valley, and a group of goblin archers led by elite troops is advancing from the south-east. The trolls will be met with a million bolts, but the troops must retreat to the fort before the goblin shooters get in range! Should I dispatch more troops, and weaken our defences against the western army, or stay there and meet these foes with ranged attacks, and pray that our tropps are tough enough?

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From atop Dogshatter Hill, a goblin leader overwatches the whole combat. Two os Asmel's soldiers were left stranded from the rest, and managed to stay out of sight for the whole fight, picking off stragglers escaping the battle like two jolly rogues. They turn the tide by sneaking up on the leader, and taking him out. The enemy forces break just as they get in bolt range. The loss of their leader, and the rain of ammunition is enough to send them away.

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This goblin makes a last ditch effort to cross the entire map, but one's body can only contain so much blood. he doesn't make it. Soon many will share his fate.

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A squad of goblins is preparing to escape. The full might of Whisperwhip is on the move to destroy them, a torrent of steel, leather and bloodlust. None will escape this fight, definitely not the lone troll hiding in the dumpatorium.

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Dumat has been injured by the troll commandos, but I'm told he will heal in time. I hope he regains consciousness soon enough. We'll need information from the elves if we are to stop the Lavender Empire from overtaking this continent and wiping out all other races. Whisperwhip has endured many beasts, and many sieges, but the combined might of the strongest nation, and one of the most populous goblin horde in the world... this is something else entirely.
Title: Re: Whisperwhip: At war with everything...
Post by: Taupe on February 07, 2015, 12:37:00 am
Chapter 50: Dump and dumper
Fall of 119

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As the army marches back from the battlefield, rain starts to poor on this god-forsaken savannah. This is not a metaphor, the local deity actually got up and left 5 years ago. It's true that we had something resembling rain a few months back, but that was more a glitch in the weather than actual rain. This time, tho, we can actually feel the hot water pouring on our skin from the sky. The sun is obstructed by clouds for the first time in at least two decades, and the bonds that previously gorged themselves on nothing but blood and corpses are now filled with a tamer liquid. Traces of the battle are erased, as blood flows into the ground. In a few hours, the cinder valley of blood and ashes is replaced by a clean field, green and dripping with moisture. For a place where only loss comes knocking, the resurgence of life and nature is seen as a blessing, even by dwarves.

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Poor Dumat is still in bed, left severely damaged by a rampaging troll. He smiles as I inform him of the weather ''I wish I could see the rain... just my luck! 22 years in this stupid place, and it has to rain on the day I'm stuck in bed!''

I ponder for a moment about this newfound source of water. Could we actually turn part of the courtyard into a bathing area? I start to reflect on a cool design, but by the time I'm back outside, the skies have cleared, and the sun shines once more. Within less than a day, all the filled ponds revert to sandy holes.

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Not all traces of this strange occurrence is gone, however. As I watch over a strange dwarf gathering materials for a weird project, I notice something peculiar near his workshop. Where many years ago a pig shattered on what was then the bottom of our fortress, now grows a patch of luxuriant grass. Devoid of either sun nor water, the touch of nature has found a way into the heart of our home. For a brief moment, I understand part of Quula's growing fascination with nature. then I remember that I'm not an elf, but a manly dwarf general. It's time to focus on something very manly and dwarven, to set my mind straight.

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Nothing is more dwarven than a set of murdertunnels set at the bottom of earth itself, designed to counter terrifying forgotten beasts. What should we call this place? BASE2, maybe6 no, that sounds absolutely boring. This place shall henceforth be known as the Murdershafts. Once the tunnels are completed, we'll begin construction of the siege engines proper. The drink situation is stable, we won't need more food, and the farmers are experienced. Apart from some engineers and engravers, I'll try to put the rest of the fort on to clearing our stockpiles. There's too much problems associated with going outside right now, especially for civilians. Now is probably the best time to clear all our needless junk and dump it in the garbage shaft.

I consult Dumat. He confirms what I was fearful of: the dwarven caravan should already be here. Was it goblins or humans that ambushed our brethrens? We may never know. In any case, the lack of wagons confirms my suspicions: setting foot outside of the castle is out of the way. That also means that we'll get no flux stones or anvils this year, which in turn means no steel. Iron is the best we have right now, and there's enough shields lying around to be of use. I order a set of breastplates forged, as well as some more iron bolts. The menace of an unbreakable titan still weights on my mind.

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It's time for the greatest clothsgiving ever. The latest soldiers died mostly next to our walls, so I post a few squads around the castle to allow the bravest of our haulers outside. Led is sporting a giant book in which he keep track of all the chest armors and robes around the fort. Slowly, but surely, we start going through the entire book, noting what to do with each item. This is a time-consuming process, but it must be done. First, every rotten or tattered cloth is to be dumped into magma. I don't care if someone was wearing it, it only makes them unhappy. Second, all good-quality robes and sweaters are to be collected, which will replace the dumped rags we just got rid of. Thirdly, Every large robe is also to be dumped. We have a ton of those in our bins, thanks to so many trolls. If an item is large and made of metal, I want it melted with the rest. Lastly, every leather armor from the goblins is unforbidden and designed for dumping. Once enough iron breastplate have been forged to accomodate each soldier, we'll also discard the untold amounts of leather armors stockpiled in the armory.

People spend 4 months doing just that. Dumping shirts and melting oversized mails. By the time the dumping tunnel is uncrowding, winter is already halfway past. The caravaneers are long-dead, of this we no longer have any doubts. Until further contact with the main civilization, Whisperwhip is isolated from the outside, entangled in a bloody conflict. thankfully, being entangled in bloody conflict is something we've become quite good at.

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Oh, and thank Armok combat is our strong suite, because we are hardly worthy of the name dwarf when it comes to masterful works of art. someone just spent 120 forgotten beast bones to make the most plain and unimpressive mini-forge known to our kind.

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It's painfully clear that we'll be using this tunnel a LOT, so once the Murdershafts are fully engraved, I put our stoneworkers on the job here. Right before they start engraving the corner, I stop them. I think I've got a good idea!

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I order a watery trench carved out in the tunnel. This may be the best place to install a cleaning area, since mass-dumping is the only job that ensures everyone will use such a place. In a matter of minutes, the cleaning trench fills with all sorts of washed-off substances. FB extracts, titan blood, minotaur puss, dwarven blood and vomit, you name it. New clothes and clean bodies should give us an edge against tantruming, should any tragedy befall us thanks to this new war.

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Armors and shirts are now managed, and pants are next. Before we can get to it, tho, more goblins assault our castle. Stukos tries to run back outside, but the goblins manage to corner him and tear him apart. Stepping right outside the castle is dangerous, even to a veteran like Stukos. The inky Lures had not lost a single squad member until today. The soldiers amass on the wall, ready to unleash bolts and vengeance from their trusty crossbows.

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...But quickly enough, some of them must abandon their post to venture outside. Tun is going out for a walk, with all his labors disabled, and the alarm activated. He's apparently ''on break''. Swiftly, I want a defensive perimeter around the Duke, and I want him back inside within the minute! Bash him senseless if you must!

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The Duke is saved by the rapid intervention of nearby soldiers, and the heroic sacrifice of his numerous war pets. Now Tun is back inside, and alive, but he complains that his pets are dead. Fuck you Tun, seriously. Eat a titan pickle.

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The goblins are growing smarter with every siege. After they killed one of our elite soldiers, they retreat instead of suffering a volley of arrows. They failed to kill our nobility, but they'll be back for sure. I send some squads outside to get a few kills going, but most of the goblins escape before a fight can occur.

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The war situation is escalating with each new encounter. In contrast, the situation inside the fort has improved considerably over the last year. First of all, food is back inside the stockpiles. The improvements made to the bridge rooms have also made BASE1 radically easier to reach. Food and drinks can finally be shared by the miners and stationed soldiers working in the caverns. A lot of the children born after the civil war have finally reached the age of twelve this year. they are now twelve, and considered peasant rather than mere children. For a few seasons, I've been wondering what to do with them. Now I know. The young generation will receive basic military training in time, but their primary job will be to build, maintain, and operate the siege engines we'll be building. A siege workshop is deployed in the empty workshop room of BASE1, and the younglings eagerly start designing ballistas for the Murdershafts. This is only the beginning. we'll install catapults atop the main tower, as well as expand the walls to house more war machines. If the Lavender empire wants a war, a fucking war is what they'll get.

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Meanwhile, everyone else is now busy triaging dirty pants from new pants, and dumping shorts into a volcano. This goes on for another three months. The calendar switches to a new page; It is now  the year 120. Life in Whisperwhip is strangely ordered and monotonous, so much that the once cheerful magical tiger we acquired has not had a single conversation since ever.

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Spring goes by quickly, interrupted only by a forgotten beast and a ghostly woodcutter. The former is quickly dipatched by three combined squads shot-gunning its face the second it jumps out of the underground river.

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The latter causes a bit more problem, as I suddenly realize we ran out of coffins. I order more, but everyone is too damn busy hauling pants to get on it, and Tun's constant whinning for more querns have our free masons pinned already. The ghost just hangs in the dumping tunnel, haunting the nearby dwarves, which in this very situation accounts for about 140 people. Morale goes down for a while, but the local residents are sort of accustomed to terrible things, and eventually they get over it. A lot of barfing happens, tho.

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I place a tomb, after three weeks of otherworldly spooking. Then after another two weeks someone actually remembers that coffins must be designated for burials. Then the ghost is still not happy, and we must make a stupid slab for him. There, it's done now. Begone.

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Looks like someone went overboard with the whole coffinmaking thing, and created an artifact. Out of a goblin arm. Such a receptacle would be a fitting resting place for our champion, so I order the noble crypt expanded to the north, where Asmel, as well as champions from the next generation, will be put to rest. Fittingly, the crypt is filled with red Zircon. A bloodied crypt and a coffin made from our dead enemies, what a fitting resting place for our mightiest warrior!

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Sieges have almost become routine. With the walls staffed at all times, and the outside forbidden, the goblins show up to poke at our defences, but quickly leave without anything noteworthy happening. They won't come too close, and we won't meet them on the field anymore. I know that's what they want, and i won't give it to them. Once our defences have been upgraded, they will know the full fury of dwarvenkind. Until then, I am quite fine with this waiting game. The last goblin squad vanish from our lands just as summer begins. A full year has passed since the humans revealed their true nature. No caravan has made it to Whisperwhip since then. The only thing that comes to Whisperwhip are foes.

Soon, the only thing that leaves will be siege ammo...
Title: Re: Whisperwhip: At war with everything...
Post by: Immortal-D on February 07, 2015, 10:53:14 pm
Seems like Whisperwhip has reached critical mass, of sorts.  Absolutely nothing can threaten the Dwarves- any and all problems are management related.  I think you have 2 options at this point, which are not mutually exclusive; Begin preparations for engaging The Clowns, start a Mega Project.
Title: Re: Whisperwhip: At war with everything...
Post by: Dwarf4Explosives on February 08, 2015, 03:00:49 am
I'd first clean up the clusterfuck that is the management; block off some rarely-used paths that just lower FPS and just generally try to make the fort more compact.
Title: Re: Whisperwhip: At war with everything...
Post by: Taupe on February 10, 2015, 09:55:05 pm
The updates will probably be scarse for a while, considering that chapter 50 covered three seasons, and introduced most of the changes I was putting in place. Unless something happens, there will probably be a big leap in time. I just played for a whole year, which revolved mostly around dumping gloves. Apart from sieges (now rather uneventful) and a giant (which Kel beheaded casually in a single lash strike while gathering mittens) I have nothing to write about.

Going to hell may be a terrible idea while we are still wearing mostly leather, but I'm definitely in the mood to get some adamantium down the road, and invade the underworld itself. I feel like that's this fort's destiny. Fun fact, I know nothing about demons, hell, or how to fight then off. Spoilers are not welcome. I've been staying away from any details so far, to ensure that our last adventure will be full of surprise.

Before we tackle on such a suicidal task, there are a few projects I want to try. An obsidian generator has been designed, but never implemented. I'd love to have masterwork statues made of solidified lava, and maybe a giant obsidian spire. Speaking of spires, I also want to improve the fort and turn it into a badass castle. Sadly, masonry work is moving very slowly with the limited amount of workers and the slow process of erecting stone walls. As for the defenses, I've been toying around with ballistas, but apparently they only shoot in a straight line, not up or down, same for catapults. I have a fun design in mind for the outter perimeter, involving a moat, and a line of ballistas, but that will require a massive amount of terraforming. No catapults on top of towers, which is kind of lame.

Before I allocate the dwarves to such tasks, the first thing to do is get the fort up and running efficiently. Workshops must be profiled, equipment must be upgraded, stockpiles must be optimized... At the very least navigating the fort is now possible, although there is a lot of z-levels to go through. Thankfully, metalworking and mining is slowly getting centralized in the basement, while army and food industries are concentrated on the surface. With some tweaking, and a lot of effort, it would probably be possible to keep everyone from having to actually go from one area to the other. Doomforests gave me the idea for a chute, which could be used to send food downstairs to the miners and smiths.

Fort population is now going up, with a bunch of children having reached puberty, and another wave of babies being born. we went from 180 to 158 in the last two years, but Whisperwhip is now sitting at 166 as of the year 121.

If you want to request a dwarfing, be my guest, we have a ton of random epic dwarves just waiting for their turn under the spotlight.
Title: Re: Whisperwhip: At war with everything...
Post by: Taupe on February 12, 2015, 01:05:43 am
Chapter 51: The Prophecy
Fall of 121

The seasons come and go now, just like the haulers do in the great dumping tunnel. As they walk past the cleaning pit, the blood of battles past washes off their clothes, and down the ramp. Countless dwarves step over the sanguine pool as they bring the rags of their fallen to their fiery end. There is no time for training, or cooking, or sleeping. Only dumping.

Clothes are innumerable in Whisperwhips nowadays, both old and new. Just as the dwarves are done with a pile of clothes, another one appears outside the walls, still clinging to a fallen goblin, a bloodied troll, a misguided human. Blood and lavender is their toll, and hauling is ours. With summer begins the long process of footwear destroying, which shall last until fall. 1500 shoes and socks are stockpiled in dusty bins, as many more still rot on the bodies of dwarves and corpses both. Winter is for mittens. Spring is for hats. By fall, every member of the army now has an Iron breastplate, and the 900 leather armors are marked for dumping.

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Progress is made, but the hauling can never stop. Legions of knights on horse are pilling up on our doorsteps. Goblins try to drown us under the weight of their gear. Even giants try to join the frey, but are foolishly beheaded by my sister with a disinterested twish of her lash. Enemies are no longer a threat to our lives. They are merely there to slow the all-important process of rags discarding.

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Even forgotten beasts of the lesser variants are no longer worthy of mention in the fort. Oh, did you kill a beast today? I guess that makes you a Beastslayer. like basically everyone here. Me, I hauled 12 pairs of shoes today. That's something special.

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Inbetween hauling phases, I take some time to manage our stockpiles better. The main issue I have for now is that shields are litterally everywhere. Apparently, the stockpile for armor was set to ''take from a specific stockpile'' by mistake. fixing this only prompts everyone to empty the stockpile. I have no clue where the armors went. none of the other stockpiles accept armor. Guys, where is the armor? I make a new stockpile, and delete the other one. People show up from all around the fort to stash the armor back. to this day I still don't know where everything went for a moment. nobody will tell me. Weird.

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The dwarven caravan manages to sneak by this year, showing up inbetween two different goblin assaults. we can't afford the time it takes to haul bins to the depot, so instead, I offer the caravaneers some large gems still lying outside in the grass. Blood barrels were dumped, shields are being properly stashed, and the gems have been traded. I grab a few anvils, just to get some steel. With no flux stone to mine or trade, and no outpost liason to make a trade agreement, melting existing items from these merchants will be our only source of the precious metal. Once the merchants leave, the trade depot is clean and tidy for the first time since it was built. Power to the haulers! Go, efficient management!

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After yet another of their sieges has been crushed, the lavender empire send a friendly human to negociate peace. I ask the mayor to stop doing random jobs and host the visitor, but the lions don't get the memo and devour the messenger as he enters the fort, out of reflex. The body ends up stuck atop one of the trade depot's statues. I can't be arsed to put it down, so there he stays. He's part of the deco now.

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A year later, the Lavender Empire lawgiver comes in person, to bargain a peace. As much as I want to murder his stupid face, something happens at the same moment...

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A trade caravan has arrived from the capital of the human empire, travelling alongside the law-giver. He knows what's up. It's time for some offerings, bitches. We accept your peace, but there's going to be some nifty tributes every summer, or else those rotting skeletons alongside the northern border are going to make some new friends. The human empire doesn't have steel weapons or ingots, but they gift us with silver, gold, gems, as well as 50 barrels of exotic fishes. I mean, I could kill them all, but that'd just be more dumping now, and even more dead knights to smelt in a few months.

The vanquished depart soon after the tributes are offered. The merchants leave first, but the law-giver stays for a night, just to sign some paper certifying that he agrees to be our bitch from now on. Yes, those are the actual words on the peace treaty. ''I, law-giver Kege, admits that opposing the sexy fortress of Whisperwhips was a dumb idea, and henceforth agrees to becoming their bitch'' As soon as he is done, he packs his stuff. As he steps outside, he is greeted by a goblin army.

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''Kege! screams the goblin leader. It's so nice to see you here.
-I...I can explain, this is part of my plan, my plan to get you in the fort!
-I'm done with your lies and your shitty plans. Kege. I know a traitor when I see one. Our deal is over.

The warlord raises his hand, signaling his archers. The lawgiver utters his last words, muted by the whistle of two dozen arrows.

*   *   *

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Between two hauling jobs, I take some time to admire the recent artefacts created by our local craftdwarves. Even the doctor took the time to craft a pretty statuette. Once I put all three items one next to the other, i notice a strange pattern. the first represents a human killed by an elf. the second depicts the death of an elf to some strange monster. The third one comes from a possession. The strange and enigmatic necromancer known as Ohe Closebrain took over the body of a dwarf, and created a buckler out of goblin bone. The item shows the reanimation of an elven corpse.

This makes me uneasy. An elf kills, an elf dies, and elf is reborn, sculpted as a shield, out of the bones of his enemies. I consult with Immortal-D, since he knows a bit about curses and strange omens.

''It's a prophecy'', he answers. ''We have killed humans, but soon a monster will be upon us, to slay us. And in time, another will come, and even in death, another battle will be fought.''
-This is nonsence. Why are you always like this.
-It's just what the artefacts say. Maybe it's not true. But you have to admit, Dumat may be right about the queen... or about Quula.
-Quula is gone.
-But not dead. She may return. and she controls the power of undeath.
-Fine, just to be sure, I'll order the workers to dump and burn corpses when they get a chance. No corpses, no undead.
-Thank you.

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The haulers venture outside, only to meet another goblin force ambushing us near the dumpatorium. Curses! I order everyone inside, and dispatch the troops on the wall as usual. Suddenly, at the same moment, rumbles come from beneath our feet. Screams from the cavern.

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(http://i.imgur.com/dIKIyyJ.jpg)
Down below, a towering eyeless mantis has come to Whisperwhip. Armored with a thick exoskeleton swelling with pus, and setting everything on fire. This is the first monster since the nefarious Grousinder to sport a dangerous weapon. everything recently just try to kill shit with a poisonous bite or a sting.

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The beast wanders the caverns looking for blood. The alarm has been activated, but the beast came up so fast after the siege that nobody had time to evacuate yet. Worse still, many miners are currently setting up the obsidian generator, which can onyl be accessed by going around the volcano. They'll be easy prey, unless someone makes it in time!

''I'll go'' Says Immortal-D. I know the caverns better than anyone
-So will I, replies his squadmate Stukos, who already has her gear ready. We are the closest, let's not waste time!''

They rush downstairs, and catch the giant mantis as it's about to reach the volcano. Both dwarves engage the beast, Immortal-D is the best dodger we have, but the smoke obstructs his vision. The fireball comes too quickly. He takes the full impact, yet suffer no damage.

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He begins to feel a strange sensation all around his body. His name is flashing. Stukos has already fallen to the monster. The mantis escapes, heavily bleeding, and missing several bodyparts. Immortal-d wants to give chase, but he cannot. He knows where he is. he can still see the blood leftover by his squadmates. Further down this tunnel lies the entrance to the lower caverns, where Lor, Endok and Doren faced the Grousinder.

''I doubt it'll go much further, not with what I did to him. As of me...''

He knows what's coming. The doctor explained to him the nasty syndrome that plagued his friends four years ago. to hear about it is one thing, but to live it is quite another. but Immortal-D is a brave warrior, and he always knew he'd give his life to save the fort from a monster. At least he,ll die where his men did, here in the smokey caverns. His last thoughts go the the prophecy of the artefacts, as he remembers the second one, the one that speaks of dying to a monster. Then he explodes into a geyser of blood and gore.

*   *    *

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Catten is the one to find the body. you can never really get used to the mess left by the timebomb curse. Stukos and Immortal-D lie dead, their blood dripping all across the caverns. The air is hot and still filled with a layer of smoke. Ashes cover the ground, covered with gore and burning fungi. Screams echo from the lower caverns.

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By the time Catten tracks down the mantis, it has lost consciousness, collapsed on the ground before it could retreat to the lower caverns. Not that it would have done it any good, for they are sealed, and filled with two more unslain abominations. Immortal-d scored some devastating hits.  A single blow is all it takes. With one heavy swing, Catten avenges his squadmates and resume his leadership of the contests of fortifying, or what's left of it anyway. The corpses are carried back upstairs, and entombed alongside their brothers and sisters. The soldiers return from the battlefield, carrying more dark news: the giant war tiger has been slain, as well as two children and three haulers. Two scores of war animals also perished.

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The deaths were numerous this day, but none was a gruesome, or as heavy, as the loss of Immortal-D. He was a beloved dwarf, a great military captain, and the proud defender of the caverns. He dedicated his life to fending off the forces of the bird armies, stopping three giant winged monsters, as well as single-handedly murdering a forgotten beast earlier this year. It can be said of very few dwarves, that the world is now a safer place thanks to him. May he rest in peace.

His wife and daughter are devastated, and so is his father, manager Stukos. Captain Atir was his cousin, and tries to say a few words, but none will come. More than just a soldier, Immortal-d was a beloved and cheerful dwarf, friend of many. He was the first to dodge an arrow, but the last dwarf that would ever avoid a conversation or a party. his sexy beard was the envy of all. Hw will truly be missed.

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After everyone else has left the catacombs, I find Lady Asmel, paying her respects to Immortal-D's tomb. I've never seen her emotional, or shaken before. Yet there she is, kneeled before the tomb of our brother.

''He was a special kind of dwarf, she says as i approach.  I doubt I'll see another like him in the few years I have left.
-Yes... He was a brave captain.
-You know what this means, tho. The caverns are not safe anymore, general. More will come, and more will die, so long as we remain here.
-Catten will cover the caverns, in time the recruits will...
-My good general, be honest. do you really believe catten could defend us against such abominations? Even if he was to turn into our greatest hero overnight, sooner or later he will die, and so will we all. there are forces that we cannot hope to vanquish. Dark powers.''

The last discussion I shared with our fallen captain come back to me. The artefacts, the prophecy. If the dead human statue heralded the fall of the human diplomats, and the second item announced the death of Immortal-D to a monster, then... Surely, it cannot be true.

''Milady, you cannot mean... undead? I've heard tales from Dumat, but he can hardly be...
-The broker is scheming, and untrustworthy, yet in this he tells the truth. The dead may walk this place, sooner than we think. Death calls to death. We must burn the corpses, all of them. Should the fort as it is fall to the influence of necromancy, this could be the end of the world as we know it. The eldritch horrors that have crept into our basement are but a glimpse of the true terror that awaits us should this happen. If the corpses in this region walk once more, then nothing will stop them. No, we must burn every body we can find, before she comes to claim her throne.
-Who...?
-...My mother.''
Title: Re: Whisperwhip: At war with everything...
Post by: Immortal-D on February 13, 2015, 10:08:03 am
R.I.P, me :(  Well I had a good run, lol.  Violent blood-explosion is at least a relatively quick death, if briefly painful.  When you can, please find my Dorf's child and name him "I-D The Second".

''Milady, you cannot mean... undead? I've heard tales from Dumat, but he can hardly be...
-The broker is scheming, and untrustworthy, yet in this he tells the truth. The dead may walk this place, sooner than we think. Death calls to death. We must burn the corpses, all of them. Should the fort as it is fall to the influence of necromancy, this could be the end of the world as we know it. The eldritch horrors that have crept into our basement are but a glimpse of the true terror that awaits us should this happen. If the corpses in this region walk once more, then nothing will stop them. No, we must burn every body we can find, before she comes to claim her throne.
-Who...?
-...My mother.''
.... :o
Title: Re: Whisperwhip: At war with everything...
Post by: Taupe on February 13, 2015, 07:05:29 pm
I looked the second you flashed. You don't have a son, but you have a daughter. Is that fine with you?
Title: Re: Whisperwhip: At war with everything...
Post by: SkaiaMechanic on February 13, 2015, 07:52:09 pm
I gotta say, I always look forward to Whisperwhip updates. Been enjoying reading these out and about on my phone. The literally god-forsaken capital(?) city of the dwarves. Towering above all the grass and ash and thousands upon thousands of pieces of broken bolts. The military-minded fort that changed armies and wars. A black hole growing on the world that armies battle but never escape. I'll take a Dwarfing of some kind. No specific request. Just another victim in the fort.
Title: Re: Whisperwhip: At war with everything...
Post by: Taupe on February 13, 2015, 09:12:29 pm
Spoiler (click to show/hide)
Skaia, you are the Mayor's apprentice. Not only are you a girl, but you are the worst person ever. You are also the best mechanic available. The mayor will be the narrator for next update, so you should get a decent intro. It's a safe line of work, if goblins don't attack while you reload a cage, or if you don't run into the obsidian generator while it runs (spoiler?).

Spoiler (click to show/hide)
As for you, Immortal-D, even tho you were heirless last time I checked, a tiny dwarven miracle happened before my eyes seconds ago. Your wife gave birth after you died, and it's a boy. I-D the Second is alive! He is known as ''Bronzestaff'' by his peers, and for a toddler, his beard description sounds formidably sexy.
Title: Re: Whisperwhip: At war with everything...
Post by: Taupe on February 26, 2015, 12:04:10 pm
CHAPTER 52: The great cave offensive
Fall of 223
The mayor


Being the mayor is not a fun task. Taking care of strangers, hosting meetings, and spending two years tailed by a creepy god. It's a lot of trouble. The mayor wasn't he most qualified for the title, but nobody in 20 years had run for the office, so he was stuck with the job. Thankfully, he often decided not to do it. Being an engineer was much, much more interesting. It wasn't always like that, no. Not when most of the mechanical duties revolved around wandering outside and carrying back huge cages filled with angry animals. But things had changed in the fort recently. It was time for bigger projects. The mayor loved bigger projects. Especially when they involved lava. Oh, who was he kidding? Everyone loved magma.

Spoiler (click to show/hide)
Right now, he was in charge of the obsidian generator. It was a good way to get magma safe materials, at the mere cost of acting absolutely not safe toward magma. A fair price. The blood of Armok was not meant to be trivialized. The mayor loved working on the generator, partly because he enjoyed designing things, and also because he enjoyed carrying corpses way less. That's what everyone else was doing right now. Dumping bodies. Dumping arms. Dumping mangled feet. Dumping mutilated skeletons. The mayor did not question the variety of the things to be dumped, but it was certainly gross. Once they had dealt with armors and dirty socks, every higher-up got obsessed with dumping bodies. The mayor found it silly. What was the point of having the greatest dumpatorium in the world if they were just discarding everything in lava?

That did give him an idea, however. Because there was nobody around in the caverns to drag boulders, it was technically his job to do so. the mayor was also having none of that. That's why he ordered every single stone in the area to be stored right in the middle of the generator. Once the machine started, every last boulder in there would simply vanish. it's not like they needed any more stone anyway. Not with delicious, delicious obsidian on the way. The other mecanics agreed with his idea. There once was a lot of other Mebzuth, but most of them were killed by various things. All of those various things were goblins. Now there was only himself left, and other Mebzuth, whom everyone simply called Skaia Mechanic, because she was in charge of the cages most of the time, so she was always under the sun. She was also always mad and depressive. Drokles times ten, essentially. Oh, there was also a new teenager whom the general had ordered to help around, but he didn't count. And he wasn't even called Mebzuth. Clearly the kid had little future in engineering.

Spoiler (click to show/hide)
The floodgates were installed, and the tunnels were filled and ready for activation. All that was left was for the middle area to be channeled, in order to create a reservoir. The mayor wasn't exactly sure how obsidian worked. He was basically just a mayor with a serious hobby and no prior qualification. He assumed that the two liquids would meet in the middle and make obsidian maybe? Look, it was still a work in progress. They had been working on this thing for a year when suddenly, one of the miners hit something weird. In the bottom corner of the reservoir, a hole opened, and strange noises came out of it. Forgotten beasts. They didn't know the caverns extended this high, and this close. They hadn't explored these levels fully. Or at all. had they done so, they would have known, and probably built the generator here anyway. because being wise just wasn't how being a dwarven engineer worked, man.

Spoiler (click to show/hide)
The general ordered his own men around the hole. This would be a delicate operation. Any second now, one of the two monsters dwelling in the depths could rush up and murder all the workers. This, the mayor had learned, was a bad thing. The main problem was that the fungi vegetation down there was a mess, out of control and ever-expanding. They would need to reopen the cavern ramp, send in woodcutters, and move slowly toward the generator's underbelly. This would delay the project. This wasn't good, the mayor knew. It was very important that the generator be put to use as soon as possible, becuse... reasons. Look, he just didn,t want to haul bodies for three months while people cleared the caverns.

First, he asked the miners to carve a staircase downstairs directly next to the generator. The masons had been using the leftover boulders in the middle of the reservoir to isolate the generator from the rest of the caverns. As such, the area to the right was a mess of built walls. All it took was two deconstructed walls to open a safe digging path down through a stone pillar. Sure, they were connecting the buildsite directly to unknown horrors, but that would cut the walking by a lot. It also meant that they only needed one block to seal off the stairs if (when) trouble arose.

For a week or two, the general and his men went down into the caverns to kill stuff. And stuff they did kill. They were clearing corridor after corridor, unlocking new areas, trying to locate and ambush the two forgotten creatures living here since a few years ago. One was found totally entangled between two trees. The other they didn't find. This was taking forever. the main plan was to clear the area so they wouldn't be attacked by things while they... rebuilt the floor of the generator by putting blocks underneath? The actual plan wasn't exactly clear. The mayor assumed this was just an excuse the soldiers and woodcutters found to avoid hauling corpses. This was a waste of time. The mayor knew a much better way to seal the plug and kill everything in the caverns at the same time.

''Evacuate the caverns, he screamed. There's something going on with the generator!
-What... what's wrong with it?
-Oh. I just turned it on.''

Spoiler (click to show/hide)
The hole was actually the perfect way to test the machine without clogging the reservoir with tons of weird liquids. all the excess lava would just flow down into the caverns. fuck beasts, fuck trees, fuck crundles and sorlaks. He was going to plug the hole using obsidian. Lots of it. Al he had to do was to open the lava valve, then the water valve, in that order. Maybe? Look, this was still a work in progress.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The reservoir is mined in the middle to allow lava to flow to the hole. no way he's wasting time to actually finish this thing properly. That's just sober thinking. Quickly, the blood of Armok fills part of the chamber, and eventually drips into the caverns below. It also flows out of the reservoir and onto the surrounding walkways. Interesting design flaw right there. note to self, magma murderchamber is not safe while in use.

Trees don't burn? Are we serious here? Why are the elves even worried about their safety?

Spoiler (click to show/hide)
Ok, that's enough magma, maybe. Or not enough. That's magma, that much is certain. now is the arbitrarily chosen perfect timing to open the water valve. Let's see what happens. The water fills the chamber and... Sazir runs inside to check it out. Really? That's just... ok, man. I can't stop it. You are on your own.

Sazir is now incased in osidian. We now have two mechanics. I told you that kid wasn't going anywhere as a mechanic.

Spoiler (click to show/hide)
By the time the water flows into the hole, most of the magma has leaked further down the ramps, leaving nothing behind but ashes, small lava ponds and all the untouched trees what the actual fuck. It takes a moment before anything is turned into obsidian, and at some point it's obvious that the project is kind of a failure. We have what, two blocks of obsidian casted at the bottom? The workers will have to go downstairs, walk on these, and patch the hole with more obsidian. At least they learned valuable lessons, like the good water-magma ratio, that incinerating a tribe of troglodytes is hilarious, or simply don't be Sazil.

Spoiler (click to show/hide)
the generator hole is fully patched, and the rest of the reservoir is excavated. While this is going on, someone crafts a palm statuette of dwarves commemorating the 25 years of Whisperwhip. The mayor is not sure a palm statuette is the best they could do as far as artefacts go for that purpose, but then again he's also pretty sure that he's not the best person they could choose as far as mayors go.

Spoiler (click to show/hide)
Now they have obsidian. The main fucking problem is, the stockpiles in BASE1 are full, and everyone is too busy burning skeletons nonstop to dig out any new rooms. Plus, they have obsidian. Everything else must buuuuuurn. Over the next 6 months, the mayor guide the workers to actually do things efficiently. first, use the leftover boulders to seal off the generator for good. Two, dig a tunnel linking the generator to BASE1, but from the generator's side. This way peiople haul rocks into the reservoir, so they can just be destroyed on the next activation. Third, turn one of the tetraedrite vein into an actual workshop area, with two masonry areas, and a bunch of stockpiles for only obsidian. All the obsidian is forbidden from the generator and eventually transported here, because it's the closest place from the generator to the base. see how smart the design is6 The mayor is certainly learning. Manager Stukos announces that only great masons and above can use those two workshops, who by the way are made of pure gold. Because they can. The gold was offered by the surrendering humans.

Spoiler (click to show/hide)
A first harvest wields two scores of obsidian, but that's not enough. Most of it is used to patch the hole. The mayor orders a new activation of the device, this time the magma is to stay in the chamber. Once he has a nice coating of lava, he close the magma floodgates and let the water in. What follows is absolutely underwhelming. it takes basically forever for water to rush into the room and fill most of the generator. This is not good. The mayor does not like wasting time. mostly because he's told to put bodies into a shaft while the machine fails to activate. This won't do.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
After litterally over an hour of real-life time, which is a random measure of time the mayor just invented to sound fancy, the activation is complete. The mayor immediately starts designing three other shafts, conecting to various underground bodies of water. If the first tunnel is having a hard time reaching the end of the magma pool, then the solution is (possibly?) to unleash a quarter of the needed water from 4 points at once, which should cut the activation down by a factor of... a number? The mayor has no clue. Look, this is still a work in progress. People start digging tunnels and smoothing them. (ALWAYS SMOOTH EVERYTHING BECAUSE!). Others start excavating the obsidian, while their two best masons begin producing obsidian throne and tables. People drag the current dinning hall furniture out, and replace it with top notch masterwork obsidian things. That's a massive improvement, and not just because all the current chairs in that room are currently xXphylitte throneXx. Altho that would explain why people kept complaining about a lack of chairs. Be specific, people, what you truly want to complain about is the lack of unbroken chairs. Precision of language, Jonas!

Spoiler (click to show/hide)
Oh, also the general is possessed. That's a thing that's happening, I guess.

Spoiler (click to show/hide)
Time to replace him as leader of this community. What the general would want him to do, obviously, is to turn the caverns into a dangerous pool for children. Maybe? Look, kids don't know shit, they're still a work in progress.

Spoiler (click to show/hide)
Speaking of kids, it seems that despite not having an heir upon his death, our fallen hero's wife has given birth to a boy! ID the second is said to have a very sexy and manly beard, even for a newborn.

Spoiler (click to show/hide)
Oh yeah, and a giant tiger is not doing fine. Actually he's dead. All the giant tigers are dead now.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Oh and all the fisherdwarves. They are being killed by a giant monster from hell shooting webs. Probably should have mentioned that earlier. It's a tick. Ticks are scary.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The general finally snaps out of it, and goes to help his guys down there. The tick shoots webs. That's apparently very bad. Catten the lion lord is the one to score the killing blow. Catten is on the general's squad now, because even the mayor knows that being the leader of a squad of one is really pointless. that's why he has skaia the mechanic with him, otherwise he wouldn't really be the chief mechanic.He's told 3 of the general's soldiers died horribly, and he barely survived. At least Kol the murderer has been eaten by the tick. Yay! Small victories, people, that's how you remain sane.

Also we are now kinda low on soldiers.

Spoiler (click to show/hide)
The last giant tiger succumb to infection after the fight, because nobody can get to it with all the webs. At least the humans will help us mourn his death by offering us gold and incense and myr.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Obviously there is a siege once the humans arrive, because there is always a siege at all time, ever. Ustuth the hammerer should know better. he's caugh outside. Ustuth is always busy killing animals, or killing fish, or butchering things. Probably because he's a violent person who doesn't get to hammer criminals. The mayor tries not to talk to Ustuth too often. Or at all. Actually the mayor tries not to talk to anyone, ever.

Spoiler (click to show/hide)
Still, Ustuth is a noble, so it's his duty to visit him in the hospital at least once, and say things like ''I'm glad the milicia risked their life to save you, so you wouldn't die horribly like most civilians we leave to their fate outside''.

Spoiler (click to show/hide)
The hammerer undergoes like a 100 surgeries. Maybe. Anyway, he finally is in top form with no side-effects at all, and resume his duties like nothing happened ever. Medicine in this fort is astonishing!

Spoiler (click to show/hide)
The mayor returns to the now cleared generator. Look how tidy and cool it looks! The mayor doesn't like to deal with diplomats, or caravans, or the 7 sieges per year, or forgotten beast attacks. it's just simpler to focus on projects. Once the new shafts are complete, he'll replace all the furniture in the fort by obsidian. Except for metal furniture obviously, because silver statues and iron chests are pretty cool the mayor thinks. Not as much as say, artefacts, but still. Someone made an artefact weapon rack, which was installed on the way to the dumping shaft, so everyone can admire it while dumping corpses all year. Or so the mayor was told. He never actually goes to dump any corpses himself, because seriously. There's also an artefact chair, which doesn't have a use yet. Then the mayor realizes that the Bronze General has not shown anyone the artefact he produced. so the mayor sneaks into his room and take a look.

Spoiler (click to show/hide)
It's a wooden figurine, again. It shows not one, but many elves dying horribly to various monsters. The general crafted it seconds before his friends died horribly to also a random monster in the caverns. It probably means something.

The mayor doesn't really care, tho, so he returns to oversee the generator.
Title: Re: Whisperwhip: At war with everything...
Post by: Taupe on March 16, 2015, 10:20:15 pm
CHAPTER 53: Exploding kitten
Fall of 224
The Mayor


Spoiler (click to show/hide)
A year had passed since the last incident. Well, last incident for the dwarves, that was. The mayor didnt go outside much, because seriously, but word had it that the main entrance was pilling up with more corpses everyday. Goblins, trolls, kobolds... Even tho the dumpatorium was now in disuse, corpses were still a renewable resource in Whisperwhip.

Spoiler (click to show/hide)
With the outside halls of death and decay left to the fungi, most of the body parts lying around had been dumped in the fire. The remaining items, mostly teeth, skulls and bones, were stashed in the bonehoard under the craftdwarf workshops. What new bodies the fortress produced were to be stored in new rooms alongside the dumping tunnel. that way, luittle dwarfpower would be lost, even if people stockpiled corpses instead of dumping them immediately.

Spoiler (click to show/hide)
What really concerned the mayor, however, was the improved obsidian generator. Even the pond grabbers were enthusiastic, awaiting patiently to enter the room. The mayor also almost accidentally locked the human law-giver in a new water tunnel, but thankfully they escaped in time. Or unthankfully. The mayor hated talking to diplomats. Or people. Or things. The trading was not going so well, as the elves brought no wood this year, nor did the humans bother to bring awesome metals.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Earlier this year, however, something stranger than elves or humans had come to Whisperwhip. The first aniamls they found dead had obviously died of old age... Two new rooms had been carved in the catacombs to house them, using obsidian coffins, because fuck yeah obsidian. The next animals, tho...

Spoiler (click to show/hide)
It all started when a new forgotten beast came to the caverns. The upper caverns, that is. Hell, at this point there were 4 or five creatures lrking in the lower level, mostly kept separated by random trees. No, this beast came to the main floor of the depths, and since people were working on creating new tunnels for the generators, it had to be murdered swiftly.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
First thing it did was to dropkick a lion, and leave him to bleed. Then it faced the military, getting its ass handed to him. from the grave, the cursed blood of the creature poisonned three dwarves. dodok the beastslayer, and two other squadmates to the bronze general.


Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
All three bled to death on their way to the fortress. The lion, well, the lion ran back to the fortress too. that's when it all started. The lion was found dead, bleeding, in the BASE1 hallways a few days later. No one bathed an eye then.

Spoiler (click to show/hide)
That is, until they found more cats bleeding to death in the following weeks. All three seemed to exhume blood spontaneously until they collapsed from bloodloss. there seemed to be no connection between the cats and the lion, in terms of proximity. Had those cats been pets to the fallen warriors? Everyone assumed they had, probably got infected during the battle.

Spoiler (click to show/hide)
then it happened in front of everyone, in the dumping corridor. the cat just, exploded into a pool of blood, walked a few steps, then stopped death. Kinda creepy. The mayor was glad not to be on cat-gathering duties. People were grossed out, and kinda stressed by this strange situation. Especially those who lost pets in such a fashion.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Dwarves seemed unnafected for now. Drokles gave birth to a boy, named Droklesson, and the general's sister also had a baby. everyone said they were cute. The mayor didnt like babies. they were like tiny annoying dwarves that never stopped talking.

Spoiler (click to show/hide)
Lions were not spared, however. The war beasts also began to spontaneously bloodsplode all over the fortress. The doctor was really confused, and ask the mayor to investigate. The mayor didn't like investigating. Or the doctor. the mayor especially didn,t like dealing with exploding cats. But people somewhat assumed that telling her their problems was what they should do, cause she was the mayor. that wouldn't do. The mayor couldn't stand hearing sad tales on a daily basis. the exploding cat situation had to stop.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Oh, I said ''she''. That's because after nearly 30 years, people realized that the mayor is, in fact, a girl. That,s the first time anyone, including myself the narrator, noticed such a thing. Needless to say, the mayor doesn't have a lot of social interaction.

Spoiler (click to show/hide)
Like, her human guests are outside getting slaughtered by goblins. The mayor doesn't care. She's just annoyed that storing their stuff from so far away will cut manpower on the generator. Maybe the humans would have been better off in the tunnel, drowned to death. The mayor heard that drowning was one of the less painful death. Or was it the most painful6 nobody knows. Drowning people can,t talk. The mayor knew this, she learned a lot about water recently. so did Zasit the mechanic, but mostly because Zasit ran into the river and turned into obsidian. that wasn,t very smart. now the mayor had a new Zasit, which she hoped would be less dumb than the best. that's why all the mechanics should be Mebzuths.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The worst came when someone started going insane because all their cat had suddenly exploded. Yes. Yes, the tantruming person is named Kikrost. And yes, he is a cripple.

Spoiler (click to show/hide)
Kikrost is outside carrying shit from dead humans when he suddenly snaps. The mayor is charged with following him and figuring out how to make him happy. she suggests a pick to the face. People insist that she tries something else first. So she starts following kikorst across the plain. In the background, a lion goes *pop*, and people start screaming. yeah, yeah, exploding lion, the mayor knows the drill. Kikrost is surprisingly unphased by this new dead animal, and tantrums pacifically toward the fort...

Spoiler (click to show/hide)
...Goes past the entire caravan full of guards, not punching anyone. He's still tantruming, keep in mind.

Spoiler (click to show/hide)
He goes down about 15 levels, heading toward the throne room. since he hasn't punched anyone yet, it's clear that his goal as a tantrumming dwarf is to break something, probably a specific item. What would be more symbolic and meaningful than trashing the Rosegold Throne of the duke himself? Nothing that's what. So kikrost heads there, but then he stops in the middle of the quern room. It's fullof querns, but also full of friggin dingos. like, this is where they live apparently? so many dingos. People used to butcher them, but now they just carry corpses and corpses parts all day, for some reason. as a result there's a lot of dingos. And those dingos like querns a lot, it seems. Kikrost stops there, still tantrumming, and... does nothing for two hours. he stands in the middle of the dingo room, angry and immobile. Then he stops, and head back to get lunch.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Kikorst tantrums two more times, but each time he simply roams toward the dingo room, and... stay there. In the meantime more cats and lions are exploding left and right. Clearly something must be done. The dwrven caravan provides little help in that matter, as they show up late, spend a month unpacking, then immediately announce that none of their merchants are available to trade. they inform the local autorities that they have departed, then spent the next 5 months chilling in the hall. Way to do trade, people. At least they didn't bring some sort of diplomat the mayor would have to talk with. Other thing they fortunately didn't bring along: cats.

Spoiler (click to show/hide)
The mayor starts to crack the case, by investigating the local animal populations. The cats wander the halls, or chill in a specific dinning room, while most lions are outside getting drunk or following soldiers around. The cheetas, on the other hand, have their own colony in the graveyard. surprisingly, none of the cheetahs have exploded so far. Could it be that their isolation has prevented them from contracting what could be a feline disease? If so, everything else in the fort that's wandering around is either a carrier, or an exploder-in-the-making. The mayor doesn't know how to isolate the animals so late. Especially since she doesn't know which cat or lion are infected, and which are not. her best plan so far, is to hope that the problem spontaneously stops and everything gets better. Wishful thinking is the best way to deal with plagues. Or was it the worst?

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
The location of some of the deaths makes it obvious that controlling the disease is impossible. some cats seem immune, while others suddenly explode in the middle of the barracks, while others -- oh c'mon Kikrost, stop going batshit-- ...while others suddenly start beeling in the outer courtyard. If the disease has made it to the surface, then obviously every cat or lion has probably been in contact with it. At least it isn,t spreading to dwarves. Altho... what if everything in the fort is infected, but the bleeding only happens once the target is weakened enough? Cats go first, then... a chill runs down the mayor,s spine as she imagine all the dwarves, suddenly bleeding to death while working casually. She's seen one of the bodies that came back from the caverns. It's not something you wish to anyone. Not even people who talk to you.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Progress on the generator is going slowly, so the mayor stops for a snack. There are piles and piles of an old forgotten beast meat stored in the food tower. What if the cats are being fed this meat? That would explain why they explode randomly. Altho, the dwarves would also be infected if that was the case. the mayor asks around, but apparently the butchered beast was not the blood-cursing one. Probably. Look, cooks don't know much about curses. Or storing shit in barrels, for what it seems.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The mayor only wish to get away from it all, and spent the year improving the generator, but all the manpower was lost carrying things to, and now from the trade depot, all of that for nothing. 2 months of labor wasted. Next it will be Clothsgiving, and everyone will be busy with that. Do people in this fort not care about engineering? Everytime the mayor tries to convince people to work on her generator, they simply respond by complaining about the exploding kittens. This place is now officially a kickstarter from the Oatmeal.

Spoiler (click to show/hide)
It's not just miners that the mayor needs, but woodcutters as well. The southern tunnel is easily flooded, but the eastern one is only openable from across the volcano. To get there, trees must be chopped in order to reach the channeling area, which will connect the water tunnel to the underground lake. It seems that the caverns are becoming more and more overcome with trees as days pass. Even the generator itself has issues with giant mushrooms; the mud carried by the water pipe allows the plants to grow here, even over solid obsidian flooring. Since trees are oblivious to both lava and subsequently logic, they must be destroyed by means of axe. as if they didn't lack workers already!

Spoiler (click to show/hide)
The merchants start asking questions like ''Why are all the cats wandering in the depot suddenly dying horribly?''. 'Cause you guys are dicks who won't trade with us,'' is Dumat's only answer.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The KS master withdraws from society, and emerges with some useless artefact. Probably just was an excuse to take a break from all the bloodsploding.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
As winter approaches, the miners are finally able to reach the eastern channel. Soon we will have water in the tunnel!

Spoiler (click to show/hide)
The merchants finally depart, but as they leave the fortress, the ox carrying the wagon suddenly explodes into a rain of blood and chunks. The dwarven traders decide to abandon theis specific wagon on our doorstep, and make their way to the south continent. The rest of the year is spent retrieving random stuff from the useless wagon. There is like six pages of stuff on each square.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The new year kicks in, and animals die, both of old age and bloodsploding. The mayor finally gets some working hands to spare in the midst of spring, and work on the last tunnel is finally complete. trees are cut and rocks are mined. Finally, the improved generator can be tested!

Spoiler (click to show/hide)
...Or so she hoped. Once the last tunnel is connected to its own lake, it takes almost a season for the water to fill the whole thing. the northern pipe is incredibly long, and connects to the same lake as the western tunnel, meaning there's less pressure there, and water doesn't fill up too fast. the first filling is always the longest, after that the pipe should be easy to replenish. especially since there won't be need for much water if the pipes are spaced well enough. in the meantime, more exploding cats. the mayor doesn't even care anymore, all the cats can die for all she cares. sometimes people start tantrumming, but she just direct them to the dingo room. Or better, don't talk to them at all. Blood-drenching animals have become a common sight in Whisperwhip after a year.

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Some kittens try to adopt a master, hoping this will afford them some protection. Nope, sorry kitty, no cure for the exploding blues.

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Finally, the tunnel is at 6 out of seven height! The mayor decides that this is well enough to work, based on some advanced engineering principles called ''being bored''. Activate the machine!

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Magma fills the reservoir. It shouldn't take long. The slopes ensure that the magma stays where it needs to be. They only need a 1/7 pool for it to work. Soon enough, the pool is red and steamy. time for the water valve!

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Water rushes in from all directions. The magma fills quickly, thanks to the reservoir. Water, however, turns into obsidian the second it touches the red liquid, meaning that the rest of the flow has to go in random directions until it fills the whole room, with no slope to guide it. Obviously the next step in improving the design would be to dig a second level down, so that even after water has created a coat of obsidian, it's still contained within the reservoir instead of flowing to the sides. The caverns right underneath makes that impossible, however.

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Spoiler (click to show/hide)
The new design is a success! The last activation took nearly two hours to complete. this one is fully loaded in about 3 minutes. A net improvement of about all the percents ever, the mayor calculates. Now all that's left is to wait for miners. This takes about a season because the miners are busy dumping the latest siege in lava and stealing their loincloths. Once they do, tho, they,ll have a nice batch of delicious obsidian. They,ll make tables and doors and everything with it, because obsidian is awesome.

They'll also make coffins for all the cats, because this thing activates pretty fast now. come to think of if, the mayor wonder if they could make cats out of obsidian. Probably. Obsidian is pretty awesome.
Title: Re: Whisperwhip: At war with everything...
Post by: Taupe on April 08, 2015, 01:00:24 am
CHAPTER 54: Pimpin' the place
Early 225
Dumat the Broker

The cat burst outburst had come and gone, without any input from the dwarves of Whisperwhip. The solution was, all along, to run out of cats. The lions had been spared, at least a few of them. Dumat knew little of the feline power struggles taking place in the shadows. He was casually enjoying his meal in the awesome royal meeting hall when the cheetahs tried to seize power. Freed from the oppression of larger cats, such as lions, they knew their time had come. A wild beast attacks the civilians!

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Dumat runs out, while the army shows up and take down the beast. It's only the beginning, however.

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People are really upset by all the feline drama taking place recently. The mayor is working on a better obsidian generator, but in the meantime something must be done for the mood. Maybe silver statues are the solution? reflects the broker. From experience, silver statues were always the solution. With 4 magma smelters, an the fort's priority being to get rid of shit, a lot of weapons had been melted. The result was a boatload of silver bars, which in turn meant silver statues. Ideally. The reality was far more disapointing, Dumat found. Even with the normal forges disbanded, metalworkers were still complaining about a lack of coal for the statues. Can't they just use the magma forges?

-You can't just ''forge'' a fucking statue, Dumat. They take time and work and that means reheating the metal to perfect things which you can't do by just dowsing half the statue in a volcano every time you wanna correct something.
-Fine, you'll get your coal. As soon as I can spare some dudes. But seriously, try to make something other than, well, purring maggots.
-We sculpt what we see, and what I see day and night is purring maggots.

In the background, random people were getting mauled by cheetahs. Dumat was sort of over those things. Yes, he made a few mistakes with domesticating every animals. yes, all the lions were exploding and all the Dingos had tried to eat their babies for two decades. And yes now they were chilling in a weird quern room were cripled psychopaths went to unwind. And now the cheetahs were trying to murder everyone. that's just how things work here. He wasn't to blame. the animal workers were. If they weren't hauling corpses day and night animals wouldn't be going crazy.

Not that Dumat minded about the whole corpse-cremating business. In fact, it was the greatest thing this fort could be doing. In the last two years, about 3000 corpses had been dumped in a fiery pit, as well as twice that number in limbs and chopped heads and random bits of gore. The whole fort was doing nothing but hauling skeletons, which is sort of creepy when you see it in action for too long. Thankfully, the job was mostly over. Only the bodies buried in the crypts remained. In case of necromancy issues, all they had to do was to lock the crypts and seal them forever.

Except for the military crypts. Those were open and unsealable, and filled with 2 scores of heroic skeletons itching for battle. nothing he could do about it for now. not without causing a fuss with Asmel and the general.

Spoiler (click to show/hide)
Speaking of crypts, that's where the cheetahs live, and more of them are going berserk every day. Dumat is receiving reports after reports regarding trashed furnitures, toppled tombs, and mauled civilians. that's the last time he ever includes a new animal in this fort's ecosystem, he swears. As he finish inspecting the military crypts, pondering on a way to seal them in case of trouble, he hears screams coming from the temple next door. By Kadol's feminine beard, could those fucking beasts not trash our holy site? He truly wished the cheetahs had exploded like the rest.

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A few months pass, and spring kicks in. By this point, the corpse hauling is over, and the generator is cooling down. Precious obsidian boulders are being stored in BASE1, ready to be turned into cabinets and other fancy furnitures. Dumat, however, has some other plans. The fort is long overdue for massive improvements, and the aflux of obsidian and spare workers both have created a perfect window of opportunity. He tells manager Stukos to get a few doors built, as well as many blocks. how many, Stukos asks. All of them. A furniture stockpile is designated inbetween the obsidian depots, so that any furniture made there is stored nearby. Adding a nearby craftsdwarf workshop profiled for their best bonecrafters (both named Kel) should provide some decent decorated obsidian doors, more than enough to lighten the moods. Instead of giving everyone some fancy furnitures for now, dumat plans to simply upgrade the doors, which is what everyone sees when they walk around the fort. Clearing the corpses and refuses has revealed just how many teeth, skulls and hooves they have. that number is A FUCKLOAD.

Spoiler (click to show/hide)
(http://i.imgur.com/v0cjRL6.jpg)

The lower caverns have been filled with random monsters for a few years now, but the upper caverns near BASE1 have been dutifully cleared of hostiles until now. Times have changed, however. Immortal-D's squad has been eradicated, and only 3 of the general's squadmates remain. Risking a full squad against a monster such as Simo the ankylosaurus means either an easy victory, or a blood contagion for up to ten dwarves. Risking the general's squad means less casualties in case of a blood incident, but also the death of the army's leader. This would be a fatal blow to the troops' morale.

Spoiler (click to show/hide)
No. They will not risk it. Not so soon after the cat burst outburst. The creature may be terrifying, and towering, but it could hardly be described as athletic. The small bridge is retracted, preventing access to the base by ground. the only entry points are through the dump shaft, or from the generator's pipeline. The creature cannot fly, nor swim in magma, and so the fort is warded from it. For the first time in 27 years, on the day the dwarves abandonned the old settlement to hide in the mountain, Whisperwhip is turning its back on a fight. Wether this is a sign of progress, or the beginning of the end, remains to be seen...

The beast wanders the caverns, unable to reach them. Blocks upon blocks are carved, each strike of the chisel accompanied by the shame of the ignored challenge. the very identity of this place revolves around the militia's might and unwillingness to compromise with anything, no matter how monstruous it may be. with simo locked beyond the bridge, this very notion of identity is put to the test. It is time, Dumat decides, to forge a new one. Let Whisperwhip trive, and become a metropolis of architecture and wealth! The fort must live up to it's title of capital.

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The first step toward wealth is, of course, to rob the humans blind of their gold blocks. The traders chant of the dwarves legendary craftdwarfship. Enjoy your look at our fucking silver statues of purring maggots, buddy, because that's all you'll get from us. Have you ever noticed that lol looks a lot like a guy being robbed at crossbow point?

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-It's such a pleasant place you've carved for yourself!
-Yeah, thanks for the contributions, pal.

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While the merchants are being freed of their tributes, and the last rebellious cheetahs are put to rest, Simo the ankylosaurus wanders the cavern, tracking down a lion, then a gander locked on the wrong side of the bridge. It seems content to clear the caverns of any life form. Save for one...

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They have the gold, the have the blocks, they have the dwarfpower. it's time to turn this place into something awesome. First, the noble quarters doors are replaced with obsidian ones. next, the walls of the original storeroom are dug out, to be replaced by obsidian blocks. For decades, the upper levels have been left to spore trees and mud, presenting only a façade of architecture around the staircase, while the rest is a mess unworthy of even the lowliest dwarf. No more.

Spoiler (click to show/hide)
Everyone, start bringing those blocks up from BASE1. Everyone but the furnace operators, that is. Melt those weapons, all of them. The rest of you can go on a Clothsgiving rampage and claim what,s littering the outter gate, if there's nothing else to do.

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A season pass, punctuated by hard labor and slow hauling. A few large gems are traded to the colonies, in exchange for the few steel items they can spare.

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More blocks. We need more blocks! fire that generator once more. Clothsgiving is over, so get to mining a new batch of obsidian, people.

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Inspired by our progress, the ghosts of days past claim the shell of Kikrost, to deliver a gift!

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Or a.... warning? This strange amulet is heralding, ominous, a strange reminder of the horrors that wait, of the ever-present danger that the queen represents. The queen,s abscence only makes her more threatening. She may never show up, but on the off-chance that she ever does... They must remain ever vigilant, and prepare accordingly.

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The storeroom walls are all but done. The flooring will be done at a later time, in tandem with the stockpile reorganisation. Progress is limited only by the constant but slow aflux of obsidian. Old wooden workshops are dismantled, to make room for some decent flooring. spore trees are cut and tossed outside, as the wooden stockpile is next in line for a makeover. finally, the workshops are rebuilt, this time out of solid gold. The carpenters are no longer the worst of the lot, working with spare logs in a dirty and overgrown cave. They now have a workplace worthy of the finest dwarf!

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Seasons move by without anyone noticing. People are still focused on the storeroom renovations when the elves return. True to themselves, they accidentally drop a fucking cage and an animal runs free. Dumat has little need for them, nor their trees, as they have amassed enough of the thing for now, and the wood stockpile is still missing, waiting for a new batch of blocks before it can be used again. He's about to dismiss the merchants, but remembers they are here to deliver gifts and tribute, and it would do poorly to refuse everything. Let's take a look at what they have. Wood, wodden this, wooden that, food, but they are swimming in it.

And a giraffe.

A fucking giraffe.

A fucking marvelous awesome giraffe.

...

What.

He accidentally clicked the button while looking at the giraffe's lack of nickname. This is both baffling AND awesome. hear this out.

Giraffes can be trained for war.
Title: Re: Whisperwhip: Obsidian and Giraffes
Post by: Dwarf4Explosives on April 08, 2015, 02:36:24 pm
Wait, what? Is the giraffe fiend trying to sneak back into your fort by disguising itself as a normal giraffe?
Title: Re: Whisperwhip: Obsidian and Giraffes
Post by: Taupe on April 08, 2015, 04:43:39 pm
I don't believe Quula has made her way into the fort, thankfully. However, something else has (http://i.imgur.com/rNGSBop.jpg)...
Title: Re: Whisperwhip: Obsidian and Giraffes
Post by: Immortal-D on April 08, 2015, 08:09:11 pm
War Giraffe, really?  Right, because Whisperwhip has a great track-record of captured animals not trashing the Fort every other month :P  *grabs popcorn*  This ought to be good.
Title: Re: Whisperwhip: Obsidian and Giraffes
Post by: Taupe on April 19, 2015, 05:14:53 pm
CHAPTER 55: Shortcomings
Year 226
Dumat the Broker

Spoiler (click to show/hide)
Turns out, just because you CAN train a giraffe for war doesn't mean you should train a giraffe for war. I mean, in theory it sounds fucking awesome, right? Because it's funny. But after a few months, the shortcomings of using giraffes as warbeasts become evident.

First, giraffes are not exactly ferocious. Sure, they're like super tall and stuff, especilly compared to a dwarf, but they,re not exactly optimized for combat, anatomically speaking. They have small hooves and can't run fast and can't efficiently see what they are fighting without breaking their necks. Also, that neck6 fucking vulnerable target right there. If Andros made a giraffe he'd spray paint the whole thing before strapping neon sticks on it.

Second of all, giraffes aren't carnivorous. On the plus side, it means they don,t get to eat babies. On the downside, they have to be pastured. Lions and wardogs can patrol with the troops, and be fed with steak, but a war giraffe spends it's entire days inside the courtyard eating grass. And by Armok, does it eat a lot of grass. We'd have to pen the entire continent just to keep those stupid things alive. and trust me, they,ll be doing this for a while, because...

Third of all, a giraffe takes ten FUCKING YEARS to mature. tht's right. In order to weaponize the giraffes, we first need to wait a year or two or ten for the merchants to bring a female, THEN wait for them to breed, then wait ten years. Once this is done, we have between 1 and three new giraffes ready to train the army, and half the known flora would be decimated by the parents and their unsatiable hunger.

I don't care, we're still doing it.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
While we wait for the world-eaters to procreate, I focus our workforce on improving the fort. The point is not just to replace dirt by obsidian, but really it,s to improve our fort in terms of efficiency. the jail tower is now used for storing leather, and levers and cells are removed. Convenient place, since leatherworkers, butchers and tanners are situated in the courtyard next to it. a door is dug at the base of the jail to allow easier access to the courtyard. somehow i don't think this will jeopardize our defenses, unless the intestines of slaughtered kittens rise in unison to march against us.

we're also expanding the small furnace room. Behind each workshop, I design new stockpiles to avoid needless hauling. Lye goes next to the soapmaker and the ashery, and Ash should stay here. Potash should also be stored nearby, since the farms are right above, or right below, this floor.

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We spend a few days admiring a new mechanism, truly a work of art. the mayor is there too, because she likes mechanisms, and also not working. After 3 days have passed, she casually declares that the obsidian generator has been running nonstop all this time, and is probably overflowing right now. What? that's like terrible planning on your part, mayor. I ask if she can solve it. Maybe, by running more water into the thing. Or maybe not. look, it's a work in progress, I'm told.

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Open the valve, before lava flows everywhere! As soon as the water gates are raised, water rushes inside the generator and so does... Kel the beastslayer?

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She wants a straggling pond grabber to die by her hands before the magma can claim it. for this delicate task, she brings along some friends, including... her 6 months old daughter. Which she drops near a bubbling magma pool before rushing into battle. That's just poor parenting.

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The caverns are sealed, because of Simo the dreaded ankylosaurus. woodcutters are redirected to the old dumpatorium, which now acts as an accidental underground tree farm. All we need now would be to seal it off and connect the place to the fort via some tunnel. But the generator situation is more important right now.

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The army leaves their patrolling duty. Not because the combat is over (altho it is) but because water has raised too high in the obsidian chamber. The tunnels were conceived to clear a small pool of magma, not to fill the whole chamber. now that they were used for the latter, water won't evaporate, and dwarves refuse to enter the place to dig. Lava is stuck in small bubbles, while the rest is a hot pool of liquid disaster.

The obsidian generator is clogged.

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The megaproject has a safety net. All that's needed is for the exterior wall to be breached, so that the water can flow in the lower caverns.

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With the caverns off-limit, reparing the generator will be tricky. We don't have access to the exterior maintenance shafts used to create the thing a few years ago. The spot that must be excavated is unreachable. The next best thing would be to dig under the generator, and then up. To do that we must tunnel into the walls, deconstruct a bunch of stuff, reactivate the old maintenance staircase, and then replug everything once it's over. a lot of work. Going through the caverns is so much easier. I talk with the general, and he agrees. Simo must die. Without obsidian, all our projects are halted, and the fort is not improving.

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With the generator off-line, the mayor has been designing the most impressive well known to dwarfkind. Just... look at this shit, seriously.

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She actually made two. One replaces the hospital well, the other replaces the well draining into the river. Drinking water is now almost as cool in Whisperwhip as getting hammered.

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Enough with admiring well,s however. We have a foe. For the first time, we are engaging an enemy not for immediate survival or glorious triumph, but for pragmatic reasons. Simo Fogsubtle stands between the dwarves and the maintenance tunnel, and repairing our greatest asset won't be possible as long as it lives. for now, the beast swims around, unable to locate any dwarves or cross the chasm created by the retracted bridge. As soon as this bridge is lowered, hopwever, the workers will be free food for Simo. We have control over the bridge, so the timing of this encounter lies on our side.

Disturbingly, Simo is quite content to rest in the lair of another ancient enemy of the fort. The cave crocodile, Purerisks, has eluded many attacks and contraptions created by the dwarves of the wilted sack. Killer of many innocent workers, he now resides in the depths of this underwater lake, teasing the dwarves with his continued existence. now, he has made a reptilian friend.

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Purerisks has been driven away by the army when we constructed the dumping bassin. He has been staying out of reach of the militia, but the crocodile knows that we have designed some buildings there. He lets Simo in on the news, and the giant ankylosaurus dives out of the lake, and goes straight at the magma dump.

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if he goes for the door, then it will take him some time. The bottom of the dump is protected by a massive masterwork copper door wired to a lever. It is sealed shut, and only massive amounts of brute strenght will dislodge it from it's hinges. I order a trap to be sprung, hoping to catch Simon off-guard.

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Our legendary miners work as fast as they can. They clear a small chamber right above the magma shaft. Before they can begin channeling the floor downward, I order them to stop...

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...for Simo has come and gone quick as a flash, and tored the door down in an instant. Channeling the trap now would only create an opening for flying monsters into our fort.

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Purerisks has taught it well. Simo causes some mayhem, then retracted to the safety of the eastern lake. There, it lies in wait, out of crossbow reach, protected by the various natural pillars of the upper caverns.

We will have to take the fight to him.
Title: Re: Whisperwhip: Obsidian and Giraffes
Post by: Taupe on April 24, 2015, 01:14:07 am
CHAPTER 56: The unclogging
Year 226
Dr Melbil, Chief Ragdoll Engineer.


This was a mess. Dr. Melbil had heard about the plans to reopen the caverns and face Simo the ankylosaurus. what a terrible idea, the CRG reflected. The last cursed beast faced resulted in the deaths of three good soldiers, and then triggered the death of a hundred and a half animals. But now it seemed that the mayor, the general and Dumat had all agreed on it. The bridge would be lowered.

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People dislike orders and burrow restrictions. The moment the caverns are reopened, a fleet of random animals rush into the darkness, only to be devoured by Simo, stalking the place.

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The soldiers have not been leniant during their lock-down. A ballista was built, loaded and awaiting. as soon as the bridge goes down, a stressed siege operator unleashed a bolt at a tree and flies of to waste a second. Probably because the siege operators have no military dicipline, no actual training, and also they're twelve years olds. Simo charges at the entrance of BASE1, wasting no time after he's done evicerating various cheetahs in the tunnels.

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With the creature heading toward the base, Asmel's troops mobilize near the ballista. She has a lot of experience on the surface, but has faced very few beasts here in the deep. the general's team is mostly decimated, and none of the other squads is experienced or furnished enough to attack mighty creatures, so the ferocious tools are on duty today. The plan is to lure the monster near the bridge, close it, and shoot at the monster from across the bridge. what happens instead is that the bridge almost crushes Lady Asmel, and locks the monster here with our troops.

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The beast is unremarkable when compared to the myriad of monsters this fortress has faced. nobody was injured initially, and soon Simo lies dead near the chasm. The bridge mishaps has created a tricky situation, however. Asmel and two of her soldiers were in close range of the monster when it died. Maybe the blood won't do much? Or maybe it will be the doom of us. such is the way with forgotten beasts, the doctor has learned. This is why they should remain forgotten, and the caverns locked.

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The doctor stands watch in BASE1, ready to evaluate the effects of the cursed substance on the soldiers. A few flights of stairs, and Lady Asmel herself is starting to exude miasma.

uh oh...

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Quick! What they need is a quarantine, to observe who'se infected and what's happening to them! The noble tombs will do nicely, for they are nearby, and could isolate the fighters from each other nicely. Asmel doesn't care. she rushes to the hospital and runs straight past the tombs, past her own sepulture, past this bloodied artefact coffin awaiting her, carved from the bones of her fallen enemies.

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Behind her, 2 of her squadmates follow, the trio filling the corridors with miasmic clouds of doom. They listen to no orders, no station, no burrow. whatever they carry is going straight into the heart of the fortress. They are dizzy, barely conscious. The soldiers are single-minded. They must go to the hospital, to Armok with the safety of the fort. The doctor thinks of locking those bridges, but it,s too late. Not enough time. Too much circulation, some civilians would only get crushed.

Note to self: BASE1 needs it's own quarantine rooms.

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Asmel and her friends make it to the hospital after all. The main staircase is now plagued by miasma. Soon the room fills with the purple substance as well, which in no way helps the doctor's work. Asmel is a tough soldier. If anyone can shrug off a syndrome and get back on her feet, it's her.

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A few days past. Asmel is still unconscious. The doctor returns to the hospital, only to find a pool of blood belonging to his patient. There were no cuts or wounds on the body the night before. Strange. unsettling. Whatever plagues the soldiers is rotting them and causing some wounds to open and leak out. The year has been rather quiet outside, and he's running low on troll blood. Things are looking grim.

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Thob is also dizzy. Altho he isnt bleeding like Asmel, doctor Melbil knows that soon enough, symptoms will appear, and he'll start suffering pain, blood loss and necrosis. Rovod is already starting to feel the effects of Simo's parting gift.

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Three days after Simo's defeat, and the caverns once more resonate with the sound of a terrible beast. The workers are evacuated, before they get caugh off-guard by this new menace. No more fighting, the doctor orders. ''We don't know what those creatures do. The next one could very well spell our doom...'' In the bed next to him, the champion begs for food. Alas, she cannot eat anything. her mouth and digestive system are filled with strange blisters and bubbling wounds full of rot and pus. Unless she can shake off the worst of the infection, she'll die here in this bed, her sacrifice made vain by the appearance of yet another foe in the caverns. Had they let Simo be, the two beasts could be fighting each other at this very instant. instead, 3 of their best remaining soldiers are dying a slow death, and for what? 2 days of fruitless maintenance labor.

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Not all civilians are hurried to return to base after the alarm is sounded. Ustuth the hammerer likes to live and exciting and suicdal life. He's down there fishing and doesn't give a shit.

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Hurry the hell up, hammerer! This bridge needs to be sealed! If you hadn't been a noble for nearly 3 decades here, you'd be locked on the other side without a second thought, everyone agrees on that.

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There's no easy way to put it. Asmel, youngest daughter of queen Cog Floorquest, and champion of Whisperwhip, is dying. Nothing will save her. She cannot eat, she can barely drink, and her condition only worsens. He cannot save her, and yet he cannot bring himself to kill her. He has sworn and oath. Never do harm. But the champion cannot die like that, shouldn't suffer like that. He visits Dumat, and tells him that the time has finally come. The doctor has no doubt now, Asmel isn't the vampire they believed her to be. Even if she was, she has served this fortress well over the years, and deserve a swifter death than...well, rotting alive.

''Alright, I'll send him. Dumat simply says.''

Years ago, Dumat conspired with the disgruntled soldiers of the seventh squad to counter the general's rising influence and autoritarism. Tun was their squad leader back then, a hunter by trade and the best assassin this continent had to offer. The broker named Tun baron, at the time, for his deadly obsession with querns had not been unearthed yet. It was Tun's influence and... interventions... that kept Dumat alive during his incarceration by the Magical Gloves. Now their greatest and sneakiest killer ruled the nation. Was Tun responsible for the queen's disapearance? Hard to say. Not impossible, anyway.

In any case, the time had come for Lady Asmel to die. Come morning, he would find their greatest warrior dead for good, lying in a pool of blood and miasma. He declared her dead from starvation. no one needed to know, nor would try to disprove the theory. It was better that way. Tomorrow he would announce her passing...

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Down in the caverns, the new beast is quite content to swim around pond grabbers without attacking them. It hungers only for dwarves, it would seem.

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No, this beast would not be disturbed. Instead, the mayor would come to suggest a new plan. First, a new tunnel was to be excavated, to connect with part of the maintenance shafts.

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There would then be need for a small tunnel dug alongside the wall. There a weaker, constructed portion of the reservoir can be deconstructed, so that a hole upward can be dug. the water will then leak out into the lower caverns.

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The miners get to work, but... they cannot go any further. The deconstructed wall lies above a hole, preventing access to the generator. They'll need a temporary flooring. ''Maybe a floodgate, so we can get in there then stop the water while the miner runs away'' insists the mayor.

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The floodgate should arrive soon, but... how do we dig up? nobody knows. Can you even dig up? A new plan is formulated.

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After a long abscence (for this fort) the goblins are back, poking at the less-used defensive structures. The first response is to send Asmel. Asmel was always in charge of keeping the wall. Now who'se the second? Rovod. but Rovod is in the hospital too. The wall is short staffed. A few goblins, but the militia is starting to struggle. The ambush are defeated, but not without raising a few questions regarding the state of the army...

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Tun certainly missed killing. He goes outside and helps with the goblin-murdering, despite explicitly being told not to.

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Not enough soldiers to run around and defend the valleys. The human merchants are also ambushed. No matter. Soon this fort will mourn more than a few strangers...

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People ask about Asmel, but he still can't say it. He says she's doing badly, but he's doing everything he can. Truth is, nobody can tell. The hospital is a putrid cloud of death.

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''I have another idea'' the mayor explains, still unable to remember how to dig upward. ''we'll dig a tunnel underneath the reservoir's surface...''

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''..Then we'll create a cave in. The stalagtites will pierce the obsidian's surface and water will drain into the caverns through the new tunnel''.

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...It works. The drain is created. the reservoir fills with muddy dust and clouds of cement as a huge chunk of rock pierces the obsidian crust.

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Bingo! Water is draining! In a few days, they'll be able to patch the hole, and get a fresh batch of obsidian to the workshops. ''Oh wait i just remembered, says the mayor. Stairs, we had to use stairs to go upward.''

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Work resumes in Whisperwhip. the miners start digging, and the work orders are filled by the manager. Masons sharpen their tools, and builders ready the scafolding. Soon the massive overhaul of the upper levels will continue.

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The time has come, thinks the mayor. He announces Asmel's death to the fort. One of her companion has also died, while the third is still between life and death. his incredible constitution means there is still some slim hope for him. The fortress mourns. A champion and protector has perished in a truly awful fashion. Ceremoniously, her body is carried to the waiting tomb, an artefact coffin carved in goblin bones and decorated with red zircons and forgotten beast ornaments. The general is quiet. Some say he blames himself for sending Asmel instead of going in her stead like he usually does. It's no secret that aroudn the same time the great dumping began, Asmel and the bronze general had been spending a lot of time talking in secret. whatever the two discussed has left the general... shaken. While he was always a spiritual leader to the army, Asmel was actually in charge of filling the paperwork and covering the details in his plans. With the General's resolve flinching, and the champion gone, two roles have to be filled now.

The general suggests that the title of champion goes to his sister Kel, the Modest Goals. She has grown from a modest fighter to a truly diligent and mighty warrior, and is the fort's most prolific Beastslayer. Surely no one else is as worthy of the champion title, most would agree. As for the question of who should now be in charge of the army, many have candidates. Some captains vouch for themselves. Others suggest mighty warriors. The doctor has an alternative...

''I will slay all the beasts myself!
-Well I will watch over the wall day and night, replies another!
-and I will recruit the whole fort into the army, says another.''

Only one dwarf seems not to share their enthusiasm. she sits at a table, listening grimly, polishing her battle scourge. the doctor adresses her, in front of the whole fort.

''And you, what do you think of all this?
-Me? What does it matter? If it was me, I'd seal the caverns for good, instal traps everywhere, double our walls and hide our children, not that it would matter. Whatever we decide to fight down there, or even up here, is going to kill us sooner or later. Asmel wanted to be a hero, and now she doesn't even look like a dwarf anymore.
-Unenthusiastic as always, my dear Drokles. yet I feel that, considering the horrors that this fort has faced and may still face again, prudence and caution may be the way to go. The bronze general has sent us valliantly to fight, but few of our soldiers are alive now to tell of his boldness.
-Drokles!
-Drokles for commander!
-DROKLES DROKLES DROKLES!''
Title: Re: Whisperwhip: Obsidian and Giraffes
Post by: Taupe on May 01, 2015, 01:25:55 pm
CHAPTER 57: This place needs more miasma
The fabled year 127
Dumat the broker


This fort is 30 years old! Well, the excursion is, anyway. Three decades ago, I led 6 other dwarves to this fiery savannah under false pretences by the queen. now cog Floorquest is missing, her eldest daughter is rampaging the old mountainhiomes looking for blood, and her youngest daughter has succumbed to a weird affliction. Just as i was beginning to trust Lady Asmel, she had to leave in a most gruesome manner.

I call a meeting to discuss the fort's current situation. One person is missing.

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After three days, we locate manager Stukos, who walled himself inside the obsidian generator's maintenance tunnels. he hasn't been the same since his son ID died a few years ago.

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which is a shame because I need him up and alert. The generator is working once more, so I've resumed the overhaul of the fort. This time the old storeroom are up. I want stukos to discard the old ''just put everything there maybe'' system for a new, better one. This place is closest to the trade depot, so I want copper crafts, totems and random tradeable gizmos in here, to avoid wasting the hauler's time when a caravan shows up... Not that that's the real problem nowadays... You see, we have this strange affliction where...

A miner interrupts my train of thoughts. He screams about a bloodbath.

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...a literal bloodbath, actually. The obsidian generator turns into a pool of sorts during each excavation, and it seems that various war animals are now lying in it, flooding the whole thing with blood. What. The. Shit.

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It's not just lions. War dogs are also reported to have died somehow.

''What do you mean, somehow? surely we can tell what killed them.
-We can't, sir. There's just too much miasma down there to see.''

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...What.

...Just.

...What the shit is happening right now.

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On my way to BASE1 to get some explanations, I see miasma coming out of the hospital. No, wait. it's coming out of this cat. Why is this cat running around, rotting.

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It's a forgotten beast, of course. Apparently the newcomer from the caverns has been rampaging in BASE1 for quite some time. How did it get in? Where the fuck is the milicia?

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However, a guard near the bridge informs me that Enure, the beast that showed up most recently, is still wandering around in the underground lake. then... What is this Lur Gosmerkogan Nar Ngalak that's killing everything? And more importantly how did it get in?

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Part of the miasma settles. In the corridor leading to the generator, the corpse of the beast is found, entangled with a dead carpenter. Several war animals are littering the place as well, creating a scene most gruesome. Whisperwhip has seen it's share of gory pictures, but always outside its walls.

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I ask that Dakost Dumattherleth be properly buried and immortalized. I knew the lad well, he was a brave and handy fellow. Now he has given his live to hold the line and defend the fort instead of running.

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I visit the hospital, to learn that nobody is suffering from a strange affliction. The only suitor here is Rovod, third victim of simo's assault, and only survivor of it's deadly curse. Rovod lies there, covered in blisters, between life and death. ''He may live, he may die. His fate lies within Armok's hands now'' says doctor Melbil.

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Except that Rovod is no longer the only victim of a syndrome in Whisperwhip. As I exit the hospital, I spot another animal, this time a dog, running around while exhuming miasma. Whatever Lur Gosmerkogan Nar Ngalak brought to the fortress, it was definitely more than a dead carpenter.

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One of the pets is carried to the hospital. Saving a war lion isn,t as important as healing a dwarf, but it's still an important job for the doctors. Soon, the place fills with a strange, purple gas. the hospital is once again a putrid mess.

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A child exploring the generator brings back one important piece of the puzzle. We now know how Lur Gosmerkogan Nar Ngalak came within our walls. Long ago, the lower caverns were briefly explored, but sealed. The milicia stopped to keep tabs on the monsters there, both because they couldn't see them, and because the monsters would never get in. Most of them would get entangled in spore trees or kill each other off, they assumed.

This all changed when a flying creature found a path inside the fortress using the generator maintenance tunnels. Simo was not the only beast to cause havoc among our ranks during the clogging. Those obsidian tables came at a greater cost than we expected. Yet we should have kknown. more than gold and gems, blood is the primary money of exchange in Whisperwhip.

Needless to say, the hole is patched promptly. But how many of those deadly monsters remain in the depths, waiting for a chance to sneak inside just like this one did?

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The caverns are no longer for dwarves to thread. Yet Whisperwhip's wealth is not meager. Non-stop smelting of goblinite has wielded a large stack of copper, silver, and iron. While copper is best used for crafts, and iron should be used on military supplies and engineering, silver is meant to brighten the fortress. I order the newly-unwalled manager Stukos to produce 30 fucking silver statues. A chill runs down my spine when I realize that, had we wasted one more day unwalling the lad, he would have been the first to die by Lur's claws.

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Those statues can't be completed too soon. Miasma is starting to fill the whole fort. I try to butcher the cat, but remember that killing an owned cat is the greatest taboo in dwarven culture. Asking the milicia to finish the pet off is also inconceivable.

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Asmel's death, coupled with countless dead animals and as many contaminated ones, is creating a rather tense atmosphere (it's miasma. The atmosphere is made of miasma). People are tantruming.

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Now is probably time to address another health-related issue. Specifically, the one i was musing one just before the fort was besieged by a flying horror from hell. Remember a while back when we had this other deadly disease infected the cats and prompting them to explode? Well the good news is, according to the doctor, every cat and lion that could die from it has. The main issue is, some animals are carriers, yet don't contract the disease themselves. The main problem with that, aside from some newborn kitten randomly erupting in a geyser of chunks, is that the syndrome is very deadly to animals hauling the trade wagons. Every single dwarven caravan travelling to Whisperwhip is at risk. The other races are also facing the same problems, but since we tax them the instant they appear, their chances of contracting the 'splodeplague is smaller, especially since they only bring one or two wagons.

The dwarven caravaneers have lost 4 wagons so far to this affliction. Appart from the truly horrifying repercussions that this has for our reputation as a welcoming capital, there are other problems. Steel is so far impossible to find in this savannah. Our only way to acquire some is from trading. the elves and humans are useless when it comes to good-quality metal goods, so we need the dwarven caravans to get more steel items. But now, most wagons just explode randomly, leaving all their goods in the fort's entrance, including what we traded to them. This sounds cool for a beginning fort, because free stuff. This isn't so fun for Whisperwhip, where the menacing shadow of FPS cluster is ever-present. Caravans carry a tooon of pointless crap that needs to be dumped lest it fills up the stockpiles with unneeded junk. We can't afford the extra labor. The day 3 or 4 wagons fail to leave the fort is the day this fort crumbles into inneficiency.

Ignoring the traders and waiting for them to leave will not solve the problems. We must discourage them from ever coming to the fortress again. The trade depot must be dismantled during fall and winter.

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Oh, and... As much as i like the special touch that this skeletal diplomat remains gives to the entrance, I'd much prefer a masterwork silver statue in every corner. Masterwork statues of me, as it so happens. Sorry, Lavender Empire Law-giver corpse, but you have to go.

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It's not like we don't have our fair share of death-related features already. the place is a fucking mess, i tell you. Everything is turning purple. The older deadly plague is sort of dormant now, but the latest one is still raging on across the fort.

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Attracted by the putrid clouds, a new forgotten beast make its appearance in the upper caverns. It doesn't look like it can fly. Drokles formulate some ideas on how to deal with it. Maybe some traps or a bait could lure it into firing range of our ballistas? ''Not that it matters, really. Another would just take its place. let's just hide forever and leave it be''.

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I order that some silver statues be further decorated with teeth and bones and whatnot, in case something really shitty turns up. Statues, man, they make everything better.

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Like, just look at this baby. do you really care that your dog just turned into a pile of rotten flesh and tissues when you gaze upon this beauty?

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Ok, apparently this miner still care that his pet died regardless of the statues. Ee wake up one morning and find that some of the infected animals have passed away.

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Truth be told, a lot of animals have been dying of an infection recently.

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But like, i mean, a lot

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I try to cheer them up the best I can. ''Look, people, we are super rich! Seven million dorfbucks worth of shinies! Stop being so sad!'' Some dwarf points out that it doesn't matter because we can't trade it for anything anymore, and we,re all gonna die of a deadly curse sooner or later. Tough crowd. I explain that it,s not so bad. we still have an army, we can sort of deal with the outside world and improve the fort and eventually reinitiate contact with the dwarven world. the caverns are sealed, so now nothing can get inside!

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As I say that, a master thief enters the dinning room, having somehow circumvented our defences, and dodged thirty dwarves on the way without being seen.

Man, this place is a mess.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Dwarf4Explosives on May 02, 2015, 02:04:41 pm
At this rate, I think your only chance of long-term survival is sacrificing all the workers you can to wall off the caverns with retracting bridges, followed shortly afterwards by the slaughter of all of your animals. Of course, there's no way you'll be able to pull off even the first step without getting slaughtered.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 03, 2015, 01:11:31 pm
I'm still unsure as to what I'll do next. I haven't played for a while, the last 3-4 updates were from stockpiled screenshots. I'm scared to boot the save again, just in case everyone dies from some random syndrome.

In any case, the fort is 30 years old, and that's worth something. To celebrate this milestone, I've updated the DFMA section with a new, more up-to-date map.
It can be found HERE. (http://mkv25.net/dfma/map-12445-whisperswhips)

Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 06, 2015, 02:11:28 pm
CHAPTER 58: Dump or die
Year 127
Dumat the Broker


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Asmel is dead, the general is basically brooding and depressive, the Duke is an obsessive-compulsive quern collector and the mayor is a lunatic. As leader of the original expedition, it falls upon me to take over leadership of this fort as overseer once more. The only dwarf I can rely on efficiently right now is Drokles, our new millitary commander. In the last years, she has grown from a depressing pessimist to a very all-around badass dwarf. Her absurd qualifications and attributes more than make up for her moody approach to life. In the last month, Drokles has been remodelling some of the squads, combining what was left of Mistem's and the general's squads. The Turquoise of hair now total 10 dwarves, even if half of them suffer from PTSD and the others are blind as a mole.

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it seems that even the workers are disapointing nowadays. For some reason, they fail to complete the flooring to the last storerooms because... reasons? apparently there is a mecanism in the way, and some bins that they won't move. I don't know why. We have many iddlers, and lots of room right on the other side of this fucking wall. The elves prove somewhat more useful, and deliver us some wood, and a hippo. Yes, we have a hippo. Trust me, I know what I'm doing. I send the merchants on their way unceremoniously. It's better for them anyway.

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It seems that we not only have many idlers, but about 200 untrained animals. The parents must have died, while the cubs slowly reached maturity. in any case, that's like a ton of dogs and cheetahs and lions that are not trained for war, and won't die in our stead as efficiently. I order that solved immediately. We also acquired a fluffy wambler. Surprisingly, it cannot be trained for war. Neither does the hippo.

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now it wouldn't be a great day in Whisperwhip if a new unsafe animal wasn't introduced to our ecosystem. Iorder those horses we took from the humans to be trained as well. When goblins see us riding horses, they'll shit bricks. Which the horses will hopefully throw back at them. Horses have opposable thumbs, right?

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The hippo is moved to the courtyard, where every previous inhabitant has been murdered by invaders at some point. In about 7 seconds, he proceed to chew half the grass available.

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Reminds me of another animal. I wonder how the giraffe is do... oh fuck the giraffe's dead. When did the giraffe die? I mean it would make sence, with the deadly plagues running around and all. Oh well, double expectations weighting on you now, hippo.

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You can tell the hippo is important because as soon as we move him upstairs, thieves show up to kidnap him. or our children. Both are equally tempting. The army starts running around. I miss the days when we had like 20 guys stationned on the walls at all time.

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The miasma in the basement has finally cleared, revealing a bloodbath. That flying forgotten beast sure caused a lot of trouble. Thankfully, flying forgotten beasts are rare, and we should be safe for a while.

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instead of cleaning the bloodbath, this cook turns around and grab a craftsdwarf workshop instead, overtaken by a strange, fey mood.

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in the meantime, I have a special project for the workers. If you know this fortress well enough, you know that any faith in our masons is duly misplaced. I want the ramps in the farm and the ground under the door covered with obsidian blocks. To do that, tho, I need obsidian downstairs, and a worker. I'll trick the builders into constructing some obsidian walls, then order another one to deconstruct the ramp. THey'll have no choice but to rebuild the ramp using the deconstructed obsidian blocks.

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Yup. They send a child.

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Everyone falls asleep. The only workers here are kids, and they can deconstruct, but not rebuild. There's a mason but he's fucking asleep, and I don't want people to die of thirst in such a dumb way. I order one of the farmers and brewers stuck in there, Firsal, to take over the building job and try his hand at masonry. At least some people here can be relied upon.

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Drokles barges in to announce that a new forgotten beast has appeared in the caverns. It doesn't fly, so she's simply going to keep the bridge raised and hope that the various monsters kill each other. The stories of dwarven lore are ripe with tales of fortresses locking the caverns and letting epic creatures murder the fuck out of each other.

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While this was going on, the moody cook has gathered various materials, and began a mysterious construction. among them is two boulders of obsidian. This ought to be good!

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It is an amulet, depecting forgotten beasts, as well as the late Asmel murdering the fuck out of an invader. It ranks pretty high on the scale of fucking pricey stuff too!

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The celebration is short lived, tho. The death of an animal is reported, succumbed to the mysterious infection that got in through the generator's hole last season.

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I try to change my mind with some new projects. While we are renovating, why not add a fucking moat to this castle at long last? The mayor informs me that, sadly, the noble quarters are too close  to the edge of the map to dig there. Whatever we build, it won't go all the way around the fort, unless we add pumps and drop water above this level.

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The mayor depart, as she must oversee a new activation of the generator. she claims some idlers, and tel them to grab some picks and get their asses downstairs in a few days.

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The traders just don't give a fuck. They are technically departing, but they remain here in the middle of the trading area. are they not aware of the deadly plague chilling just next door?

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(http://i.imgur.com/dyPDA0R.jpg)
Just to prove how fucking dangerous the place is, a giant beetle from hell emerges in the basement. A giant beetle with wings. It flies. It can enter the fortress. Oh shit.

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the general complained a lot about my fucking tight corridors and impractical designs, but who's laughing now? The bridge rooms are now wide as his mom, but the cavern entrance is still easy to seal. The doors will hold the beetle long enough for the workers to block the corridor. between two doors, an open spot awaits. Against all odds, the masons manage to accomplish a task without failing.

There is, however, one big design flaw in the fortress.

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The dumping shaft is uncovered, unfinished, and leads directly to a lot of levels in the fortress. It's essentially a beetle elevator.

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Hey, you, every single person doing things. Stop doing things. The plans have changed. We're doing other things. All work orders are cancelled.

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The beetle wanders around, still exploring the caverns. It hasnt found the shaft yet. This should buy us enough time. Years of dumping hands and socks in a giant shaft has prepared this fortress for a very specific and absurd for of defense against flyiers.

We're going to dump so much shit nonstop that it will get crushed and drown in magma.

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I summon Bookkeeper Led this instant. Time to check what we're dumping. First off, we have obsidian now. We won't need those non-awesome slabs. Goodbye slabs!

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And like, corpses. We don,t need corpses. The beetle looks like it need corpses. That's probably what it came for. Slabs and corpses, plumetting into the magma together. How poetic.

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the beetle isnt there yet. We can't stop dumping, tho, because it takes quite a lot of time for people to resume their duty, grab stuff, and carry it to the dumping shaft. If we take a break, the monster could get in before we can do anything.

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it moves again. This time its north of the river. If it crosses the river and heads a bit south, it will be next to the shaft. we have no way of knowing if it'll take a straight line. Some fliers have made a bee line for the entrance in the past. Other creatures were quite content to wander around aimlessly while killing animals.

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We have some dumpers, but that's not quite enough. something is draining our ressources. The mayor...

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Shoo, miners! Our priority is not to get more obsidian! Our priority is to get less of everything else as fast as possible!

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It seems that the beetle is distracted by another forgotten beast! Soon they will murder each other, yes! just to be sure, tho, we probably don't need those large cloaks anymore. It's not like we'll trade them anyway.

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The monsters ignore each other, and the beetle flies north for some reason. Is it afraid? the other monster has an aura of weird secretions. Parts of the river are filled with the strange mucus. I would run too...

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Tun always knows when querns are needed. They are apparently needed now, it seems. Because survival comes second.

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In any case, the beetle is now chilling in the river, while the other monster is having fun using the old olm-men lair as his sleeping spot. It's almost a mercy that our nobles ran and shot the olm-men with crossbows when they first saw them, because there's a looot of forgotten beasts coming and going around here.

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More animals are dying. They can't be butchered because they are rotten as they perish. Ewww. Well, more dumping material, i suppose! but seriously there's a lot of them.

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I'm not sure the creature knows where it is going anymore. Thankfully, the dying animals ensure that we constantly have more stuff to drop, in case the beetle decides to finally attack.

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But just in case, I doubt those tons of used gloves will be missed.

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The legends are lies. Sll lies. Every single monster is just there, chilling and having friendly banter. They are not attacking each other at all. they are simply... gathering. It is at this moment that we realize the caverns are forever forsaken to us. The monsters will never be cleaned out. Not unless we use some very advanced engineering...

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A dumper is posessed. No, now is not the time! You better make something fucking AWESOME you cunt!

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That's some seriously pricey thing right there. it's a statue. a statue of two different combats. Made of bone. This is both gruesome, improbable, and the most metal thing ever created.

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To celebrate, I declare a new clothsgiving! Children, go outside and grab some fresh socks! everyone, dump your old socks in the lava! Yay, fun for the whole family!

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The dwarven merchants arrive regardless of the trade depot being deconstructed. Despite the lack of space, the merchants grab their stuff and travel by foot to unload random items in the entrance hall. Old habits die hard, I suppose. Suddenly, I almost regret dismantling the depot. A wrecked wagon would mean tons of stuff to dump. Oh well, no need crying over undumped milk, I suppose.

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It seems that the merchants were not the only ones to arrive this fall. a dwarven child is ambushed by a small group of goblin skirmishers. It dies horribly.

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As soon as the militia is dispatched to deal with the problem, a new group appears, this time much farther south. People make it out alive, but a disrupted clothsgiving and most of our soldiers running around means less dumping, which is critical right now!

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Meanwhile, more thieves! The flow of dumped items thins. Kill them quick, then dump every single thing they own!

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More of our animals dying horribly should give us a break, which honestly is a sentence that spells a very grim situation when used to describe a fortress.

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Meanwhile, the list of forgotten beasts living right under us has grown consistently. The first page alone counts five of them.

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The most problematic of them, the beetle Fensast, is now where many of its brethren have met their end. This time, however, the dwarves will not bravely venture in the caverns to face it.

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Dead pets, thieves, overall stress, Mistem finally snaps. Being removed from her leadership position made her very mean-spirited. The fool don't understands that being blind does not a great captain make. Crippled as she is, mistem is still a tragic hero, and her ongoing determination has been an inspiration to the fort. her sudden tantrums will not improve the morale of the soldiers at all.

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Oh, and the death of about 120 animals in the last two seasons is also not very good for the morale of the fort. The forced dumping of the pets' mutilated and deformed, rotting corpses does nothing to counter that.

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less soldiers alive means less backpacks needed. Dump all the broken or used ones! I try not to mention the whole reasoning process in front of our squads, simply explaining that ''we don't need that many backpacks''

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Fensast the beetle is at our doorstep. This has gone out for way too long. Deconstruct the wall and mobilize the army. If it crosses the bridge, we'll risk killing it in direct combat. the raised bridge will ensure that no other beast can join.

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Abort! The beetle flies past the bridge, and head directly toward the dumping shaft. Fuck.

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The soldiers are conveniently already mobilized downstairs. Drokles dispatch one squad to the south, near the bottom shaft. a second squad covers the workshops shaft. a third one will be overseing the entrance of the dumping pit.

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Fensast is just chilling there, toying with us. it knows we'll run out of stuff to dump someday. But for now, we have tons of doors that we don't need, now that we replaced some with obsidian ones.

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Attracted by the scent of blood, it wanders west again, following the trail left by our former champion. The entrance to the lower caverns is called cursed by the dwarves, for various brothers have met a tragic and gruesome end in this specific part of the caverns. We are not facing fenstat here, no matter what.

The beast has seen the entrance to the fort, and chose to ignore it for now. it waits, chatting with his fellow monsters, while learning what it can from the bloodstains littering the caverns. A battle is imminent. The question is, who will give in first, and meet the foe on its terms? the dwarves are sturdy, and patient. The members of the Wilted sack are strong, and have endured much. they will not surrender that easily. Yet, the sack is not bottomless, and sooner or later the dumping will stop.

Fensast has lived for eons. It will wait as long as needed.


*    *    *

OOC: The situation is bad, but the framerate is now excelent.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Dwarf4Explosives on May 08, 2015, 12:48:41 pm
This is just all going to hell in all but the literal sense, isn't it?
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 08, 2015, 01:11:47 pm
Quote
This is just all going to hell in all but the literal sense, isn't it?
This is but a minor setback. Everything is fine, everything is under control. The fortress is lovely, and welcoming. Don't let anyone tell you otherwise. Just ask our recent visitors, a group of local merchants!

Oh wait. (http://i.imgur.com/KGB8dvv.jpg)
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Immortal-D on May 08, 2015, 01:15:10 pm
OOC: The situation is bad, but the framerate is now excellent.
If that's not the official slogan of Dwarf Fortress, then it should be.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 08, 2015, 05:19:48 pm
OOC: The situation is bad, but the framerate is now excellent.
If that's not the official slogan of Dwarf Fortress, then it should be.
Or simply ''oh fuck''
Title: Re: Whisperwhip: Syndrome testing facility
Post by: squiddwarf16 on May 08, 2015, 07:35:33 pm
Just got caught up! Loving it so far! would you mind dwarfing me if the fortress doesn't die by giant beetle next update?
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 08, 2015, 08:27:31 pm
Squiddwarf, I took the liberty to dwarf you as the dwarf that was currently swimming in the water, as your name would suggest. That paticular dwarf is no ordinary miner, for he is Dumat's oldest friend, and one of the two surviving founders of Old Whisperwhip. Interestingly enough, at the time of writing, the fate of the fortress lies upon his shoulders.

Chapter 59 will be posted tonight. Stay tuned!
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 09, 2015, 12:38:38 am
CHAPTER 59: A web of problems
Early 228
Dumat the Broker


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As the 31st year of this fortress draws to a close, I'm told from bookkeeper Led that we are running low on stuff to dump. Obvious stuff, I mean, like blatantly useless things and random broken pieces of crap. Obviously we could dump swords and whatnot, but I'd rather we don't discard everything we possess to stop the flying beetle of doom. We have a lot of copper, moreso than we'll ever need for anything, so I order a ton of coins to be minted. If the worst comes, we'll go full Setzer and spam GP toss down the hole. If we die, we'll die as rich bastards, or at least as rich as copper coins make you.

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Outside, the situation is not quiet either. Goblin ambushes and thieves are rampaging the countryside and keeping the militia occupied, when suddenly a cyclop appears.

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The whole army mobilizes, too happy to meet a foe that is both worthy of their training, without all the cursed blood bullshit. The creature dies... quickly. After thousands of goblins have besieged this fortress over the last decades, even the new recruits are skilled marksdwarves. It is good to see the legendary might of Whisperwhip's soldier in action once more.

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Everyone is not as impressed as I. Before they can leave the region, the dwarven merchants both become stark raving mad, having witnessed countless animals rotting casually while still alive. I guess everyone screaming about the whole ''dump or die bullshit'' didnt help. Simultaneously, their bulls decide to sink into melancholy and begin the slow process of starving themselves to death just outside our walls. If this place hadn't become the poster child for all kind of slow and insidious forms of trespassing, I'd shed a tear.

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For a moment, my heart sink. I'm told that Tun the duke has interrupted his work to rest his injuries. Mind you, I don't love Tun. Guy was mostly a puppet I put in place to control the general and assert my position as overseer. In time he was to act as a mere baron, my personal assassin in case of dire needs. But power and an instantaneous rise through the ranks up to the position of regeant of our civilisation had made the guy... harder to control. No, i cared not for his well being. What troubled me was that I had no recollection of him ever being injured. Ustuth the hammerer had had many a brush with death over the years, but not the Duke. I have him followed.

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Tun ends up in the hospital, sleeping. He seems rather healthy for now, but suddenly I spot miasma coming out of his bed. Has the disease carried by the foul beast finally started to infect a dwarf? Or worse, was most of the fort infested, only the effects were now starting to show themselves? I study tun for a while, and notice a cheetah next to his bed. Maybe the cheetah is infected instead. Most of them are. Maybe Tun simply banged his arm against something. He was a moron. It was possible.

If this was truly the curse then...

Armok have mercy on this fortress.

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On the opposite side of the room, rest Rovod the soldier. He too fll victim to a curse, altho his didn't come from the generator infiltrator, but from Simo. This beast he helped slay, albeit for naught, with the help of Asmel and another. Now only he remained, and although the dwarf still lived, his definitely wasn't the liveliest of existences. If Rovod wasn't dying, he certainly wasn't getting better. For over a year he had survived, between two worlds, oblivious to the outside world. Rovod was the toughest dwarvenkind had to offer. And yet, there he was, kept alive only by the nonstop intervention of our medical staff. If this new curse has infected our citizens, then...

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Enough. No point in thinking about that now. Let's focus on our more immediate problems. the dumping is still going strong, and as a result the resident beetle Fensast is keeping away from the shaft, content to visit the area. It isn't wandering. it is scouting. The other beasts, those he decided to side with rather than attack, cannot fly. Only fensast is able to circunvent the gigantic mushroom overgrowing the caverns. He is doing what the others can't. He's locating the entrances to the fortress. For now, he is exploring the volcano. Two entrances lie there. Thankfully, they are submerged by magma...

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Once it's done, Fensast visit the edges of the map. It isn't leaving. The caverns below Whisperwhip are his home now. Onlythe constant fall of various used items keep him from expanding its lair to the surface.

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Yet more monsters show up for the party. Forgotten beasts everywhere are telling the tales of their kin, who came to this place and never returned. This fort is a mark, a bounty, that every abheration from times immemorial has set its eyes upon. It who destroys the fortress will be renowned for eons by all denizens of the underworld.

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Many tales are told of this newcomer, Snang riddlepuzzle the hellish mystery. His title is truly awesome, in the truest sence of the word. Forget the kids misusing this term on a daily basis. he who hears the name Riddlepuzzle the Hellish Mystery ijnstantly knows what greatness and terror feel like, two sides of the same monstruous coin.

Sadly for us, it can fly. Thankfully for us, this beast has arrived in the lower caverns, the path to which has been sealed by the general shortly before he became basically numb and useless.

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More and more animals are dying. Or simply going missing. Tough luck, kid, your cat isn't coming back home alive. We have lost so many animals, even screenshotting vast amounts of purple anouncement has lost it's thrill.

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However, suicidal bulls are a relative novelty here. I'm sure those traders wouldn't mind if a few of their belongings went missing for over a week... I dispatch a few haulers. We'll need all those bags of dye and random instruments.

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The son of Drokles decides to create something special, and withdraws from society. I'm informed of this in the middle of like 8 dead pet announcements. Hey, just because I stopped caring about them doesn't mean our alert log is free of them.

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Right at the same time, the new year appears around the corner. Like a clock, a few venerable animals die of old age, which frankly is an achievement for any animal in this fortress right now.

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To celebrate the new year, Droklesson finishes an earring, which frankly is amazing, if absolutely useless. it features dying elves, giant monsters, and the artefact throne presiding over the temple to Kadol. at least the son of our new commander has a bright future as a craftdwarf. Assuming he survives...

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Hey, bookkeeper Led, do we need chains for like, anything. Because we have a lot of them lying around.

Led explains that chains are only useful for wells, or prisons. This guy is basically like an encyclopedia, I swear. Oh well, I guess we don't need 96 of them in our stockpiles.

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Same for those bags, really. I mean, I'd expect most of these to be empty, but... we have like 200 bags of dye, as many bags of sand... I'm not sure why. Especially since we haven't even kickstarted a textile industry in 30 years. like, I remember sending a guy to the caverns to bring back webs once, of which he carried back exactly 2 before breaking both his legs in a cave-in. we're not exactly the China of the world when it comes to mass-production of t-shirts.

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...although some of our crafters took it upon themselves to turn some bags into true works of art. Dumping all the bags would make a lot of them unhappy. and right now i don't want our resident champion to be unhappy. instead, I'll do something special in order to deal with the bags.

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Ducim is a 13 years old peasant, who for now has received no job except for hauling and dumping. He's been begging me to do something more artistic, but I have zero need for more copper crafts or a 20th bonecarver right now. We could, however, spare one young boy to start a textile operation. Since every low quality or used roll of cloth has been dumped last month, we are left only with the good stuff. I tell Ducim to build a dyer's workshop somewhere in the sweatshop/dorms, and give him free reign over our dye supply. We'll get a ton of higher quality materials with which to make our own clothing, and hopefully about 200 less pointless bags lying around. Hell, if this works I migh use some of those useless plants we've been stockpiling and turn them into dyed cloths to save room.

Truth be told, the farms have been running nonstop for 25 years grabbing as much potash as they ever needed, and i have zero idea what they are producing!

I should probably get deeper into th... OH WHAT THE SHIT

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It's another beast. In the caverns. What is it now, seven? In the upper caverns alone? It matters not, I tell myself, for all the paths are locked to that which does not fly. Even if webs are a terrifying ability, we won't hear about this one for a while, if ever.

But there are more than one webber in these caverns, as I would come to learn...

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Meanwhile on the surface, a new Cyclop shows up, because 3 megabeasts in a season is simply too little. As with the previous cyclop, this one dies without too much of a showdown. In the background, the merchants and their bulls are slowly dying as well, despite being offered food and drinks. they just don,t care. Whisperwhip was too much for their quiet minds. I don't blame them. The goddess of death and blood couldn't stomach it and I'm pretty sure she invented the very concepts that scared the fuck out of her.

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The smelters are reporting strange buzzing sound coming from the other side of the forges. It's Fensast, the beetle, still keeping an eye on the shaft, waiting for a chance to slip in. Under it, the lake is now massively infected with a strange mucus, likely created by another local resident. If this beast continues to spread its vile substance, then, I'm afraid it will travel into the fortress via the pipelines of our generator. Huh-oh. alas, there is nothing we can do about this for now... if ever.

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The elves are back, but there is no trading to be done. We have no need of what they offer, because as saddening as it is, this fortress has no room for more giraffes. Cause they'll die horribly of a deadly plague.

I'm sorry, giraffes. I love you, yet we cannot be together.

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They come into the fort anyway. Oh what the shit, those aren't elves these are goblins!

It's a goblin ambush. In the fortress. They are in the kitchen. How is this happening.

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Drokles mobilizes the entire army. it's time to murder some greenskins before they do some crazy shit to our civilians. One of which is me. Defend me, soldiers! Oh, speaking of which, now i remember how Tun got injured. he wandered outside during the last siege. Maybe we aren't going to all die of a deadly plague.

Or so I tell myself.

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Some of the goblins walk up into the guard tower. This should lessen the danger they pose, as upstairs is where the soldiers are coming from.

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Some soldiers rush downstairs to defend the kitchens, the rest man the wall or run outside. Another ambush has been triggered just south of the fort.

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In the chaos, a tribe of thieves are also trying to get in, snatching what they can. Without the usual guard animals, the soldiers have a hard time covering the battlefield and stopping snatchers.

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Lions and dingos have always been enemies in this fort, for as long as i remember unwisely introducing them to the local ecosystem. Before they all get taken by the plague, some of them decide to lash at each other and kill each other. I would normally be mad at the trainers but... this almost feel like a better way for them to go. Like, you know a fortress has gone through some severe shit when you find yourself saying ''wow, in this time of chaos, our pets are murdering the fuck out of each other instead of defending us, what a relief'' without an ounce of sarcasm. Surprisingly, nobody dies from these skirmishes. Well, not directly.

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In the chaos of the goblin invasion, everyone was too scared and disorganized to carry out orders. tun would have none of it. A failed mandate is worthy of a serious beating. The duke's goons are dispatched, and Nish the miner pays with his life. A single unfinished quern was all it took for this honest worker to meet a grisly end.

I find myself planning another regicide, when suddenly more trouble arise.

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First of all, it seems that part of the stuff we've been dumping isnt melting. Instead, a pile of quartzite crap is forming at the bottom of the shaft, because apparently quartzite won't melt. This is something i should have know, since we built gears and magma workshops out of it. In the heat of the moment, we simply discarded everything without looking. Now this shit is there, and it,s there to stay because nobody is going down there amidst 7 monsters to retrieve this shit and trade it away.

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The real trouble, however, comes from the other side of the volcano. The generator, like the forges, is pumping lava from the volcano, but it's also draining the water from the underground lake through 4 pipelines.

In one of these pipes, now lies the source of all this foreshadowing.

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A huge hairy leech, spinning webs, is swimming toward the fortress using the water pipeline. During its watery wanderings, it has apparently stepped too close behind another resident, one which secretes all this deadly mucus wherever it goes. forgotten beasts won't attack each other here in Whisperwhip, but that doesn't mean they are immune to each other's curses. The good news is, that even if this syndrome has not killed the giant leech, it has severely injured it. The bad news is, the leech is now the carrier of said disease. and it has webs. Should it ever come in sight of our dwarves, it will lock them in place, and carry this new deadly syndrome right into our ranks. Even if all our soldiers have crossbows, the one webbing monster we faced was by far the deadliest.

Webs are no joke. Even injured, this leech has the potential to cause some serious damage to our population. And unfortunately for us, it's coming in wether we like it or not.

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Between us and the beast lies one single miner. Squiddwarf came to this continent with me more than 31 years ago, by order of our mysteriously missing queen. He tried in vain to pierce the aquafier in old Whisperwhip, and only he out of 3 miners survived the watery grave. From then on he was known as Squiddwarf, for his uncanny ability to swim back from certain death.

Squiddwarf has no family, no known parents, no children. He has served faithfully as our head miner since he moved here, except for a brief period where he claimed the title of Militia commander, supervizing the escape from old Whisperwhip into the northern mountains when a titan appeared. Up until a more experienced soldier moved to this fort, he meticulously supervized the creation of our first weapons and shields, and nominated the initial soldiers. It was under his orders that the fort was locked down for a year, until that faithful day where Olin Bookdeer sneaked outside to kill two titans on her own, looking for her cat.

Thanks to this brief role as commander, Squiddwarf never took over the role of a mason like most miners and engravers. As such, he was not executed when Tun the Duke ordered a mass slaughter of what he deemed ''lazy masons''. At the venerable age of 118 years, Squiddwarf is a legendary miner, bonecarver, and engraver. Many of the glorious details around the main fort are of his doing.  He has survived many cave ins, a civil war, more sieges than I dare to rmember, and somehow always made it out of the caverns alive when strange monsters or deadly animals attacked.

And today, Squiddwarf is the only person between us and this leech. He has a special mission.

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In a few minutes, the generator will be activated. It is the only way to safely get rid of the leech. However, the generator is full of water. If we activate it now, it will be the last time we put this thing to work. Underneath lies many monsters, including a deadly firefly. There will be no unclogging. For the generator to properly trap the monster in obsidian, the water must be cleared. It must evaporate. This means someone needs to widen the reservoir. Only then will the water be spread wide enough to dissipate.

The leech is slow, and rotting. It is moving rather slowly. In time, it will reach the floodgates and unleash tons of water into the generator. If Squiddwarf hasn't cleared enough water, then the beast wont be killable by magma, and the generator will be lost. At this point, we will have to either seal the place forever, or risk contracting the curse it is carrying unwittingly.


*     *     *

OOC: A friend of mine dropped by for a few moments, and he showed me his fortress. His stockpiles were basically gigantic map-wide rooms lying around in random places. I was currently nearing the end of this chapter, and my own game was running, so I gave him a tour of the place, mostly to show him what I did with the mines, and how they were converted into fancy stockpiles with pillars. Then I explained the situation with the beetle and the dumping, and we played a fun game called spot the various forgotten beasts. It's like playing where's Waldo, except there are just so many of them everywhere.

This game revealed two important things. First, there was a pile of quartzite at the bottom of the shaft. Second of all, there was a leech entering my water access. Huh oh. Was it not for this impromptu visit from a guy on a bike carrying a laptop, I may have spotted the leech too late. I was so focused on tracking the beetle, I foolishly disregarded the other creatures...
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 19, 2015, 08:11:06 pm
CHAPTER 60: Ambush!
Year 229
The mayor


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The situation in the fortress is somewhat dire. The murderous beetle still flies around the caverns, eager to find something to kill. Despite all the time it has spent wandering near the dumping shaft, the forgotten beast has not yet tried to enter the shaft. Most of the dwarves are tired of dumping stuff day and night. at this point they've mostly stopped using the shaft. They've also stopped having stuff to dump. there's a correlation there. Orders are to craft random things and resume dumping only when Fensast the beetle is near the shaft's bottom.

A new foe has appeared, and this one the mayor cares much more about. Enure the leech is slow, and injured, and it's brain is a rotting pile of dead tissues. Yet, should it gather the brainpower to randomly attack something, it could forever break the generator.

The mayor will not have that. The generator is her life's work, her greatest achievement, and it holds together the hopes and dreams of every citizen. From the very day that they started making high-quality furnitures, people became happy and talked to her less about problems. If they stop making obsidian, everyone will feel sad and bored and also annoyed that every single animal in the fort keeps dying horribly.

Thankfully, Squiddwarf is an old an competent miner, and he's working the best he can to expand the reservoir and allow the water stuck there to dry.  This will take a lot of time. The other dwarves don't wanna go there.

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Dumat has allowed a young peasant to kickstart a textile industry. He's busy dyeing every thread, cloth, and tissue in the fortress. Other peasant were told to convert plants into threads, and some threads into cloth rolls. Should the fortress need to be sealed from the exterior as well, they'll have a source of new cloths. What's more, having pimped and colorful higher quality could be pretty cool. the mayor isnt very into fashion, but wearing leftovers from slaughtered members of the passionate sins is becoming dull. She actually hates her ''I♥PS'' shirt.

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Apparently, people going insane may be related to not having a trade depot. another group of merchants give up on life. The mayor doesn't care about random merchants going mad. especially not elves. Still, Dumat has required a new depot to be built...

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The merchant won,t get to enjoy his insanity for long. A goblin ambush strikes, and jumps on him!

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...Ouch. That's just overkill.

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Elves or not, goblins on the dwarven territory is bad news. Drokles dispatch some troops to deal with them. The instant the soldiers are south fighting the first ambush, a second ambush appears to the west! Curses, some dwarves are outside gathering clothes and random items for future dumping emergencies!

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Kel, the new champion, tries her best to hold the first ambush while her friends go to meet the second.

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Two more ambushes are spotted! Every soldier is now on duty, busy protecting the fortress, as well as chasing a kidnapper that's lurking around the back entrance. Kel is doing fine, but the rest of the troops are having a hard time evacuating all the civilians before it's too late...

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A fifth ambush happens and the first one isn,t even half-dead yet. Goblins are getting smarter. This is turning into a full-sized siege, with none of the prior warnings associated with one. This time the goblins are going straight for the main entrance, and the wall is unmanned. Only two ex-cooks are there to defend. Go, Firsal!

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A child wanders by. trying to escape the goblins. Another ambush is sprung, cutting any reinforcements. Two dwarves are not enough to keep 6 goblins busy. The child is torn to pieces by the unengaged goblins.

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...At least the thief is dealt with before he can murder every single pig. All the doors are now unlocked, however, and there's nobody available to close them for now.

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The army struggles to stick together in safe formations. Asmel would have single-handedly murdered every goblin on the map. but Asmel is dead. Kel is a great warrior, but nowhere close to what the warrior-princess was. She has a hard time delaying the flow of goblins from the south. They have regrouped into an actual army, marching toward the fort and shooting at civilians. The hammerer is assaulted by an elf, of all people. An elf! Working with the goblins! Never trust elves. The hammerer is struck various times by a greatsword, and starts bleeding profusely. This isnt the first time he's foolishly wandered into the site of a battle, and he defends himself decently given his absolute lack of armor. Usthuth's favorite thing is to hunt down every single fish, monster or animal on the continent despite being forbiden to, so he always carries a crossbow with him. as the elf's shots are blocked using the weapon, the hammerer strikes back, and shoots the elf in the leg, tripping him. Time to escape!

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kel shows up, giving the hammerer enough time to swiftly make away. Despite the injuries, he runs like the wind.

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If you think his crippling injuries are a reason to visit the hospital, guess again. Ushtuth the hammerer is well intent on murdering some nearby animal to vent off some steam.

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The new law-giver shows up, and stumbles upon the mayor. ''We have much to discuss'', he claims. No, really. Is it about the army-sized ambushes you navigated to get here, or the various monsters clawing their ways through our megaprojects? ''No, it's about the new trade depot. I really like the new obsidian floor, and the fact that the depot is entirely made of gold. Oh, and I'm so glad you decided to remove the corpse of my predecessor that was on display for the last decade!''

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the water is slowly spreading, and some more dwarves could join in on the digging, but nobody is, because everyone is apparently outside getting murdered by goblins or whatnot. What do they think this is, a game? The generator is going to die!

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Some dwarf kid is busy working on a figurine, commemorating the fundation of Whisperwhip. it's made of wood. what are you, an elf or something? Grab a pickaxe and go swim in the generator, kiddo!

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...Oh and pay no attention to the horrific growls coming from everywhere, ever. the caverns are very safe. The bangings against the pipes are just a feature. dwarven engineering is strange that way. You'd knew if you weren't a stupid woodcarving elf-lover.

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At last, progress! Now the water can dry and evaporate. With some luck, that'll be before the giant leech trashes the floodgates.

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Still, the situation in the caverns is becoming... rather unpleasant. Blood and strange substances are filling the giant underwater lake. the mayor wonders, even if they were to save the machinery from the leech, how long before some other creature finds its way into the pipes? Or worse, before some strange disease leaks into the reservoir? They'll need to create giant stockpiles, and store lots of obsidian there. Run the generator nonstop. Sooner or later, it will break for good...

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One of the bleeding creature is still doing entirely fine. It has leaked a hundred gallons of blood into the lake, and its health is back to normal. That doesn't bode well for anyone trying to kill it. Which is nobody, because fuck those caverns man.

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No, really. Just how many creatures can fit underneath Whisperwhip? the mayor doesn't know. the mayor doesn't want to know.

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Let's focus on happy things, like... Hey the water is gone! Time to seal the place to prevent a leech intrusion.

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the 4 floodgates are linked together, and work in unison. there is no time, nor any path, to change this right now. The plan is to reverse the generator, flood the chamber with some water, and then magma the whole thing. Before this can happen, some water must be drained into the generator and evaporated. there's just too much of it. If the water overflows, the magma will fuck the whole thing. There's no point in activating it fully if the leech isnt inside either.

The floodgates open, then close immediately, a few times. Water in the pipes is at half level. Once this batch runs dry, the leech should be poured into the reservoir and obsidian'd like a boss!

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The giant leech will have none of it. Enure had been passive until now, and we believed it too brain-rotten to attack in full force, but all of a sudden, it lunges, breaks the inner floodgates, then start swimming back into the pipe with sudden speed.

Water leaks into the generator with affluence. The eastern pipe is slowly emptying. There is nothing to do now, but wait for it to drain. we can't get in there because of the leech, and we can't fix it because of the current.

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One of the dwarves operating on rovod day and night has finally reached a high level of profficiency in surgery. Surgeon shall now be his main title, which hopefully will save more lives in the future. Rovod is not doing any better, but somehow his continued existence gives hope to the civilians, in the face of the pet-plague.

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Dumat uses what's left of their obsidian stockpiles to begin some improvements on the hospital floor. The sand walls will be upgraded, and so will the sand patches leading to the well. ''What's the point of a 40 000 bucks well if it's sitting in the mud?'' he claims. The project won't be completed, as they are short on blocks. Once the water drains, they'll have to send a team to patch the pipeline. hopefully, the leech can be killed. The empty pipe should allow the militia to engage it efficiently...

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in the meantime, the idle dwarves have no obsidian to mine, and no items to dump. Work is resumed, and crafts are ordered. The soap industry is also rebooted, as keeping Rovod alive has drained most of their reserves.

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It is time. Water has drained. The mayor visits the barrack, looking for volunteers. Now is the time to strike, and free the generator, before...

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...Before this. Just as a team of soldiers is about to assault the pipeline, Enure bashes the second floodgate open, and tear it appart. the pipe fills with water once more, repelling the army. going to face the beast is a death sentence. the second they turn the corner, they'll get webbed and begin to drown horribly.

It is to late to kill enure, the mayor knows. But not to save the generator. for that, they need to seal the pipe. The generator can work on three pipes, if a bit less efficiently. Someone has to go in there, swim against the current, and build some walls.

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Squiddwarf is the best candidate for the job, as only he knows how to swim efficiently. ''I'm a miner, not a mason. I'll die if I go in there''.

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Tun's demands are once again ill-timed. The masons want to help, but... They know what awaits those who fail to produce the querns in time. Most of them scatter toward the workshops to meet the deadline.

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The few leftover masons try to fix the pipe, once, but quickly give up the constructions. 4 walls must be created. Two to patch the pipe, but... only one section could be designated for building: The first one. Every other patch was too full with water. If those walls are cancelled, they cannot be designated again. That also means that once the first one is completed, there will be no space available to build the second one from. That means two more sections must be built in the reservoir, so that people can stand on them and finish the plug.

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But every mason has given up on the task. They all ran to the workshops to please the duke. by the time they return, it will probably be too late, they are all too far away... the generator is lost.

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''Not so fast!'' yells an elderly voice. It is that of manager Stukos, who has been spending most of his time in the lower levels since his son died to defend them. When everyone left, he took it upon himself to finish the work. for two days now, he has been swimming in the reservoir, resuming work a hundred time as soon as the current pushes him away. He succeeds in creating the bottom walls. the hardest and deadliest part is still ahead of him. Water is rising in the reservoir, and the current is growing more intense each moment, as the pipe fills slowly from the underwater lake.

''Immortal-D gave his life to defend us from whatever lurks in these caves! I will not his work be discarded like that! No, I will not let a monster deny us this last bit of cavern!''

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...It is done. manager Stukos has prevailed, just in time. the pipe is forever sealed, and Enure the leech retreats to the lake, resuming its drifting. The generator is saved. ''when... when the cloths are done, I want the coolest hat!'' he jokes, still spitting out gallons of water between two breaths.

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The dwarves celebrate by creating a new piece of jewelry, celebrating the death of a now-legendary elf. A giant beetle still lurks below, and enure the leech has escaped its doom. However, the generator lives on thanks to the heroic efforts of their manager. The dwarves of Whispwerwhip celebrate this small victory, for hope and celebration are growing sparse over the years. Still, the forgotten beasts tried to claim part of the fortress, but the dwarves denied them. Whisperwhip still belongs to the Wilted sack, and as long as...

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WHAT THE FUCK IS WRONG WITH THIS PLACE
Title: Re: Whisperwhip: Syndrome testing facility
Post by: squiddwarf16 on May 19, 2015, 11:48:55 pm
Fensast
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My leach buddy
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Mebzuth the adorable raccoon
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I HAD FINISHED THEM ALL WHEN YOU HAD TO SPOT ANOTHER! FINE! HERE'S YOUR MUD MONSTER
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Edit: Damn. Fixed the pics. Hope no one saw that...
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 20, 2015, 02:56:31 am
Omg, they are beautiful!

Thank you!

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I HAD FINISHED THEM ALL WHEN YOU HAD TO SPOT ANOTHER!
This is basically me at the end of every chapter recently... :p
Title: Re: Whisperwhip: Syndrome testing facility
Post by: squiddwarf16 on May 20, 2015, 12:43:54 pm
Time for the three cursed birds.

The Elk Bird King Arazi Thanetnatewo (A weevil is actually a type of insect)
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Next the cursing osprey Onusm Eustrustospostrot
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Finally the fiery grouse Bora Surusan!
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Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 20, 2015, 11:14:03 pm
Thanks a lot for those, and welcome aboard! I used to draw the beasts as they appeared, but then there were so many that I stopped, unless it was a fort-shattering encounter. It's fun to see faces put on the various aberrations that lurk underneath Whisperwhip.

I'm a bit booked for now, but in the upcoming weeks I'll try to add a ''Forgotten beasts of Whisperwhip'' to the main post, with links to the various monster pictures.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: squiddwarf16 on May 21, 2015, 10:20:38 am
Thanks! I just want you to know how much I love your story. Anyways, I got one more picture.

Simo the vampire killer!
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Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 21, 2015, 02:42:38 pm
Disclaimer: i want to post a chapter tonight, but then something happened. Something awe-inspiring and incredible. The write-up may take some time.

For ages to come, bards will sing of the single most awesome dodge roll in the multiverse.

Keep tuned. This is Doomforest material.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Immortal-D on May 21, 2015, 05:08:09 pm
Disclaimer: i want to post a chapter tonight, but then something happened. Something awe-inspiring and incredible. The write-up may take some time.

For ages to come, bards will sing of the single most awesome dodge roll in the multiverse.

Keep tuned. This is Doomforest material.
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Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 21, 2015, 08:10:54 pm
CHAPTER 61: Enemy at the gate
Mid 229
Myself


Holy crap, 87 screenshots. This one is gonna hurt! But who doesn't like big chapters? They are a pain to type, but hey...

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Not as much as magma can be. I say that because the magma generator has been activated, and Zefon just won't leave. Maybe you want to move out of the way before the burning wave of death gets to you, Zefon?

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Or that.

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Well, Zefon just commited suicide. She had been with us since before the skypig incident, and now she's simply... gone. She burns, slowly, brightly, like the hopes she had of living a happy life by moving to this fortress. Alas, everyone she ever loved have died over the years, often in gruesome fashions. Quula herself, goddess of death and tragedy, has gazed upon the place they call Whisperwhip, and it shook her very soul. Zefon is a mere dwarf, and no deity. She cannot take it anymore, and so she simply let herself be devoured by magma. She had no reason to be there, her squad is not allowed to patrol anywhere near BASE1. She was alone when she met her end.

Nobody will know what happened to her.

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Goodbye Zefon. You were a brave soldier.

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I watch Zefon's demise as it unfolds, and within moments nothing remains of her, save for her military equipment. she was carrying some of the best gear known to the fortress, decorated high-quality steel garments, including her prized shield. They float there for a moment, but soon enough the reservoir fills, and they melt like their former owner. In a few months, the dwarves will use this cooled lava and carve blocks of them, unaware that within them lie the remains of their old friend. Zefon will soon be once with the earth, one with the fortress. I remember her spending a lot of time in the temple of Kadol, goddess of mountain and fortresses. Maybe she is happier now...

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I muse over the dwarven afterlife, until I notice something peculiar. A gigantic wave of magma mist erupts from where Zefon once stood, and traverses the reservoir. further inspection reveal that it is actually made of... boiling dog blood clouds. This fortress never ceases to weird me out.

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Back in her office, the mayor is working on the generator's updates, unaware of the tragedy it is housing. With one of the pipes down, it makes no sense to keep the reservoir's shape unchanged. water will take forever to cool down the top and east patches of lava. Once this activation is complete, she leaves a note to the miners. Don't channel those parts anymore. They won't fill with magma, so the dwarves won't have to wait until water reaches the farthest corners of the generator.

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A few days pass, and people slowly notice that Zefon is missing. After a week, they decide to create a slab to honor her presumed passing. little do they know, they'll be carving the memorial from the very remains of the one they seek to commemorate. Dark irony shall not be the only thing to decorate this slab. The statues are moved upstairs by the various iddlers, freeing the furniture stockpile. The slab is created and placed there, where a nearby craftdwarf workshop will decorate it with the shell of Galka, an older forgotten beast slain over a decade ago.

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The generator is excavated, with the top right corner being left untouched. Next time it's turned on, I'll make sure to note where exactly the water flows immediately, and which spots it fails to reach quickly.

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As I begin engraving the memorial to Zefon, I notice that the son of Drokles has raised from the dead as an angry ghost. This is very strange, especially because I don't recall said son dying, ever.

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To celebrate the new year, Droklesson finishes an earring, which frankly is amazing, if absolutely useless. it features dying elves, giant monsters, and the artefact throne presiding over the temple to Kadol. at least the son of our new commander has a bright future as a craftdwarf. Assuming he survives...
Those were the last words I typed about Droklesson. He just finished an artefact. I know a child died this year, but i know it wasn't Droklesson, the kid was alive and well very recently, and I received no messages about his death, nor did the number of dwarves go down, up until zefon a few minutes ago.

As I read back to make sure I'm not going crazy or making dumb mistakes, I can't help but shiver when I control-f the last thing i said about the kid '''At least the son of our new commander has a bright future as a craftdwarf. Assuming he survives...'' It was meant as a joke, a mere storytelling device meant to keep readers on their toes. ''Everyone could die, people'' was the message here. And then suddenly I notice the kid is actually dead.

What the fuck is wrong with this fortress.

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Then, just like he appeared, I'm told the ghost of Droklesson has been put to rest. I did nothing, ordered no slabs. i know this because i was carefully managing the decoration of exactly one slab, that of Zefon, as it was being adorned with shells and bones. No slab was ordered for Droklesson. His ghost vanished forever just like he came to be: Unexplained, with none of my knowledge or involvement. What is going on here...?

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Thank armok, there's a siege. It's been so long. The army isn't what it used to be, but it can hold goblins just fine when the wall is manned... erhm, dwarfed. Strange ghosts, happy dwarves commiting suicide and esotheric waves of blood magma erupting out of the blue, I can't deal with, but sieges I understand.

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I browse through the burrows, as I don't want people to waste time and go idle when i raise the alarm. The first floor, for example, is not properly updated, as it doesn't include the new stockpiles. For reasons unknown part of the dorms/sweatshops aren't either, nor are some halves of the staircases on some floor. Sloppy. Sometimes i wonder just how many mistakes I've made like that, that went unoticed, slowly gnawing away on the fort's efficiency. At least this one is resolved.

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It seems the goblins have come with lots of ranged weapons. Our archers are better, thankfully.

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Avengers assemble! I want the best squad downstairs, keeping the doorway safe. I ask them to wait in the trade depot, as putting them too close to the entrance means they'll spot people, run off outside, and get shot by like 70 archers. Everyone else gets to dwarf the wall.

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A swarm of trolls are there first, and they charge right at our entrance. As always, they spend a few moments trashing every statue placed there, before facing our army.

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I grimace for an instant when the two most eager defenders are punched aside by the marauding trolls. They stumble down the ramps, and are briefly stunned. thankfully, they are well trained, and get back on their feet to clean the mess. Even if trolls charge the inner gate, most of the army can shoot at them from the walls while they try and force their way through. Whisperwhip doesn't have doors or bridges or anything to guard the main entrance 9shame on you, cage spammers) but even minotaurs cannot force their way through when the army is mobilized there. now, the trolls are dead, and we wait for the rest of the army. The main squad retreats inside. Begin the sniper fight!

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Immediately, something goes wrong. A farmer wanders outside (What the shit people?). Nothing can save him. Not against seventy archers. Zasit tries his best, but foolishly find himself alone, his ward dead within the moment.

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Here's a fact about Zasit. Zasit is a badass. He enters a trance, and fend off most of the attackers, while everyone else gets off the walls to charge. The goblins are massacred on our doorstep. I smile. Not because I'm proud of the dwarves, even tho I definitely am. But everyone dying on the porch means we get to safely celebrate a new clothsgiving this year!

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a few stragglers were left behind, and the army charge at them. They escape when they see the full might of Whisperwhip exiting the fortresses' gates. Less clothes to carry from across the map, i suppose...

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I take a quick look at zasit, to see how many enemies he managed to cleave in his martial trance, when... Holy crap, Zasit has a lot of kills under his belt. He was one of the dwarves who moved to Whisperwhip in 102, shortly after the civil war decimated most of the fort. In truth, he was already a decent soldiers, dispatched by the queen to secure the outpost from itself. he arrived alongside the late Lady Asmel, his grandmother.

there are a lot of dwarves in Whisperwhip, and i can't understand each and everyone's connections or perks until they are pointed out to me by the game. I had no idea Zasit had become such a baller over the years. For a moment, I hesitate on whom to give the title of champion. Kel is the sister of a main character, so it made sense to give her the title when Asmel died. Now, seeing zasit's profile and history makes me doubt. before I hastily switch some nobility spot, i decide to inspect the fortress for some more over-the-top heroes.

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I thus stumble upon another Asmel. This one has a bit less kills than Zasit (like 120 or so) but they include one of the original titans that roamed the continent in the first years. when such a beast tried to murder the infighting dwarves in 102, Asmel was the one to murder it, as our initial hero Olin Bookdeer had just starved herself in her bedroom to avoid witnessing the carnage. His kill count is absurd, he has been with us through the worst period of the fort, and he has noteworthy kills, despite being a nobody. Angry Asmel, as i immediately name him, is also worthy of being our champion. I call him angry, because he fucking hates a lot of different nations.

At the end of this chapter, I will make a poll, and let people decide on whom shall be our true champion. Kel has ties to the previous general, and she is a dashing beastslayer who vanquished little foes, but her kills were epic. Zasit is overall a killing machine who gives zero fucks, in addition to being the previous champion's grandson. Angry Asmel has been there all along, kicking butts left and right. Plus, he's also named Asmel like the previous champion.

*    *    *

The next months go by without much trouble. everyone is busy, everyone has a cool job to do, and nothing really happens. The gneiss tower is expanded as we are running out of storage for our food. Slowly but surely I'm turning the peasants into artisans, each in charge of slowly building the missing industries. Glassmaker, dyer, weaver, miller...

Curious to see what is going on with the main characters, I decide to check on their skills. The game runs in the background, while I use dwarf therapist to get a better look at our protagonists, nobles and named alike. discovering the hero that is zasit got me curious, and i want to know who those dwarves I'm writing about are. I'm assuming some of you are also curious about your dwarves as well, so here goes!

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Dumat, the founder and overseer, is also the broker, and he's mastered 2 crafts beside appraising.

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Dumat's oldest friend, Squiddwarf is a great miner, and many of the oldest and greatest engravings were of his doing. He's also credited with saving the generator, alongside manager Stukos.

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Speaking of which... Whisperwhip's manager is Immortal-D's father, and sadly outlived his son. Despite being primarily an organiser, he used his very rusty masonry skill to save the generator by almost drowning himself. Some would say he knew the pipelines better than anyone after he inadvertantly locked himself inside them a while ago...

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Here's Zasit, one of our candidate for the title of champion. He's a great fighter, but remember that the fortress is over three decades old, so some legendary skills across the board are the norm rather than the exception.

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And here's Angry Asmel, the other candidate. he's mighty, he's brave, and he's killed many a goblin, and even a titan.

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Ustuth the hammerer, I find out, is actually a chick just like the mayor. She was once a simple fisherdwarf, until the population dropped so low that I had no use for more food-gatherers. instead, i named her hammerer, as to help with the overwhelming amount of criminals and the lack of jails. Her description paints her as a sort of crazy daredevil, which I found out is definitely true. Since she can't bash people in the face for crimes, she instead spend her time hunting, or butchering, or fishing, or shooting things, critters and forgotten beasts alike. Being mauled various times has done nothing to lessen her bloodthirsty thrills, and every time something dire is happening, you can be sure Ustuth is nearby, ready to get in trouble.

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tun was once a hunter turned briefly chief assassin, before his quad was dismissed due to being mostly all killed during training against live targets. Now he just acts as the leader of the citadel of clutches in absence of the queen, since Whisperwhip has become the capital. In case you didn't know, Tun has a certain interest for querns. he actually likes them a lot. Surprise, his highest skills include miller.

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SkaiaMechanic, your dwarf is, well, less than remarkable. Still, the engineers of Whisperwhip are all a strange lot. Or a dead lot. Being part of the former group instead of the latter is actually a great thing, regardless of how weird and incompetent one may be.

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Orion has never really talked to anyone in the fortress. because he's too busy doing push-ups. He's still the strongest non-FB creature on the continent.

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Mutkath was the leader of the qQueensguard, until he misplaced the queen he was guarding. now he's in charge of the magical Glove, which is a fancy way of saying he trains cooks on how to stab goblins. Still, it's a better fate than ending up dead in a foreign alleyway.

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They have the same first name, but this one is the Bronze general. He still leads the ferocious tools, or what's left of them, but many years spent hauling corpses, deciphering cryptic doom prophecies and learning the truth about the royal family from Lady Asmel has made him... unfit for command. So has the death of most of his men. Nowadays he mostly keep to himself. like many in Whisperwhip, his very soul has been crushed into dust over the years.

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Mistem was once a brave soldier and goblin killer, until Rifi's curse got hold of her eyesight, as it did with most of her squad. She is blind, and hates her life half the time, but she is dutiful and helps train new recruits. Her efficiency on the battlefield is less than great, but then again there's nothing else she can do around the fort either.

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The chief medical Engineer was responsible for turning most of the soldiers into super-warriors by pouring troll blood in the water supply. His wife is a true monster in battle, thanks to various... experiments. He doesn't talk about it much. Over the years, he's been a good advisor to the overseers, altho his dedication to his medical role is less than strong. he mostly let his apprentices do the work, so much that they have surpassed him. But honestly? If my workplace was constantly full of deadly diseases and miasma I'd be playing golf all day too.

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The mayor has no friends, despise social interactions, and prefers to tinker or watch things burn slowly. despite this atrocious display of aspergher, she has been re-elected mayor for 30 years, except for a brief moment when a magical tiger took over her office. the tiger then became suicidal and resigned, navigating the dark hallways aimlessly ever since. the mayor designed most of the cage systems, the bridges, and the obsidian generator, helped by her lazy assistant other Mebzuth, aka SkaiaMechanic.

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Bookkeeper led is an acountant, but also a dutiful soldier. He has little combat experience, but he has been training eagerly over the last few decades. He has been a faithful assistant to the Bronze general during his time as overseer, despite enjoying none of it.

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Kel, the modest goals, is the Bronze general's sister. she is one of the most succefful beastslayer this fort has known, and her willingness to sacrifice herself against deadly monsters is matched only by her baffling survival against said monsters. For her glorious victories over the forces of darkness, she was named Champion after Asmel's death, despite her lack of experience in facing goblins.

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Just like his father, young Immortal-d the second is well loved in the fort thanks to his friendliness. Inspired by the stories about his father, whom he never met, he already strives for excelence and seeks to become a great man. Born almost 9 month after his father tragically passed away, some murmur that he is actually Immortal-D himself born again.

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Proud, dutiful, and also striving for excelence, this is how most would describe Firsal. For many years, he was responsible for providing food to the soldiers, until the fort ran low on soldiers and way too high on food. On that day he began training in the Magical Gloves, quickly becoming one of the best new recruits. Some agree that in time, he may well become a squad leader.

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Now the new general, Drokles is pessimistic and has a dark view of life. Despite all that, she has grown into a tremendously badass dwarf over the years. Her mental stats are matched only by her mastery of basically every single weapon known to dwarfkind.

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Atir and Aban are the 2 last militia captains. They are good leaders, and despite never taking the spotlight of this story, they have always served me efficiently, leading their tropps to victory and defending the fort against goblins. they live in the shadows, unnoticed but essential.

*   *   *

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Those two squares are bothering me. they are sand patches, over which lie either a mechanism, or a boulder. Both spaces were once covered in a stockpile that was removed. Building over them wont work. Dumping the stuff on them never happens. Channeling there doesn't work. Anyone has an idea? This is driving me insane.

*   *   *

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as i said, for many months, live in the fort breezes by, with everyone going at their job like little bees. Eventually, some guy is taken by a fey mood. He claims a craftdwarf workshops, and the worst ingredients ever. right off the bat, I know I'm in for something underwhelming.

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Surprise, a earring! Again! When it comes to being disappointed, i am definitely not disappointed. I guess I'll have to use gems and bones to create my own artifacts, really. Sadly, most of the mining areas are unavailable to us, what with the thousand forgotten beasts plaguing the caverns. The second layer is half-explored at best, and I know many flyers reside there. digging foolishly to grab more ressources could too easily open a breach to the depths. I have heard of adamantium, yet i am destined never to gaze upon it. How sad. there are so many gem clusters waiting in the subteranean complex...

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Then I spot it. fensast, the stupid fucking beatle. For far too long the dwarves have been keeping him at bay by dumping trash relentlessly. We can no longer afford to discard everything we have. thankfully, the beast seems rather dumb, and even after it spotted the shaft, never used it. It is, after all, a beetle. beetles aren't smart, man. It mostly wanders around, aimless, like our depressed magical tigerman diagnoser.

fuck this beetle tho. I,m tired of checking on it every 5 minutes, just to know wether or not it is safe not to employ most of my workforce toward dumping. there it is, right across the raised bridge. we are ending this. we will send soldiers, shoot it many times, and retreat. Other creatures can't cross the chasm. You, kid, deconstruct this wall. Drokles, get your buddies down here. We are ending this Beetlecunt.

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The wall is breached, and the army waits by the catapult, but Fensast the beetle is still dumb as bricks. It barely sees the squad, and wanders down the hole in the northern cavern. Ugh. We wait, in case it comes back. I don't want to stay here too long, tho, as maybe some other monsters aren't as stupid as Fensast. Some of them have ranged attacks. but Fensast is so close! It could very well turn around and get in range of our crossbows.

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Bingo! It goes down, turn left, run around a huge stone formation and return in the familiar triangular room, at the left end of which lies the raised bridge, and our army. It is flying over the ground, apparently right out of crossbow range. I wish people would just shoot it.  They are getting hungry, and annoyed. This is the best chance we'll ever get. I'm about to do something incredibly stupid.

You. Pull the bridge lever.

I send the squad across the bridge, and tell them to attack Fensast. they don't react. I move them closer, and closer. Go! What are you waiting for? Now is your chance! 4 of them wander off back to base. Of the four left, I realise, three of them forgot to bring any bolts. those are our elite soldiers, in our most dire moments.

And as they lay right under our most dreaded enemy, ready to strike the killing blow, they realise they forgot to bring any bolts.

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Out of the shadow, north of us, appears a new foe, bugsit the antlion. We must retreat now. What ill timing! we had one chance to kill the beetle and you guys blew it by being morons. Quick, across the bridge. Our thin window of opportunity is gone.

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Three of the four soldiers cross the bridge. i order it raised. Behind are left zasit... and the child he stayed to escort. A hero as always. Then appears Abe, another of the cavern resident, bouncing near zasit. the child escapes, as Zasit stays to hold them off.

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And then, blocking all escapes, within second of the antlion and abe showing up, comes Tofi, also prowling into battle. Upon seing all those monsters working together ambushing us, I realise the true nature of fensast. for it is not a stupid beetle wandering aimlessly. It can fly and it knows it can enter the fortress at any time. the reason he made circles around the shaft and our troops without attacking was not because it was too dumb to do it. Fensast is not the braindead creature I mistook it for, for it knows a single forgotten beast could never bring ruin to this fortress. Fensast isn't a moron.

It is the bait.

(http://s2.quickmeme.com/img/fa/fa3e19ffd513583d5f7ae60382262d9a0505d72589cd2374af2b2a7de75e057d.jpg)
 ...I whisper, shaking, slowly realising what is truly happening. I know i am done for. There is no time to seal the caverns, and they are all rushing in. This is the end.

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I order every single soldier to the bridge. Bring crossbows, I murmur almost to myself. but i know most of them are sleeping, and unequipped, and too far away. I will get as many as i can to hold them off, then seal the fortress in two. 

I'm sending half of them to die, so the rest can survive.

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Between the moment I unpaused after the new beast arrived, to the moment i paused again after the two other monsters ambushed us, maybe 20 seconds took place. This was almost instantaneous. The fortress has been doomed in an instant. I order the place sealed in the middle, and everyone downstairs. from then on, there is nothing more i can do but hpe the soldiers can hold off the full fury of the underworld long enough. whatever happens, something somewhere will curse them all. there are too many syndromes. defeated or victorious, they are not coming back.

I unpause. immediately, it goes down. Explosions, clouds of death, deadly dust, strange breaths and deadly emissions. The forgotten beasts are unleashing hell. then the dust settles, revealing...

Yet another mystery.

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Zasit was the target of the whole thing. He was just shot with basically three simultaneous forgotten beast attacks. yet there he lies at the bottom of the caverns, stunned but somehow mint.

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Those two soldiers/cheetah were barely out of range of the megaflare, yet they were stunned and injured as well. I spot pieces of dogs and lion all around.

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But the battlefield is empty, safe for Fensast still floating a bit above.

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What the fuck. What is going on. what happened. how did everything stop being there within a single second of unpausing? i browse around, and find Abe... Shot trice with a crossbow. Zasit's weapon.

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Decrypting this will be a mess, but i do it. I piece out every single combat log to understand what the shit happened in that moment of overkill. Let me recap where every beast i can see on the map is first.

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Three of them have rushed from the north, then tried to go around. Tofi was the first to get there, but in the heat of the moment, one of them started secreting something, and something else started bleeding, and something else died from it. they are all allied, but that doesn't mean that they can survive each other's attacks when moving incredibly too close to each other for confort. One down. Mebzuth is still alive, and is trying to avoid the deadly shit left around by going through the river. 'Racoon wants some dwarf is what I'm saying.

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Snang wants some fun too, but there are no holes in the generator for now. We are safe from it.

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Enure is right above him, but he's been sealed from using the pipe, and he's not as mobile as he used to be now that his brain has rotten.

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Quamund and hum... whatever this is called are in the lower caverns. The last picture shows just how annoying the situation is down there. we can't move easily because of water and fungi, and most of it is unexplored. there are more monsters there than i can see on my list.

Meanwhile the newcomer is coming toward us, and is pretty close to where Mebzuth the racoon is.

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And here's tofi, litterally chopped to bits by some strange turns of events.

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There were 24 dead beasts when I unsealed the bridge about a minute of gameplay ago. Now there are three more. One died from being too eager to join his two friends in a narrow corridor full of deadly stuff and deadly blood. What about the others?

Zasit was alone, and cornered. fensast was further back, above them all. Tofi was nearby, and Abe was cutting his escape. As they see him, all of them unleash their superpowers at Zasit. Zasit backflips and dodge them all, by jumping into the southern pit where he now lies. basically all three fire at a dwarf in the middle who jumps out of the way. tofi is torn in bits by a wae of energy. Abe is knocked out and into the bridge hole, and hits the wall. Because the caverns are weird, Zasit as a clear shot, and shoots Abe three times while they are both falling, before hitting the ground and passing out.

He back-flipped and killed two forgotten beast mid-air while willingly jumping into a pit. No poll. This guy is the new champion.

The army is still rushing downstairs. I cancel the bridge-raising order cancelled. We are no longer going to our doom.

We are going to war.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: squiddwarf16 on May 21, 2015, 09:06:20 pm
Oh my Kadol. That was amazing...
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 24, 2015, 12:00:38 am
CHAPTER 62: Showdown
Winter 229
Dumat the Broker


Madness. The fort is in chaos. First the army is called downstairs, then people are ordered to seal the bridges. Then the bridges are not being closed, but every woodcutter and miner is summoned to BASE!... What is happening??

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Zasit has repelled the initial ambush against the fort, but now... his weapons and shield lay at the bottom of the pit. Barely able to walk, he crawls back to the bridge floor, only to be assaulted by fensast the beetle. His spine is broken. He is but a cripple served on a plate to the beast...

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His high-quality equipment blocks the intial shot, but there is little hope of him fighting back the monster. Not now. Not after his fall.

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Fensast is flying. Without the ability to grasp a crossbow, the dwarf can do nothing but hope that his friends will show up on time. Even as his equipment protects him from the full force of the extract, he can feel his breath becoming heavier, and more painful with each ounce of air he inhales...

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Zasit's squadmates try to intervene, but fensast's armor is surprisingly resilient. Most blows will only glance off his mighty carapace. More soldiers join the fight, arriving from the surface.

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The beast finally falls to the combined might of Whisperwhips' soldiers. To the north, Mebzuth the racoon and his webs await, helped by the newest creature in the caverns, a scary antlion. Four down, a lot more to go...

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Before they can fully mobilise, the militidwarves witness a grim scene. Under their powerless gaze, Zasit slowly suffocates, choking for air and help with his last breaths.

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Next to him, his friend Atir slowly suffers the same fate. It would seem that the dwarves did not survive the combined energy blasts in the end. Everything caugh in it has now perished. dwarves, forgotten beasts, lions and dogs, the cursed gas made no distinction...

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The forgotten beasts can navigate the water, while the dwarves cannot. a tunnel is designated to circunvent the river and navigate around, until people remember how to reactivate the bridge crossing the stream. The army is on the move...

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While we wait for the bridge to fully extend, the antlion punces on the soldiers, who manage to hold it at bay without too much damage. Their combined barrage iron bolts is enough to give the beast pause, long enough for people to move in and kill the monster...

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Mebzuth the racoon knows that the tide has turned for him. the upper caverns are no longer the greatest place to be. He retreats into the river. It matters not. The wilted sack has faced countless foes in these caverns before, and they know all the paths that a swimming beast could take. Some soldiers wait north of the river, others lie in ambush eastward. Should the racoon choose to cross under the bridge and head south, more soldiers wait there too. There is no time to fuck around.

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All jobs are cancelled, all miners and woodcutters are summoned downstairs. The peasants are all designated as newbie woodcutters as well. This river bank is getting cleared of trees and pillars alike. Mebzuth will have nowhere to escape. While most of the caverns are overgrown and unreachable, this specific area has been semi-terraformed over the years, to counter hiding beasts. The last mass of land to the north of the river can easily be crossed by ground troops, regardless of trees. Spores won't grow where pillars were once removed, only in sand. If the beast hides in the water, we'll floor it in time.

It won't be necessary. Mebzuth seeks to engage some lonely targets, and jump out of the water. Everyone and their mother show up to the fight and corner it. It webs most of the troops, but people focus his legs, and soon nobody can move from there.

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Mebzuth is a tough motherfucker, but without his legs in a functional state, dodging proves hard and injuries pile up. Soon his corpse litters the caverns, and the army is on the move once more.

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The upper caverns are clear, but there is more killing to be had. Downstairs, more beats lurk in darkened corners of the world. Six forgotten beasts wasn't enough. They must all die. for years the wilted Sack has been dying slowly, unable to influence the outcome. today, the greatest army known to dwarvenkind remembers who they truly are: Unstoppable warriors who trive on bloodshed and despair. Even if this fight could curse all of them, they will go, and confront what lurks ahead. they know that, in the end, dying head on to a curse its better and far more glorious than to simply stay home, and wait for it to consume everything you love over the years. The soldiers remember the glory of old, the tales of Olin the titanslayer, and Asmel the Warrior Princess, of Immortal-D the bird-slayer and all the great heroes of this land. All dwarves must die anyway. Let the bards sing and the generations to come praise the brave souls who ventured foward and did so in the most flamboyant way there is.

The army marches toward the downward passage, where once stood catapults and stockpiles. Now, everything has been trashed to bits. the siege engines, the stockpiles, the doors and every mecanism connecting it all. The plug is removed. The party descends...

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This land is alien to us. Part of it is unexplored, and the rest is all but blocked by giant mushrooms. Enemies could come from everywhere, and spreading would be disastrous. Still, the army cannot abandon the ramp too quickly, in case of sneaking monsters. We must thread carefully. A wrong decision could see the army trapped between two devastating aoes.

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This flying monster is the most dangerous, for it is mobile. Should it wish so, it will be able to make a bee line for the party at any moment. Let's see if we can snipe one or two monsters before it does so. The treecutters and miners are dispatched to blaze a trail thourgh this inhospitable realm... The army is tied there, for they cannot abandonn them.

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Another monster lies in the water, to the west. getting there would be the quickest of all the possible places, but then we'd have to spend a thousand years near the river hoping the beast will show up. we are on a timer. Peple will fal asleep, run thirsty or get tired before long...

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I give the mayor two or three miners, and a woodcutter. there is one surprise i want to deploy in the upper caverns before we call this thing off. she gladly accepts, for she has a score to settle.

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Another beast has been trapped by the fungi, but untrapping it would be insane. instead, soldiers are kept on standbye, to deploy one more trap. This creature is surprisingly close to the ramp, so covering the area is simple for the soldiers. some men are getting tired or hungry, so a chain of provision is created to bring food downstairs, as well as beer. It's not like those kids are doing something special anyway...

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the flying creature (look i lost count of which is which at this point) is slowly circunventing the volcanic shaft, and moving closer to our soldiers. Our troops are stationed northwest of the lava pit. Now that the dwarves have ventured in these unknown depths, crundles, draltha and monsters of all sort test their might against them, and face their doom. The army is unmatched when it comes to lesser monsters, and it keeps the troops busy, and alert.

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Erith is having a hard time dealing with the dead of his farmer friend a few months ago, as well as his two brothers zasit and Atir. He also lost two pets, the sun sickens him, and he can't stocmach all this stupid miasma anymore. He's trowing a tantrum. the first of many to come, I fear, once the soldiers start falling to some unknwon effect. Look, Erith, there is nothing we can do about those anim...

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...or you could just straight up murder this rotting lion right here right there. that,s the dwarven way of solving problems. We are sort of in a pickle. I'm too busy contacting the hammerer. The las thing I need is Ustuth walking around with a taste for blood in her eyes right now. Gonna stay focused. Gonna keep the troops alive. gotta chain stockpiles and bring food downstairs.

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The swimming beast used the crundle assaults as a diversion, moving around to ambush the party. Thankfully, everyone is on standbye, and open fire the second the monster exits its hidding spot. A short fight follows, making short work of the monster. Mafol gets the kill. Good job, buddy!

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Seven down. The priority now is reaching the flyier before it jumps us. there are two ways we can use. either cut a lot of trees and go around using the western ramps, or dig a tunnel to reach the southern side of the volcano. Either path will allow the troops to move further thanks to the large open area. the solution, obviously, is to activate both plans at once... Good opportunity for those peasants to practice their new imposed vocation.

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Late as ever, the caravan from the colonies show up. As broker, it is my duty to explain to them how unwelcome they are right now. we have no need of anything, no time to trade, and nobody to haul. Please just leave.

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Hey, look, exploding cats. as you can see the place is still somewhat unfun. More reasons to leave.

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a human diplomat arrives shortly after. It's winter. What in the name of Armok's sweaty and cruel balls are you doing here.

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In the meantime, our lack of progress in the caverns means that the flying beast has managed to reach the unknown parts of the tunnels. We cannot see where it is, and have no idea where it,ll strike from. The army splits. Half cover the entrance, the other protect the workers.

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As if things didnt go bad right now, a new siege arrives. All the soldiers are downstairs fending off an army of forgotten beasts. This is going to go swimmingly. I don't know how we can ever hope to...

Oh wait.

I know...

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Hey guys, stop farming and block those superflluous doors we never use. Then we'll do the same with the main hall.

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They have so, so many archers. over a hundred ranged units, plus a few trolls.

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I try to block the place, but cant. Remove the doors, but it doesn't help. We must deconstruct the floor to build a barricade. The statues would create a temporary wall, but one that the trolls would all too easily. To create a barricade, I must remove the statues, then 4 pieces of floor, then build like 5 walls. Instead I just reinstall the doors before they are taken away, and lock them. fuck the traders. They'll soften everything and act as a cushion while I brainstorm something better.

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The trolls attack, and are engaged by the caravan guards. That's not a strategy that'll work against the archer army, but it gives me time to think on how disposable these soldiers are to me right now. Suddenly, i have a plan. i will beat this army using my advanced bartering skills.

No, look, I'm serious. I declare the entrance hall a pasture, and trade all the large gems for every single animals they have, and have them insta-pastured right where they are. We don't need to move the gems to the depot, because they are bugged and cant be stockpiled in 34.xx. Suddenly, we have two dozen caravan guards, their war pets, two human elite bodyguards, and enough birds and cats and whatnot to act as canonfodder for the arrows. Rise and shine, my mighty makeshift disposable legion!

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instead of being in the caverns, the bronze generals dumbly wanders on the battlefield to grab corpses and dump them as soon as they fall. his decication to not seing any zombies arise is well-timed, as his impromptu desertion from the caverns a week ago means he can lead the charge and break the siege. the guy gives zero fucks. he's just bear wrestling and dismembering everything he comes across to bits. The goblins disband, beffundled by how little fucks we give about fighting them anymore.

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Hello, flying monster thing. While the workers were digging and chopping, it went around the volcano to jump them. his position is a godsent, for as little as that means considering Armok's dark nature. it's in a small pond accessible by two points. The beast secretes poison blood, but if it can be killed exactly there, most of the blood will spill a lever below, saving the fortress from the devastating effects of a syndrome.

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The plan works! The first few blows are enough to stun the creature, and the blood leaks into the small pool below. The soldiers use their vintage point to wail at it some more.

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At the last second, the beast springs out of the water and explodes into a pool of blood right in the middle of the dwarves.

uh oh.

The soldiers know how terrible this could get. they retreat into a large area and wait to see if anything bad happens. after a moment of nothing going wrong, people assume that the blood wasn't as deadly as they feared. Time to move on with the rampage. there are still two monsters to smash around! Protect the miners and woodcutters so that they may clear a path! Everyone is clearly oblivious to how a single bureaucrat just raised a ragtag army of exotic pets to save the fort from goblins. And they laughed at all the exotic animals I purchased over the years, ah!

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The diplomat introduces himself to the mayor as she is digging a way around a volcano to murder a giant leech stuck in an obsidian generator, while most of the army is down in the middle of the planet on a crusade against every monster every spawned by the bowels of the earth. Having much to discuss is an understatement here.

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Oh, the dwarves are done with the closest contraption. how are you, Qamun? did you enjoy your stay in Whisperwhip? I hope it wasn't too soul... crushing!

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Yeaaaah!

Nine down, one to go.

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It seems the soap production is suboptimal, and I fear we'll need more once people return from the caverns, as I am reminded by this week's toll of dead animals. One dead animal I'm not gonna go to waste is Qamun's corpse. Clear a path and grab the body, kids. Forgotten beast steak has become a delicacy here in the savannah.

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Before we can complete our bingo card of slain megabeasts, a new forgotten monster appears, also called Tofi. That's where we're at people. This one is on the second cavern layer, past the western river where one beast lurked previously. Getting to it will require some more tinkering and hard work.

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Dig a tunnel, and go around the rocks by cutting trees. Install some bridges while you are at it. we don,t need this sterling silver, so show all those crundles how hilariously wealthy we are at this point. Once access to the west has been achieved, there's still a lot of digging and chopping down to do before we can explore and locate this new Tofi.

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With so many forgotten beasts gone, the cavern ecosystem is starting to revert to ''normal''. in addition to crundle packs, a large troop of naked mole dogs are wandering around the entrance to BASE1, disrupting workers and haulers alike. The hunters will get them. I send Ustuth the hammerer, and she grabs her crossbow with that weird glee in her eyes. Meanwhile, the mayor is complaining that while she was in the caverns, someone stole her table. Like, you can't make this up. Plus, this is the third time someone stole her table. People, now is not the time. You know how weird and OCD the mayor is, and we need her focused right now...

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The beast is back on the radar, but it'll take some interesting amounts of digging to get to it. This one is a butterfly, so it can wander around and disregard the spore trees that block our way. Hopefully it smells the workers and charge at them, that'll save us some work.

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Some surgeon guy decides that now is the time for personal projects (hint: it isn't) and grabs some shitty material, well intent on smashing the record on most disapointing artifact ever produced. I guess anything is better than removing dead Rovod bits at this point.

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Oh wow, it's actually something useful. not beautiful, but it's not useless. Usually I'd place the artefact where everyone can see and enjoy it, but I'm sort of busy so I casually order it delivered to the mayor's bedroom so she'll shut the fuck up about the thieft.

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Is this for real? The army splits once again, half of them supervising the miners, the other half killing this... whatever. I don,t even care what it is or what it does. just kill it and be done with this thing. There are so many beasts, even suicidal rampages have become a chore.

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As they move back up, the work is suspended down below. Tofi is lurking around the workplace, flying around, hidding behind impossible to reach pillars. What a dick.


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Meanwhile, the path to the volcano is cleared. the mayor has a special apointment with an old friend. One does not fuck with the mayor's obsidian generator.

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With the mayor back to work, the trap is finally sprung, and that asshole Enure the leech finally bites the dust. A boulder-sized block of dust. Made of rocks. Ten down, two to go.

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Aaaaand make that eleven. This new whatever just spawned in the are we cleared to murder mebzuth the racoon. It got ganked hard.

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I am not going to dispatch then thousand woodcutters into the caverns every week. at this point, it's obvious that forgotten beasts are not going to stop flinging themselves at us every other day, so i decide to step up our infrastructure. I want large corridors made of smooth stone and built floors, where nothing will grow. Let's start with the section next to the room. It's cool, i was looking for something to do with all that non-obsidian stone we have lying around.

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Meanwhile, the path to Tofi is continued, and soon enough the monster can no longer resist the taste for dwarven flesh. It jumps and... people just throw baby lions at it. no really. this happens. The monster starts to chew on the little megacats while the army charges into position.

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Tofi starts by smashing a hammerdwarf around for pleasure. The hammerdwarf is soon joined by his friends, and then the strategy doesn't work so much. Tofi is lured into a small tunnel where it can't fly up, and soon the beating begins.

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Tofi (and naturally half a dozen cats in the background) finally bite the dust. Twelve down, none to go.

The rampage is done. We have won. The caverns are our.

Well this was an interesting month...
Title: Re: Whisperwhip: Syndrome testing facility
Post by: squiddwarf16 on May 24, 2015, 02:20:56 pm
This is the best story ever. Full on wars against the forgotten beasts of the caverns? Amazing!

The new Tofi.
Spoiler (click to show/hide)

Tofi means crevice in the elven tongue.

Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 24, 2015, 07:57:05 pm
To be fair it was incredibly epic at the start until murdering tons of megabeasts became more management than heroism. for a pack of 12 beasts, none of them truly had devastating attack, or at ,least none of them survived long enough to use them. By the end I was mostly disapointed, almost hoping that it could have been way more difficult. I expected a story of the ages and instead it was mostly janitor work.

Or so i believed, until I came back home and started noticing, well, complications...
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 28, 2015, 03:43:00 pm
CHAPTER 63: Aftermath
Year 230
Dumat the Broker


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The instant our troops return from the caverns, victorious, a farmer gets in a strange mood and create this magnificient artifact. The noiseless ancient, a bag made of forgotten beast bone, decorated with pictures of monsters, and Deities of death. What an appropriate name! The ancients of this world are now silent, because we fucking killed them and made a purse with their corpse. If any artifact ever reflected the true badassitude of Whisperwhip, this bag does...

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Surprisingly, the casualties in the caverns were few. Only two soldiers died during our assault on the coalition of everything ever, including a dwarf who took the full force of three attacks, and Zasit who fell down the well. Two days after their return, however, I'm told that the leader of the Magical Glove died from an infected wound. Everyone mourns his death, but me. the guy was an asshole, and I remember the times he beat me up while in custody too clearly.

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This leaves a military captain post vacant, which is bad. Thankfully, Firsal was already considered the perfect replacement by his entire squad. without a second thought, Drokles promote firsal to captain of the magical glove.

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The next day, a farmer shows up in the hospital suffering from moderate blood loss. What devil curse has he contracted?

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his situation deteriorates as blisters start to appear all over his body. Meanwhile across the hall, the dinning room is filled with putrid clouds of miasma that don't seem to end. something is wrong in Whisperwhip. Something came back from the caverns. I should not be surprised. Did we truly expect to defeat twelve forgotten beast and return home without complications?

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Melbil the planter succumb from the loss of blood. A baby also dies shortly after. More animals also die to en infection, but at this point it's impossible to tell if this is old or recent news.

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One thing is certain, we'll need more coffins before this is over. I order the miners to focus their attention on two new rooms for the catacombs, so that we are not forced to dig out space while everyone is dying.

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Drokles arrives with some combat reports. The baby, she says, was definitely mauled by naked mole dogs. No clue as for the others, but those creatures are definitely a problem, and need to die. within days of the forgotten beasts' death, those critters have flooded the caverns once more, and now bother easy targets. Strange, we had no problems with them before. I try to understand why, then realise that back in the day we had two full squads stationned in BASE1 at all time, and we actually had a war animal population. Right now, the naked mole dogs are just wandering around and causing all sorts of mayhem in the fortress, and this needs to stop, because people have died.

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Reachers, gorlaks, crundels, even pond grabbers and plump helmet men (huh?), I ask Drokles that they be dealt with. A few of them are dispatched by the soldiers, when suddenly...

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Forgotten beast. again. fuck this place. Go kill it guys, I suppose. While the woodcutters are busy clearing pathways and the masons are trying to prevent trees from regrowing, our miners are downstairs getting gems from the second layer of caverns. This creature needs to die. We didn't kill all those monsters just to let the ancient creatures take back our caverns just like that. Avengers, assemble, i suppose.

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Something terrible happens! As the troops are moving in to kill the new fogotten beast, a pack of miners flee toward them pretending they were attacked by some giant spider thing. Firsal and his troops split from the other squads to deal with the issue promptly. Alas, he is ambushed by the creature, and webbed. Because of the strange layout of the caverns, none of his friends can come and help him right now. the way is obstructed by sticky webs. slowy, viciously, the spider starts to bite firsal and fill him with a deadly venom. From around the corner, his squad can only listen to the fight while Firsal remains there, paralysed and helpless...

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The squad finally clears a path and dish out some justice on the spider, but it is too late. Firsal has lost too much blood already, and he won't make it to the hospital. He dies where he stands, while the squad watches, powerless. Besmar takes leadership of the squad, and joins the rest of the soldiers to dispatch the forgotten beast. This spider, however, was only a taste of what's to come. Ambushes, death and webs are on the menu today...

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On the surface, goblins deploy and ambush! Besmar must run upstairs and defeat them, for we cannot let them run into the fort while everyone is down in the caverns...

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The second the path to the monster is cleared, it webs the troops and delivers the most awe-inspiring of punches, crushing through the helmet and the skull, and shattering the brain of of Mafol the hammerlord. His inert and disfigured corpse flies and breaks against a stone pillar, sending most of his teeth raining down on the soldiers.

Holy. Fuck.

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This devilish creature is just pummeling thourhg our ranks! Next is Tosid, the holy palladin, who falls to a punch to the face, shattering his brain. Because of the webs, the soldiers have a hard time dodging, and only their equipment can prevent injuries. alas, not all of our gear is top notch. Few of the soldiers actually wear some steel equipment, if any. High quality iron breastplate is the best we can hope for with no flux stone and no traders most of the time... Our metalsmiths did a fine job with the steel they could gather, but there is only so much to go around...

If only we had adamantine... Asmel always told stories of the fabled metal...

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the creature breezes thourhg the webbed soldiers, intent on running toward the fort and leaving them there. an heroic soldier manages to break the hold and block the beast's path, keeping it amidst the army.

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a terrifying battle ensues between the two, forgotten beast against spearmaster. In the end, Urist removes his helmet, and returns to his cooking duties, having earned his rank in the halls of fame.

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All is not well, tho. Shortly after, another soldier succumbs from the mysterious curse that has already claimed 3. There is no rest for the wicked, however, as nearby more dangerous beasts have appeared. Ursist puts his helmet back on, and readies his spear. The army has been stressed and overworked lately. There are hardly any free time for them anymore, between goblins, forgotten beasts and annoying infestations of animals.

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Inspired by their lament, another cook becomes posessed, and starts to work on an artifact of his own. it is an obsidian cabinet, depicting the fundation of Whisperwhip, with laboring dwarves. This piece is placed in the middle of BASE1, in the dinning room, to remind every soldier of why they fight. Many dwarves worked long and hard to create this now fabled and legendary place. Farmers, crafters, cooks and miners, all of them worked day and night to create this place. The army must now go through the same amount of stress and work, but it is a part they must play to keep Whisperwhip alive.

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I take a moment to evaluate our objectives, and our situation. We are now currently at war with an everending flow of critters and megabeasts, which means the army is busy all the time and can't be counted on to fulfill any extra-curricular activities. the masons and miners are in the caverns ensuring that we can actually move around without getting strangled by mushrooms, and most of the useless peasants were drafted as woodcutters for the same effect.

The end result is that nothing is getting made beside the cavern defense. The corpses are pilling up, and so are the pointless items. Outside, the savannah is once again a valey of blood and torn rags that nobody can afford to pick up. Even the generator we fought so hard to reclaim is now offline, because nobody can reliably activate and close the floodgates in a timely fashion... not enough iddlers. We'd probably need to train more soldiers, but then even less things would get done.

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Just as I'm musing over all this, a new beast appears, to remind me of the necessity of what we are doing.

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This one is too close for confort, so I immediately orders the alarm activated. Everyone is coming back to the fortress, as I don,t want anyone stuck between the monster and the base once it moves foward. Drokles gathers her soldiers and mobilise in the caverns...

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The beast immediately hides in the water, as to avoid our crossbow bolts of doom. In a strange twist of irony, the miners and woodcutters were preparing to clear this exact bank to prevent such a situation. It's too late now, and removing the alarm would prompt some workers to gather webs or hunt or fish, and they would be easy pickings for this monster. Araz Oggez is lurking in the lake, and we must spread our troops once more to catch it as it emerges. This has hapened in the past many times. the fight will either happen here, or to the east on a small peninsula where we faced various monsters, including the dreaded Rifi...

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The beast chooses to emerge on the northwest bank, just as the soldiers began to spread! The initial volley of bolts from the nearby fighters is enough to put quite some pain on the beast, but it respond by hurling clouds of fire on us!

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The beast perishes shortly after, after beeing ganked by many dwarves. something strange and evil then happens. The corpse, it... it catches on fire, spreading flammes all around. The walls are ablaze. the ground is ablaze. Everything burns. The soil is made of mossy beds of fungi, and the fire spreads instantly.

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for the dwarves nearby, there is no escape. The only escape paths are ablaze. they are stuck there. some escape before the situation worsens, but for Mosus, death is the way out. His screams echo in the cavern, his corpse consumed like a torch as he tries to flee the battle.

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As for Unib, her injuries are too great. She runs from the pyre, but her body is covered in burns and blisters, and her stranght leaves her. She bleeds to death in those caverns, where so many like her have before.

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Two corpses added to the list, a testament to dwarven folly. To take what lurks beneath the earth, and claim it as ours, was not how Armok must have intended it. Some would call these deaths meaningless, foolish, and inevitable... Part of it is definitely true. But what other choice do we have? This cursed savannah has bled us dry, sacked our will to live, tested our might and our resolve. to abandon our quest to beat the horrors of this world would make al our sacrifices void. Only through our doomed crusade against the world do we justify our existence. Whisperwhip has made Quula shiver, and Armok smile. The gods themselves cannot remain indiferrent when they gaze upon our actions.

Drokles herself has been sharing my point of view lately. She used to be fatalistic, and in a way she still is. Yet, killing all those monsters have changed her mind on certain things. she knows that in time we will all die horribly, but just like we all do, she now knows that when this is all over, people will remember our tales, and sing our names. we are doing what few, if any dwarves, have ever done. We are laughing in the face of the world, and the worst creatures it coudl ever design.

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The fire rages on, consuming the caverns. the flames spread and leaves nothing untouched, rendering even rock slopes hot and obstructed.

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The corpse of Araz Oggezz still burns, intent on emitting heat and smoke for all eternity. With some luck, the next forgotten beasts will arrive from there and suffer the consequences. This has, after all, been a major gateway to Whisperwhip in the past for all kinds of strange creatures. I leave a message to drokles, that the soldiers probably should remain clear of the area and wait for stuff to brave the fire. I'm told this can't be done.

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Drokles has been missing. she has not been seen since the fight, and nobody saw her coming out the fire. Once most of the fungi floor is extinguished, i send some workers to investigate. in the meantime, captain Atir is temporarily in charge of the troops...

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The workers search and search, but in vain. Drokles' equipment is found, but of her corpse nothing remains. She must have been the closest to the beast when it died, giving her no chance to escape. None saw her die, because the place was so filled with smoke and flames. Our militia commander is dead, gone, her body utterly disintegrated.


*   *   *
OOC:

Things are happening. Not fluff and unicorns. Bad things. I have about 200 screenshots still waiting to make it into this thread, and spoiler alert this is just the beginning. We've lost two named dwarves this chapter, and it's fairly possible that this will happen again. If you want to get re-dwarfed into the story, post-posthumously or pre-emptively, just pm me and specify what role you'd like. That way your new dwarves will enter the narrative much sooner...

Stay tuned.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 30, 2015, 11:25:00 pm
CHAPTER 64: The dive
Year 230
Dumat the Broker


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Spoiler (click to show/hide)
Well, people are sad. Really sad. Maybe the key to getting through our own suffering is to inflict suffering on others? Maybe, maybe not. but those goblins in cages have clothes, and it's easier to grab than going outside and getting ambushed. Mayor, link some cages to some levers. Everyone, get in the theater. Look at all those goblins dying and leaving clothes behind! Aren't we happy? isn't that fun? Look at how many of our soldiers are still totally alive!

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People witness some carnage, and return to their lives. workers work and soldiers train. They certainly don't, like, guard the place because a goblin just entered the fucking barracks. The security in Whisperwhip is terrible. Shameful is what it is (https://throatoftheworld.files.wordpress.com/2012/02/180px-sr-npc-sinmir.jpg).

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Hey, look at the time! It's been at least a week since a monster from the realm of nightmare waltzed right under our fortress, better fix that now! Thank you, Vathi What'syourface, for being here.

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Vathi doesn't fuck around. He instantly rushes toward the entrance of the caverns, seeking to enter the fort. Thankfully the troops are ready to meet it on the field. By ready i mean, one guy is and everyone else is running around grabbing their armor.

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The soldiers manage to mobilise in time, and block the ramp, cutting Vathi away from the upper caverns.

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Then it's dead. Because y'know, murdering forgotten beasts is what we do.

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Sometimes people die in gruesome fashions against those forgotten beasts, but that's alright because they get sweet memorials. Well, thiose who vanish and threaten to return as ghosts do. There you go, Drokles!

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sometimes the crafters make some other things. Like... mushroom earrings. Thanks, guys, for... whatever this is. Actually, this isn't such a bad item, in terms of art, it,s just a shame that I have to take the word of the creator for it, because its a fucking earring made of mushroom and i have no way of actually seeing the details on it. yes, it,s about quula and elves and dragons, okay. Sure.

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Oh hey, it's been another week! Cue the new monster! what the fuck is this, X-files? This one's named Amas, and apparently it breathes deadly dust, which you'd think would be bad for one's overall respiratory system.

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The soldiers get their stuff and prepare for another battle. Amas is coming from the same area where we faced the burning monster. Even now, its corpse still burns and fills the place with a thick, choking smoke cloud. The beast could be standing where Drokles died and we couldn't even tell.

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Like many did before, Amas jumps into the river, to better choose his approach. This means we cannot gank up on him. Yet...

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As some soldiers approach the burning area, the forgotten beast jumps out of the river, and the fight begins! a thick spray of dust rises in the cave, and fills the battleground, mixing with the smoke nearby. It's incredibly tough to know what is happening. The dust may be deadly, or it may not...

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OH COME THE FUCK ON WHAT OH SHIT WHAT!

Thankfully this one spawned far away in the second layer of caverns, and nobody is working there... for now. We'll have some time to bash Amas before it gets to us. Hopefully. After examining the area, it seems that the newcomer cannot get to us by land, so it'll need to swim, for it now inhabits a faraway peninsula overgrown with mushrooms.

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Meanwhile on the level above, the battle rages on! The dust seems to come equipped with some devastating knockback effect. Everyone hit by the attack is violently propelled far away against obstacles. amas is caugh in every single blast it unleashes, and hurts itself in the process ever so slightly. It doesn't care. It's using the same strategy a newb Charizard player would in a multiplayer match: Just spam flare blitz nonstop. (http://img3.wikia.nocookie.net/__cb20140513085645/ssb/images/8/85/ZlCfzR7A3VQiZAiJ1k.jpg)

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It's tough to understand what's going on even with the combat logs because seriously look at this combat you guys. Every time the dust settles, people are in a different place, including amas itself. Once the troops catch up their breath, or get up from a prone position, they try to close in on the beast and dish out some damage. With every new blast of deadly dust, Amas knocks them away, and itself in the process.

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here's the general, in a normal moment of this encounter. He's stunned, also unconscious, and apparently something in the dust is starting to induce a fever in him. That's just great! He's not a special case either, this is mostly what everyone is going through right now. The fight is taking a while, and at this rate everyone has been infected by whatever this fever thing is.

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Bomrek manages to recuperate fast enough from the dust, but he's been injured in various ways by the repeated collisions. He tries to save his friends, but in vain. In the thick cloud of smoke and dust, he can make out the sounds of people dying slowly. His friend Deduk, as well as the new captain of the magical glove, deduk. We've lost 3 captains of the magical gloves in as many weeks which is I think a bad sign.

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Amas is hurt, but some of the injuries appear to be healing, or at least not getting worse. The beast has a hardcore resistance to collisions, and a supernatural ability to healing, meaning that all those jhealth issues its causing for itself are slowly replacing each other, not adding up. We need to focus fire or this bitch will kill us all and walk away.

I send people to seal the dumping shaft from the rest of the caverns, and order the door sealed as well. We... hum... I don't feel this one.

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We are always so close to killing this bitch, yet every time, the soldiers get knocked aside and stunned briefly. Their injuries are not healing either. Broken hands, smashed feet and crushed ribs are starting to add up. I'm afraid we don't have the damage output we need right now!

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Another death is added to the toll. Angry Asmel, just like Zasit the mighty, was slain by a forgotten beast before we could ever give him the title of champion he so desired. His corpse joins with the others, and begin flying around in the caverns with every dust impact. Keeping track of the corpses is hard. Everything is moving. Who's alive, and who's dead, nobody is really sure, not under this smoke. Not under this constant spray of dust...

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Blood, discarded equipment pieces, vomit, corpses, smoke, dust, dwarves, shurbs... nothing makes sence. the battleground is a mess of living and dead things enterwined and ever-shuffling. In this chaos that we dare call a fight, more corpses join the list. However, something much more terrible is about to happen. the fight has shifted, ever so slightly. To the south...

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Bomrek, the most solid fighter in the lot as we speak, has been knocked aside, unconscious and... in the river. Unless he can regain consciousness in the coming minutes, he will drown. A terrible fate lingers over his head. They say drowning is the worst way to go, the most painful. some would argue about that after they've seen some of the curses affecting this place, yet... Drowning is not a fate one would wish upon a soldier as heroic as Bomrek. Get out, get out!
 
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amas doesn't even care. the amounts of fucks it gives is non-existent. As long as he is alive, he can continue to breath the dust, and no amount of bruises and little cuts will stop that. It is laughing, stopping its onslaught here and there to watch the drowning dwarf give up on life little by little.

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Corpses, smoke and chaos. Those are what one can spot on the ground right now. Some dwarves are simply missing. And so is Amas. What's going o...? Oh no!!!

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Kel is dead. The modest goals has fallen. Our champion is dead. Not even her could withstand the onslaught of Amas. Oh fuck oh fuck oh fuck...

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Bomrek's lungs have filled with water. He too has departed this world. This is madness. This is the end. SEAL THE GATES DAMNIT!!!

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Atir's leg now floats in the lake, separated from the associated militia commander. I have a feeling that this post too is now vacant. There is hardly anyone to give orders in this mess anymore. Ironically, there isn't many people left conscious to hear them.

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Then the beast reappears. Many of the soldiers are holding on to its body to avoid being blown away with each attack. In response, the beast has propelled the dust downward, knocking everyone up in the air for a moment. The land with a loud ''thuck'', then everything rolls into the underwater lake. Oh no. Just, no. Atir, the Bronze general, and about 5 other soldiers are stuck in there. They are not doing well. They are underwater. With a forgotten beast. Stunned.

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A brave hammerlord tries to change fate, and save his friends. His attacks won't do much to the creature, sadly. His telltale hammer has been scattered by the melee, and he must rely on his kicks.  soon enough comes another cloud of dust. The party explodes out of the water, collides with the cavern's ceiling, and dives back into the cold, dark waters.

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This is the true face of Whisperwhip, the fate that awaits those who settle here. Not a glorious battle or a quick end. Everything will wither and die, slowly. The greatest warriors to ever march on this continent now lie at the bottom of a dark and unforgiving lake, and one by one, they drown. One by one, they die.

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Goodbye Atir...

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Amas emerges from the depths, healthier than it was before the dive. There is no need to continue the fight in the lake. The fate of its enemies is sealed. Those who still live name the beast Spithole, because frankly this is not a situation where being clever comes easily. The leaders may be dead, but some soldiers remain. During the underwater clash, some of them managed to regroup, and recover from their blunt trauma problems.

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It is their duty and destiny to end Amas Spithole, drowner of many. Nobody is coming to help them. Everyone else is gone. They know that any injury they score must be deep and vital, for without crippling scars, the beast will simply slaughter them and move on with its life.

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The fortress has been sealed. a fever runs deep in those who still stand. most of them are now crippled. This is no longer about protecting Whisperwhip. This is no longer about reclaiming the caverns. This isn't even about survival.

The greatest drug now runs through the dwarves veins. Deadlier than poison, hotter than the fiery blood of Armok.

This is about vengeance.

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''Regroup!!'' Screams Vabok the spearmaster as he jumps on the creature, driving it back in the lake. ''Get up!'' he yells as he dives into the cold flow, amidst the floating remains of upper management.

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Spearmaster and forgotten beast plummet underwater, locked in a battle of the ages. Around them, dozens of swords, maces and random objects are clashing around, hitting everything  back and forth. The dust mixes with the current, creating a deadly tornado of steel and silver. Vabok isn't doing much, but he's buying his friends more time.

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They gather, and ready their weapon. This is the final assault.

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Amas spithole emerges once more. Vabek the spearmaster isn't with it. Where a dwarf once latched, one can now found various stabs and deep cuts. Vabek understoood the creature's weakness: itself, and it's overconfidence. It has latched to the beast vigoriously, and tricked the beast into hurting itself, cutting itself, slamming itself. Vabek has paid for this heroic gesture with his life, but as Amas exits the pool, its new injuries are apparent. It's now or never, the remaining dwarves know.

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As the final assault triggers, the dwarves on the surface are starting to lose hope. It has been too long since anyone reported. They know that if nobody comes knocking on the barricade soon, they won't ever. It has been a week, and people are starting to rule the whole army as dead.

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Amas Spithole, the washed Spurt. With each kill, its glory grows, and so does his name. In the name of any who should survive this fight, and in the hearh of any who hear the tales of this encounter, this is a name that will strike true terror and awe, for generations to come.

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Hours pass. Days pass. Injuries heal, others appear. dwarves die. Some fall, others regain consciousness. This is the greatest battle that has ever raged. amas still stands, but in the rare glimpses that some can get between the knock outs, the clouds of smoke and the blinding dust attacks, some begin to think that they can win. The beast is now blind from one eye. If they can corner it... attack from behind... If only there could be more than one of them standing at once.

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The dwarves gather once more. Adrenaline, hatred and rage flows through their vein, where the blood was before they lost it all. Few of them have any weapons left. Or limbs. Those who remain are starting to feel the effects of the fever. nobody can think straight. Corner it, corner it, flank it! is that eye regrowing? Oh fuck oh fuck oh fuck!

Another dust of cloud. The army scatters once more. Coma, fever, dizzyness, smoke. Blood loss. nothing makes sence anymore. This is the end.

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Nobody but Momuz. In a last ditch effort, he charges the beast, and breaks its brain with the mightiest of punches. Around him, dead dwarves, sick dwarves, drowned dwarves, mutilated dwarves, kocked out dwarves. Nothing makes sence. his head is shaking, spinning. he can't see clearly. Why is he here... Wasn't he a simple farmer?

No! That was years ago. He remembers! Focus, momuz, focus! You were in a fight. Everyone is down but you. And the beast....

Under him lies Amas Spithole, the washed spurt. Nothing more than a warm corpse now. The beast is dead. The beast is dead!

Nothing else matters.

''I... I am a champion'' He murmurs, before the fever does him in.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Immortal-D on May 31, 2015, 09:59:48 am
*applause* lol.  You could (and should) make a catalog of every FB that has impaled itself on the military of Whisperwhip.  Seriously, this might be the only Fortress to ever exhaust the world's supply of Forgotten Beasts.  Plus the effects of various symptoms will make a contribution to !SCIENCE!.  Hopefully other Dwarves can recognize the telltale signs in the future, allowing preventative measures and ultimately avoiding the tragedies of this Fortress.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 31, 2015, 12:44:37 pm
Yes, i'm definitely planning something like this. There's a lot of patterns i'm starting to notice. I'll be honest, i've bern trying to exausth the FB supply for some time (or at the very least the lot of them that can reach this continent) but so far there's just increasingly more of them every year. Like, 3 fbs per chapter, what the hell is that. Maybe it's the wealth, but I have no poibts if reference. Is almost ten million good? I feel like any fortress with gold/silver/steel access would crush thay in a few years.

I know we are running low on Titans, at least ob the northern continent. FBs on the other hand xan arrive through the caverns which mean they can probably cross oceans. Maybe there's actually an aggro radius that increases based on many factors... wealth pop years... that would explain why more beasts are showing up. The world around Whisperwhip is slowly becoming aware of this place. I have no idea how many beasts remain, but my short time in the legends screen hints that theres still a lot left... A LOT.

Ps; Id the second has miraculously survived ten years. Aoon enough, he'll be able to form his own squad of teenagers.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: FallacyofUrist on May 31, 2015, 01:16:03 pm
The poison... syndromes... everywhere... yet no paralysis?
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on May 31, 2015, 02:53:45 pm
I think one creature had paralysing blood, but the only casualty was another beast that walked too close to it. It died from a head-shot and never affected the dwarves.

Rest assured. We will probably see new creepy syndromes before this is all over.

Edit; its totally possible that one of the many sting, bite or spittle carried paralysis. They just have a terrible time connecting against armoured master dodgers.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 01, 2015, 01:07:16 pm
CHAPTER 65: Fishing
Year 230
Dumat the Broker


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The mlitary is in shambles. No commander, no captain of the guard, no bookkeeper.

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While we technically have 15 surviving members of our army, keep in mind, most of them are crippled like this one. Others include Rovod, who has been in the hospital for 3 years now. I liked the guy, and it's cool that people are trying to save him, but obviously this is not going anywhere, and we are spending very crucial dwarfpower to making soap and thread and that's not even considering the two doctors tacking care of him day and night. If I was to snuff him out with a pillow, I'd get 5 more useful dwarves within the hour, just saying. The remaining soldiers are mostly feverish or cruised, except for two of them who actually slept the whole thing and never went into battle.

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The squads are merged into two. Captain Aban is promoted to captain of the guards, and he will lead the Turquoises of hair. Orion is the strongest surviving dwarf, and he has a cool name, so i ask him to be our new millitary commander. Bookkeeper Led died during the fight, so we still need a bookkeeper...

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My main issue right now is not to fill in nobility spots, but rather to fill coffins. As it turns out, a lot of our dwarves are currently sitting on the bottom of a relatively shallow lake. They are inches from the ledge, yet nobody will get them out. This needs to be adressed before they turn into ghosts. We could just ignore them and slab the ghosts, but that would mean leaving beloved citizens and heroes of this fort right in plain sight, and let's not mention the like 9 artefacts they were carrying on them. We need to fish them out of there...

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I dispatch some workers to dig three little basins near the bank of the lake. The mayor, meanwhile, starts to order some floodgates, and then goes to build 3 levers. We'll install them, connect them to the lake, and let the bodies slide into the holes. Water evaporates, we get the goodies, bingo, easy.

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It would seem that half the population is inneficiently trying to retrive the corpses, while the other half is indulging in tantrums. How did nobody mentally prepare for the death of all their loved ones to a forgotten beast? You'd think they'd be sort of ready for that sort of thing by now.

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Heres three pages of a child going berserk, and being slowly and viciously torn asunder by war animals. You read it. I read it. Everyone saw it. Spoiler alert, it didn't make the mood go up.

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i don't feel like dying horribly, so I order most of the animals to be trained for war. Once that's done, I'll claim them for myself, and use them as defence, in case somebody goes berserk and tries to kill me.

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Another berserk child, another massacre in the dinning hall. I wish this didn't happen.

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I have a good idea of how we'll be using our stockpile of obsidian. Coffins, coffins, coffins!

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While people are bleeding to death, or being posessed byobscure forces, I decide to order some barricades so people can't sneak in from the backdoors. Don,t want anyone to steal my awesome hippo, it's one of the few misguided pets I got that actually survived all this mess. I love you, hippo!

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The caravans are there so sealing the place is not a great idea, but i get the non-insane kids to remove constructions of the flooring near the entrance so we can erect a wall there quickly if need be. Don't want to die to a goblin invasion because half the army is crippled and the other half is sleeping.

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The workers get to work on our fishing operation. Sometimes a guy shows up and dig one square, then runs back. Then a week later another guy comes over and grabs a bolt. Work is slow, is what I'm saying. Maybe it's the corpses. Or the body parts. Or the miasma clouds. Or the everburning monster corpse. Or maybe it's just a combination of all that.

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I'm told that the posessed dwarf has taken many gems from the stockpiles. Maybe we'll get a good artefact? I'm keeping track of our gem numbers because we have like 2 of every single gem type on earth, and I'm slowly encrusting them into some furniture or another just to unclog the list.

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Then just as I'm discussing wood and gem prices with the elf caravan and how I'm actually gonna seize everything anyway, goblins show up. An ambush assaults the front gate without warning, and some people are caught off-guard.

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Two of our senior engravers and miners decide that the logical response to this is to run away into more goblins. A full-on siege appears, and they are killed.

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The soldiers gather, the citizen tantrum, Whisperwhip at its finest.

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In the chaos, a pig bone dagger is completed. While weapons are always interesting, bone daggers are... slightly less so. While no one doubts it's efficiency in striking quickly at a target, it's worth mentioning that a bone dagger will not pierce a strong carapace or a steel armor, no matter how many gems you put into it. (http://i.ytimg.com/vi/1mob5uO-idA/maxresdefault.jpg)

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While the army is dealing with the goblins, I get several complaints. Tun wants more querns and doesn't care that the masons are busy retrieving corpses and building defences. Some soldiers can't even leave the hospital. Meanwhile, the tantruming continues. Calm the fuck down, Erith, please.

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There's not much the workers can do upstairs, so I turn my attention to the caverns. Work is painfully slow, and it doesn't help that everyone has to go through 5 different levels of the tunnels and an entire bridge twice to get any task done. As part of our cavern-optimizing efforts, I designate a new tunnel dug, at the end of which we'll put bridges. that way, we can go to the fishing operation in less than a fucking week.

Obviously, the miners go all the way to the other side and start digging from there. Those guys, i swear.

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I've set up a bunch of workshops meant to decorate statues and doors made of silver and obsidian, and a bunch of them are ready. I order them delivered to Olin bookdeer's tomb, and declare it a memorial hall where people can chill. This should keep people happier, and most importantly spread out. having people relax in different isolated areas means they are less likely to die from a tantruming dwarf, or see it die while throwing one.

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Before the statues can be delivered, I am bombarded by strange messages. I mean I've seen people fall asleep, but they have beds and rooms and enough time to get there, why are people falling unconscious suddenly? Is this new? Have they always mentionned such thing as cancel: unconscious?'' I can't tell. i feel like it's new, otherwise I wouldn't be that surprised.

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I spot a guy on the table of BASE1, halfway through his lunch. He's not sleeping, he,s just, litterally, unconscious. Passed out. Then i remember.

The fever. The dust carried a strange fever. I assumed falling unconscious from it was the result of hitting the rocks... turns out there was more to it. Around the fort, random dwarves just... collapse for a few hours, pass out, and get up. things are growing stranger every day. Better check with the head doctor.

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The head doctor is also unconscious.

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And blind. What is going on.

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i take a trip to the hospital, and soon find out what i should have checked way earlier. i mean i did take a look at the health of the citizens like a day after we faced Amas Spithole the Washed Spurl, but then i assumed that everyone would be fine. Not I know better. Erith, as well as many more, is suffering from a severe fever that prevents him from being awake half the time. Also blindness. despite all that, he's prone to throwing tantrums in his sleep.

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More people turn up. They fall down, and get carried to the hospital. They are suffering from a curse. That's bad. But, they aren't bleeding or rotting! That's good. However the guy who can diagnose the problem is also cursed. That's bad. However, Dr. Melbil has well trained assistants. That's good! they recommend a supplement of potassium benzoate.

...That's bad.

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Spoiler (click to show/hide)
The non-cursed dwarves have begun to dig the channels, and at long last the floodgate can be installed! Or it could, if floodgates weren't impossible to install on a slope. Ugh... You, go get rid of it! He falls unconscious. Someone else, get on it please?

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We'll also need levers. I'd usually install them in the base, but at this rate it will take ten thousand years to wire the levers to the floodgates, so I ask that they be placed next to the draining system. Obviously the lever associated with the only finished reservoir is the one they build last. Hurry, we have ghosts on the horizon!

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The workers return with horror. Bomrek the hammer lord has risen from the (lack of) grave, and now terrorizes the miners and mechanists. Our whole project is a fiasco. Bomrek's pit is the most advanced, and he's already a ghost. By the time we install the floodgates for the militia elite, and wire it, we'll have a dozen ghosts on our hands. I leave orders for the workers, to finish the project anyway, because we need more steel and less corpses. I know they,ll take forever. It doesn't matter, the fishing has failed.

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Suddenly, Tun irrupts in my office. He demands something.
''How many querns.
-Not querns, Dumat. I DEMAND a table. In my tomb. a crystal glass table. the end is night, and i want a prettier tomb.
-Ugh, fine, you,ll get it in a few days.
-Also i want three querns.''

I leave another note to manager Stukos, an order for one (1) crystal glass table. We have tons of sand bags, and i nominated a young peasant to glassmaking last year. That won't be an issue at all. Clearly as I write down this note, I can't possibly imagine that the next chapter will revolve around that fucking piece of furniture, and change the fort forever...
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 03, 2015, 02:05:04 pm
CHAPTER 66: A table
Year ???231???
Dumat the Broker


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A few days ago, I filled a work order for a crystal glass table. It would seem the glassmaker failed to do his job. Normally i wouldn't care because seriously fuck fancy industries when the army is dead and everyone is busy building roads against monstruous enemies, but Tun our beloved duke has been bugging me day and night. ''When's my crystal glass table gonna be ready, Dumat?'' Soon, I reply. I go and take a look to the magma forges.

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''What's the problem? I ask the glassmaker. Why isn't the glass furnace working? tun wants a fucking table
-We don't have the correct workshop.
-It's a magma glass furnace. all you need is sand, and it makes glass! What's the problem here?
-Sir, we actually need a kiln, which is a very different thing.''

Ugh, fine, we'll make a kiln. The pillar containing the magma forges is filled up to capacity, and I don't feel like stretching our already busy workforce just to expand the lava channels for a magma kiln. We'll have a regular kiln, somewhere, doesn't matter. We'll use some fucking charcoal, build the table and move on with our lives. Where's our architect? Oh, it's the mayor, and she's busy fixing some floodgate in order to fish out dead people.

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We wait, wait, and wait. Finally, we have a kiln. Now make the table!

''Sir, we can't just make a crystal glass table, we'll need potash!
-Then make some.
-We can't because we are using all the potash for the farms. Unless we cancel fertilizing, we'll be out of potash as soon as the potash makers take it out of the... whatever potash is made in.
-Fine, I'll disable the fertilising for now.''

I give orders to the farmers. Stop fertilising everything.

I wait, but still no potash. Fuck, I forgot the mushroom farms. they have been running autonomously for 30 years, so i seriously forgot we even had them. never really changed anything about them. don't fix what's not broken. Unless the local ruler is a huge cunt, I guess. There's no popular saying that a douchy enough noble cannot defile.

I wait, but still no potash. apparently telling people not to fertilise simply means ''don't do it right now''. They stopped fertilizing the surface farms, used all the potash on mushrooms, then resumed potashing the surface farm three weeks later when the season changed. I tell people that there will be no more seasonal fertilizing. Not now, not next season, not on this farm, not on any farm.

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The mayor rushes into my office, screaming about cabinets.
''I heard about Tun, and his table. Does that mean every noble can make demands?
-I... what do you want.
-I want... i want a copper cabinet in my bedroom.
-Fine.''

I tell the metalworkers to make a fucking copper cabinet, and bring it to the mayor's room myself. When i get there, I notice that the mayor already has two copper cabinet. ''What if the others get stolen?'' she simply explains. Fuck nobles.

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While manager Stukos and i are fucking around with production queues and work orders, new ghosts have appeared. The Bronze General himself is now haunting the caverns. That's great.

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Even in death, the general's antics are making my life a pain. He's started haunting the new tunnel, preventing workers from finishing it. Now everyone is forced to take the atrociously long detour. Again. Thanks, general.

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The first floodgate is activated, and within instants, the items and the corpse located near it are flushedinto the channeled area. i assume someone must have picked up the corpse, because i don't even see it in the pond. Which is a good thing, because the lever is malfunctioning, and we apparently can't close the floodgate to let the pond dry up. Engineering at its finest.

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Back on the surface, some dwarves have died from their fever. Some of them were tantruming, so i say good riddance.

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I finally manage to get some potash done without it being spent on more fucking longland grass. Now we can make a fucking crystal glass table and move on with our lives. Yes, Tun, I get it. you want a prettier tomb. Just fucking wait and let me sleep.

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We don't have charcoal. we need it because it's not a magma kiln. fuck. I make a batch, and it vanishes. What? Apparently there are two furnaces that have not been dismantled in the stone workshop district. For about ten years now they have been used to fill management orders, and exhausted our charcoal stockpile. Every time I asked something smelted, people decided to use both those furnaces and the magma furnaces (altho that explains a lot of weird error messages). I dismantle the culprits, and order a new batch of fucking charcoal.

We are out of fucking trees.

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Where are the woodcutters? In the hospital, feverish. Yay. I wait about a month and simply hijack a trade caravan of its wood supply, then have it fried up in the furnaces.

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Time is of the fucking essence. Tun's demand is turning red, just like his face. If this goes on for too long, he'll probably execute someone for incompetence. Reading back my latest journal entires I can't help but feel this is a label that could apply to me as well as to the glassmaker. Time to make some pearlash, because we have some potash available! The kiln operator grabs some charcoal, put it in the kiln, and goes to get some potash.

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...Then he cancels the whole thing. There is no potash available, he says. Yes, there is, but you took so long to grab it that some dude took the potash and started moving it to the nearby stockpile, which is 7 inches away from the potash workbench. The kiln operator showed up, saw that the potash he needed was being used for at least 10 seconds, so he just said ''fuck this'' and left, throwing the charcoal away. now he's in the caverns gathering bolts. Is this real life? I know whom I'm having executed now.

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We finally get the pearlash going. two bars, two precious bars, and it only took two seasons to make! Good job, dwarves of Whisperwhip, your industrious fervor is known the world over! Now can we please get this fucking table out of the production chain and into the fucking tomb?

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''I've solved the first floodgate problem, it's closed now!'' announces the mayor, oblivious to the fact that the whole point of the floodgate was that we'd let very water in and wait for it to vaporize. There's really no point in having a 7/7 pond filled, floodgate or not. Those people, i swear.

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Yes, they are making the table! At last, in seconds the workers will grab the pearlash and...

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OH MY FUCKING GOD! He grabbed charcoal, put it in the kiln, walked all the way to the potash workshop, and once again saw that a guy was taking 5 seconds to put the pearlash bar into the bin a few feet away. So naturally, he cancelled the project once more and now he's in the cavern dragging crundle corpses.

I don't give a single fuck. Everyone in a ten miles radius is a kilnperson now. Or whatever it's called. Get. The fucking. Table.

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Ok, here's what people are telling me now. To make crystal glass tables, we need not only potash which is essentially a mythical substance at this point, but also rock crystals. What. Do we not have a lot of crystal glass around already? Just use that. No? that's not how it works? Oh, I see, when we make glass, we are not actually making anything useful, we are actually creating the shittiest of gems out of our asses. Those 150 green glass things I ordered to empty some sand bags? all useless, except they can be cut, THEN encrusted on stuff.

Wow, ok, I'll have to dedicate one dwarf to glassmaking, one dwarf to glasscutting, and one dwarf to glass encrusting. In time everything we have will be adorned with dangerously sharp glass shards weaved in intricate patterns. Clearly this can't end poorly with a nation of drunk people.

I look around in my general encyclopedia of rocks and stuff (actual name), and learn important things about rock crystals, which we absolutely need. Thing one, they are very fucking rare.
Thing two, having sand alone is pointless if you don't also have rock crystals. Thing three, traders will sell and carry cut rock crystals, and rock crystals blocks. Thing four, none of those things are adequate, we need raw rock crystals, which cannot be traded. Thing five, rock crystals are the rarest of things, there is no way of knowing where they'll be found, and the chances of actually having some around are incredibly slim.

Ok, so, everyone cancel your lunch plans, we are emptying this fucking mountain.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: FallacyofUrist on June 03, 2015, 05:30:46 pm
If you're doing dwarfings, dwarf me as the glassmaker, name Aristotle, custom profession Glass Mechanic.

If not... well, it's an interesting scenario.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 04, 2015, 01:04:10 pm
Aristotle is a 25 yo peasant and dabbling glassmaker who has been conscripted in a new terrible squad as punishment for not making the table. He is the son of Zasit the mighty, who died while doing a backflip that killed two forgotten beast. Additionally, he is the Duchess' nephew, and the cousin of ID the second.

Spoiler (click to show/hide)
Title: Re: Whisperwhip: Syndrome testing facility
Post by: FallacyofUrist on June 04, 2015, 01:29:21 pm
Ha. Sounds like me, except without all the good stuff. Carry on.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 05, 2015, 10:34:46 pm
CHAPTER 67: The dig
End of year 231

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The mining operations of Whisperwhip have never been too impressive, for a dwarven settlement, let alone a dwarven capital. Tetrahedrite is the best we ever located in terms of metallic ore, wielding copper, and a pinch of silver when Armok feels generous. Most of the metallurgic industries of the Wilted sack revolve around smelting copper shields and silver spears to empty some room in the stockpiles. No iron short of goblinite, no readily available coal, and no flux stone means that steel here in the savannah is as rare as it is precious. The only way of getting it is by smelting caravn goods, and the caravans are prone to insanity, plagues and accidents. It's not that the dwarves of Whisperwhip aren't greedy, for greed is the very nature of all dwarves. They have simply been busy with constant war and the annihilation of timeless atrocities on a weekly basis, leaving little time for mining excursions. Wealth is of little importance to a dead dwarf.

Until now.

Duke Tun, high noble of Whisperwhip and regent of the Citadel of clutches, wants a crystal glass table in his tomb. short of the fabled adamantine, or maybe pure refined platinum, crystal glass is the rarest and priciest of material. The main requirement, rock crystals, cannot be traded or sold, they can only be found deep underground. Locating them is a pain, for there is no way of knowing if there are any in a region, short of finding a vein or stripping the entire mountain bare.

I have no desire to do this, but it seems that we must now dig down into the core of the planet, hoping we'll find something ludicrous and unobtainable, to satisfy the whims of a tyrannical and stupid noble. Luckily, i know where to start. When BASE1 was founded, I ordered a staircase to be dug down to the north of the main chambers. It goes downward for a few levels, then stops. It was meant as a way to compartmentalize the fortress, since I didn't want to have just one single staircase running all the way to the center of the Windy Realm. There was to be one bridge room between the base and the coliseum, one between the arena and BASE1, and another between BASE1 and this new exploratory shaft. The idea was scrapped when caverns were found nearby, locking any progress between an onslaught of goblins and the ever-present threat of a new forgotten beast.

Nowadays, the corridor intended as a bridge room is left unused, mostly filled with furnitures and random stockpiles. I order some of the crap moved, and send the miners to continue the staircase. The great thing about it, is that I know for a fact that it bypasses both cavern layers. We'll dig for a few more levels, and create some mining tunnels, just to poke at potential riches.

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Spoiler (click to show/hide)
Ten levels below BASE1, a first set of tunnels are excavated. The miners locate no interesting stone whatsoever, until someone comes chanting with a new gem! ''I found it, I found it!''. A quick look reveals this new gem to be a rose quartz, not the fabled rock crystal we are after. Altho, you gotta admit, ''rock crystal'' is a fucking generic term that could easily apply to any fucking gem that exists...

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Before we can dig more than a set of stairs and discover a gem cluster, something new and dramatic happens. Can you guess what it is? If you answered ''a new forgotten beast'', then give yourself a congratulatory pat on the head, because a winner is you!

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Whatshisname gathers the soldiers outside BASE1, ready to meet the fiend in battle. Look, I have honestly no clue who's running the army right now. It was the general, then Asmel, then Drokles, then Atir, but we found Atir's parts on the river bank last month, so I'm guessing it's probably The other captain. They have similar names. Aban? Yeah that guy. We have about 15 or so surviving veterans, including Rovod and a few cripples. Good news is, If the soldiers can shoot the monster before it moves in too close, then his extract won't be too much of a problem.

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Some guy named Uzol emerges victorious after tanking the creature amidst the smoke and the miasma, where so many fated battles took place previously. The workers responded quickly enough to the alert, and suspended work on the fishing ponds in time to avoid being eaten alive. Good job, Uzol, you are now the killer of a mighty beast. Like everyone here. Who is Uzol? No idea. Most of the soldiers I knew are dead now. Whenever the current millitary leader dies, they come at me for a replacement, and I lazily point at the one guy who'se name vaguely rings a bell.

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Speaking of empty administration position, we still have no bookkeeper after Bookkeeper Led died horribly. I decide to promote my oldest friend Squiddwarf, for his heroism with the obsidian generator, and also because he's feeling rather lonely now that the other elder engravers committed suicide. I think he'll be a suitable candidate, since he's already recording the fort history, and bookkeeping is just that but with numbers. He's been keeping track of the forgotten beasts with some fancy drawings of late, so there's that. As a noble and founding member of the fortress, he gets one of the fancy rooms right above the kitchen, with cool engravings and his own weapon rack.

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Excavation continues while the battle rages on, and soon the miners have cleared a small section shaped like a diamond. Appart from the three rose quartz mentionned earlier, this is a disappointing floor. I order the stone to be stockpiled around the central staircase, as I don,t want those things hauled back to the base one by one, and I'm certainly not going to stand there while the miners do their thing, forbidding every stone I see.

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Let's go two floors down, and if there's nothing there, we'll just dig some ten flights of stairs and try our chance deeper... Initially we find some more gems, and boring stone. Just as I'm about to move to a new location, the miners announce something...

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Another cavern! How dangerous, yet perfect! If there are some new gems and ores to be found at this depth, we'll be able to see many samples along the cavern walls. The place looks empty, for now. The only inhabitants we can see are overgrown plants preventing passage. I order the hole to the west blocked as soon as possible, and cancel the mining plants for this area. Instead we'll dig a single corridor to the south, which will be easy to seal in case of danger. Conveniently, it leads to a rather large plateau, devoid of most obstacles, meaning we'll be able to explore at least a little before hitting a maze of fungi and pillars.

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From what I can tell at first glance, this cavern, unlike the others, is dry, instead of featuring an underwater lake filling half of it. By simply finishing the tunnels, the miners have a fair estimate of what they can find here. Emeralds, in large clusters, as well as pink tourmaline and some sphalerite, which should cover all our zinc needs, which are essentially none ever. I let them go and grab the closest of each type, so the metalworkers and jewelers can appraise them. If they are worth a fortune, maybe we'll stay here and strip this place of its riches. Otherwise, we must dig deeper, ever deeper, to get some rock crystals.

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Oh, by the way, all those workers who were feverish, are apparently out of the hospital. Whatever the disease left by Amas Spithole was, most of the afflicted manage to overcome it! Good news, we'll need all the help we can get to pursue this absurd quest for a fucking table.

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I'm showing our new gems to manager Stukos, asking that he gets a work order for cut emeralds, when suddenly his face starts to shiver. He storms off, talking in rhymes and dancing through the corridors, looking for a suitable workshop. He's been taken by a fey mood!

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Another noble comes storming in. It's the mayor, and she has the report on the fishing operation. apparently, not only did we not retrieve the corpses on time for them to rest peacefully, we actually failed to retrieve them at all.
''Well no, it's not that we didn't retrieve them, it's more like the whole process failed so spectacularly that there isn't anything left to retrieve.
-What.
-The soldiers, their corpses and their gears now exist in a realm outside of reality.
-No.
-I'm serious.
-I know you are, I just, this is not an answer that is supposed to exist.
-No, that's what I assumed, but somehow when the soldiers drifted through the open floodgates, they simply stopped being part of the material plane. they register somewhere on the inventory sheet, and we have a vague idea where they should be, but there's nothing there. nothing to touch, nothing to see. we just have a vague understanding of where they should be.
-...
-Also I failed to activate the floodgates correctly and all three reservoirs are filled and useless now. bye!''

Well, this happened. The corpses of our elite soldiers, and the various artefacts they carried, along with most of this fort's steel gear, now exists in a quantum state outside of our reach. Great?

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Thankfully, the miners have better news. by digging a few levels below the new caverns, they tapped into large veins of native silver and gems, and they assure me that no caverns should get in the way of mining them all out. The area to the north especially seems very pricey, filled with silver and gem clusters. It would make an ideal spot for a break room deep under the earth. The news of silver veins is also interesting; obsidian is nice, but it is nowhere as impressive as some metals like silver, iron and steel. While the obsidian generator is great to produce blocks that aren't worth nothing, I'd much prefer to use silver for statues and doors and, basically, everything ever. The miners tell me that while i was dealing with the fuck-ups of our mechanics, they excavated about 70 of these silver nuggets. Manager Stukos, get me a work order for...

Oh right, fey mood.

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Spoiler (click to show/hide)
apparently, he decided that despite all this awesome silver, sphalerite was the way to go. He's also decided to use wood to make drawings of gems. When we just found gems. What is this, an homage to the poor and simpler days of Whispwerhip? Now that you are a master crafter, do you think you could find some spare time to fill work orders? We'll need silver nuggets smelted, nonstop, forever.

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The future location of BASE2 (temporary name) is located 19 levels below the magama forges and BASE1. I feel like that's deep enough to warrant a rest area for our workers, with maybe a dorm. Once we have enough silver to create a new fort made entirely of it, I'll dispatch the miners to carve some rooms and space for a few tables. I'll make sure that we have the greatest furnitures, entirely made of silver, and encrusted with tons of bones and diamonds for this dinning hall. same for the rooms. sure, basically no one will use this place except a few miners, but I have a second use ofr it. because it is so far from the rest of the fort, isolated, it,ll be a great place to dispatch tantruming and miserable dwarves. They'll be free to get angry alone faraway from the sane dwarves, and stockpiling pricey items in a beautiful room will help them over it. for very angry dwarves, i may disable all their labors for a time, essentially keeping them here in rehab for a few weeks.

Just as im musing on this new project, the miners anounce that the level underneath contains something new. something exciting.
''Is it... rock crystals?
-No, sir. it is not. this is something you'll want to see for yourself.''

I go down the stairs, and take a look around. The miners are busy excavating the mandatory 9x9 central room where mined useless stones are stored. I see no crystals, no gems, and no metallic ores.
''What am i looking at?
-Marble, sir''

Marble. flux stone. I was told there would be no flux stone under this desert, but this mine shaft is located incredibly far north of our region. It is right underneath the mountain into which we carved our entrance, the same mountain we ran to hoping, accurately, that it would have a different geology, with no aquafier. While the rest of the area contaisn nothing suitable for removing imperfections in mettalic ore, it would seem that the edge of the mountain presiding over the Lavender Empire is leaking here, bringing with it marble.

Tun is nearby, bugging me about his fucking table. heis irritable, annoyed and impatient, and has been for many months now. He has not killed anyone yet, so it would seem that mandates and demands are different things. He'll just remain pissed forever as long as he doesn't get his stupid crystal furniture in his tomb. frankly, I no longer care. We have found something much greater here. silver, as well as flux stone.

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We can make steel. We can make our own steel bars. We'll need charcoal, tons of smelted iron helmets and spears looted from our enemies, but when we do get those we'll be able to make our own top-quality items. First, go grab some trees, and retrieve every iron item you can from the...

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Motherfuckers! More goblins, just as we need to go outside and grab some new stuff. Two workers pay dearly for their outside venture, as they get caught off-guard before the soldiers can gather on the surface...

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Meanwhile our hammerer is down in the caverns hunting cave crocodile, because having common sence is clearly not how Ustuth rolls.

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I was wrong! It seems that our current militia commander was, for a few months, that good old Orion. I know this now, because I've just been told that the militia commander is dead, and that Orion the dwarf is dead, and that both those statements are closely related. RIP, bro.

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I'm running low on candidates. as some injured dwarves are dragged to the hospital after the siege, I share a few words with our resident chief ragdoll engineer, dr. Melbil.
''Yo, Melbil.
-Yes dumat?
-Your wife rigoth, she's a soldier right?
-That would be correct. She is a good fighter and...
-'Kay cool. Tell her she's our new general, next time you see her. I'm off.''

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Rigoth, the doctor's wife, announces that having 13 soldiers to defend the fort against goblins and forgotten beast both is not enough, especially when half of those are blind, crippled, or in a coma for 5 years. She's gathered every peasant child she could find, and created a new squad for them to train. They'll be ready in two years, she says.
''Yo, you can't just randomly take those kids, I've told some of them to become weavers and mechanics and one of them is supposed to be a gemcutter!
-And how good are they at their craft so far?
-Well, they've been doing a lot of hauling on the side, so I'd say... dabbling?
-Level zero? Listen overseer, you'll find more untrained kids to fill the pointless jobs of this fort. I'm training new recruits.''

I look at the list of kids she took. One of them is Aristotle, that glassmaker who failed to produce pearlash spectacularly. Man, I hope he doesn't show up to a fight barehanded because someone was cleaning his sword or storing his breastplate.

Rigoth returns: ''I'm told we've begun steel production, so i took the liberty of requesting 20 steel breastplate with our reserves!''

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Just as I'm about to mention how much Rigoth is the most annoying general ever, I'm told the Bronze general is still a ghost, and he's now possessing some battle-trained cook, punching people around and breaking their arms. Wait, seriously? somebody get me a slab, here and now!

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After explaining how they shouldn't turn into a ghost and control cooks to break limbs after they die, Rigoth brings the new recruits to their designated barracks and starts instructing them on the rudiment of not dying.
''I've... read the flyer from the ministry of not dying horribly! says Aristotle
-Forget flyers, respond the commander. Today you learn to truly fight. Before any of you can hope to wield a sword, you'll need to get in shape. Everyone, grab a steel armor, an iron helm, and a steel crossbow. You'll be carrying those at all time, just to improve your strenght. when you can wear your armor confortably, without falling, the real training will begin, and you'll get your full set of armor, as well as a melee weapon of your choice.''

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Armor knows we'll need those kids one day, we only have 13 soldiers, and many of them are severely injured from the latest siege. It will be a while before Ral is ready to join a battle again...

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Rigoth rounds up the infirmary.
''Everyone able to wield a sword among you, go downstairs! The miners exploring the new caverns have sighted somne truly demonic creatures wandering in the darkness!''

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The soldiers rush downstairs, to face this new creature they call a rutherer.  In the meantime, the craftdwarves have finished the slabs i requested, and we can finally prevent the Bronze general from causing mayhem and fucking things up once and for all. Rest in peace, crazy old fool...

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Another child is found dead, swarmed by packs of naked mole dogs. We simply don't have the manpower to defend ourselves from so many cavern dwellers at once...

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It is clear that those new caverns contain riches, but also terrible dangers. Until we can gather a full squad of soldiers, we can't afford to run around in the dark while praying no goblins show up. I ask Manager Stukos to seal off this new place for the time being. Between silver mining and smelting, the creation of pricey new statues, and the beginning of our steel production, there'll be pretty of work for everyone anyway. In the light of these new industries, Tun has finally abandonned his demands, content with what we have found. ''We will be rich and impressive with these ores, crystal tables or not!''

While the dead were accidentally ejected from reality and subsequently put to rest, the living have unravelled the wonders and riches of the earth. Whisperwhip has entered a new era...


*    *    *    *    *    *    *
OOC: With this chapter, I now have 2 packs of a thousand screenshots compressed and archived. A good 300 more are on stand by, until I have enough free time to include them in an update. I probably have enough material for 6 more chapters right now. I've been playing a lot in the last week, partly because I was too tired and wrecked by my allergies to leave the house, and partly because things are getting progressively more tense. Starting with the great beast megabattle to where i currently am at, the fort is walking a finer and finer line between incredible success and total eradication. The only thing preventing me from writing everything right now is that a chapter will usually take about 2 hours to write, and usually leaves me drained, so I can't really do more than once every two days even if i want to, otherwise the quality will suffer. I really want to wait and clear my backlog of screenshots before I continue the playtrough, but I just can't, because this thing is getting really tense and addictive. I'm aiming for about 3 new chapters a week for the next 2-3 weeks, unless real life gets in the way. Stay tuned!
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 09, 2015, 03:09:42 pm
CHAPTER 68: Golden gate
Year 232

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For a while, everything in Whisperwhip seems bound to succeed. Miners are working frantically, everyone is hauling some crap around, and the smelters are working nonstop to produce silver and pig iron. It looked like we were in for an era of peace and prosperity.

But everything changed when the goblin nation attacked.  Quickly, I order the masons to produce a barricade on the front door. Our current army should be able to defeat the invaders, but their low numbers mean it will be tight...

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Some workers decide to disregard my orders, and run away to produce some creation of their own.

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Worst still, two more dwarves give up on the wall's construction, and react to the invaders in thw worst possible way imaginable: they run away through the enemies and jump in the middle of their ranks. What?

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The soldiers charge outside to salvage this mess. They are absolutely unable to save the two idiots from their self-imposed fate, and soon we have more dwarven blood splattered on the ground. The goblins are driven away, a few of them killed, the others simply retreating.

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The new artefact is completed shortly after. A blood thorn casket. While not entirely useless, it still ranges very low in terms of value. regardless, it is crafted from the bones of our worst enemy to date, Amas spithole, the deadly dust forgotten beast. As was the case with Asmel, I order this coffin to be the future resting place of our current champion, Momuz. Most of our champions now have a tomb crafted out of the bones of teir fallen enemies. not bad.

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I've been grossly unimpressed by our wall-making abilities. since we'd have to suffer such a fiasco every time we need to let someone in, I decide to build a golden bridge that will seal the fort from enemies with the push of a lever.

Just to reiterate the order in which this 35 years old fortress does thing
1-kill every titan
2-kill every forgotten beast
3-make the fort defendable using bridges and a front door.

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Before I'm done with our new magnificent bridge, a new forgotten beast appears in the...

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Before I'm done with my previous sentence, a new forgotten beast appears in the caverns.

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The lobster charges toward BASE1, and rigoth and her soldiers move in to intercept it as fast as they can.

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Alath, resident kill-stealer, makes sure to steal the glory from our captain of the guard. Again.

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The second he learns that the entrance is cleared, Tun the duke decides to grab his crossbow and goes hunting for some crundles. He informs me that apparently, it's safe because the other forgotten beast is nowhere to be found. ''probably down in the lowest cavern or whatever'' he explains.

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The local elves come to admire our new golden bridge. I politely ask for all their wood in exchange for the sight. we need all the free wood we can get, since some workers are still feverish, and the fort's population is slowly going down. Wood is needed for charcoal, which we need a lot of to make steel.

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Given our short supply of available helpers, I also decide that it is time to build HAVEN, our new base down in the mines. There people will live happily far away from the main fort, amidst emeralds and silver veins, in glorious guest rooms. I designate an area which should be big enough to contain a dozen tables, many statues, and a few food stockpiles.

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While moving around, I'm reminded by the fast-moving surgeons of Whisperwhip that rovod the hammer lord is still miraculously alive. He was the sole survivor of the three dwarves who defended us against Simo the terrible beast, in vain. Lady Asmel herself did not survive the terrible curse. Rovod has been in a coma for many years now, and he probably will be like this until people stop feeding him tediously. Despite not doing anything, he is a beacon of hope for our soldiers, as he still remains a member of their sqad, and his continued existence reminds them that tough dwarves can survive everything.

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Inspired by the poetry of it all, someone is taken by a fey mood, and produce quite a valuable diorite crown, representing the Quuen. Her rise to the rank of monarch is a well documented fact in Whisperwhip, yet none could be certain of her current whereabouts. Every year, a peasant creates an artefact crown or scepter or ring representing her, hoping it will tip the scale and convince her to appear. Little do they know, that the queen's arrival will be the last documented fact about Whisperwhip...

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Our first batch of pig iron bars is finally out of the oven! Things are moving rather slowly, thanks to the large distance we must walk to haul marble, ores and charcoal to the forge. it cannot be helped, sadly.

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The fort now has 128 living souls, according to Squiddwarf, and a quarter of those are useless children. I guess it doesn't help the productivity much. In time, they may grow up and become productive members of this society, increasing our military might and industrious efficiency. Frankly, tho, i have a hard time believing that. They will die before it happens, or shortly afterward. Our real hope of bolstering this fort's ability to do things lies in migrants. The last wave of migrant was in 106, 26 years ago, if you exclude the queensguard showing up without a queen. since then, the population has been relatively stable, remaining around 170. for each soldier that died or miner that fell prone to an accident, a baby was born. For two decades and a half, whisperwhip has been a tight population unwelcoming of new migrants. today, tho, the situation has changed. We need new blood and we need it fast. I send word to all our colonies, asking for help with our newly created steel and silver industry. Not even a lie, this promise of wealth and prosperity sounds better than the alternative, ''hey FBs have killed everyone important come stay for a while!''.

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A few weeks pass, but nobody comes. i receive some polite letters from most of the Citadel of Clutches members. It seems that after the caravaneers spread words of the curses, goblin legions, and general disfunctionality of the new capital, none would dare move here. I can't really blame them, but by Armok can I fucking curse them all.

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And then I learn that a new ghost is possessing a child, and using the tantruming kid as a vessel for general and misguided vengeance.

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We also have something called a flesh ball infestation, which frankly sounds like a very troubling thing. If half of this ever reached the outposts, we'll need years of PR before any migrants can agree to move here. We are on our own for now.

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That means, we gotta work smarter, not harder. We can't just have everyone running around and hauling pointless crap. Every move now must be efficient, and deliberate. Cutting trees in the caverns is dangerous. going outside is also dangerous. The solution is to link the dumpatorium to our workshop area through a tunnel, which we'll use to haul logs efficiently. Then the entrances to the dumpatorium will be sealed off from the surface, giving us a safe access to underground trees.

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The bridge should improve our defenses by a great amount, giving the soldiers some time to murder the local monster population. Crundles are trying to sneak inside the base, and a few children lost their lives recently to mole dog attacks. we now have a zero tolerance policy for stuff living on dwarven ground.

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I spend some time taling with manager Stukos about our current tasks. Obviously making silver and steel is important. While strange at first, I'll let those orders for cut gems go on. Raw glass is useless, and since we have it, we might as well turn it into decorations. Silver doors and furnitures will fill HAVEN and keep depressed people happy, so it's a good idea to let our most recent jeweler get some training. He'll be cutting gems and encrusting silver furnitures nonstop for the rest of his life, making the fort a better place and clearing some of our inventory space.

Lye and ash are somewhat useless now that we don't fertilize, and are a drain on our precious wood supply. I order them discontinued.

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In fact, the farms themselves will be discontinued. We don't need more food, as forgotten beasts provide us with enough meat to survive and apocalypse, and we have tons of plants stockpiled. Fertilizing, growing, harvesting and cooking new crops is a hidden drain on our dwarfpower. Even tho it sounds crucial to a fortress, we have reached a point where we won't need it. Not for a while. This miraculously frees up about a dozen dwarves, whom i dedicate to hauling of rocks and engraving, because all our engravers are dead. Manager Stukos is also an engraver now, thanks to that artefact he made.

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The first step of our cavern overhaul has been completed. From BASE1 to the second caverns, there is now a clear and unobstructed path. A long corridor paved with stone blocks lead to a ramp, which connects right into the downward passage to the second layer. This should save considerable amounts of time for corpse haulers and hunters, as well as soldiers. It also reduces the risk of someone being locked away by new mushrooms while on duty.

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I turn my attention to the ghost problems, and order our now pimped-out spare slabs to be engraved. I'm not sure where those ghosts are coming from, since we were able to grab the corpses and bury them. Could it be that it took so long to grab them from the caverns, that the ghosts came out before the bodies hit the coffins? That only shows how much we need those caverns to be improved. a good dream, but one that will require much time, and ten times the dwarves we have now. simply constructing this section of blocks took forever. hopefully the added ex-farmers will improve the workflow. It had become impossible to get something done efficiently now that jobs take place far below in the mines.

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Another problem that must be addressed is the lack of food stockpiles. The kitchens are working nonstop to produce quality food and reduce the amount of ingredients lying around, but while it reduces the number of bad food units we have, it still takes a lot of space. I've stockpiled some of it in random places, but now it's time to pack this crap somewhere else. The initial tower we built contains a lot of free space, and that should help the soldiers restack provisions when on duty fighting goblins. Squiddwarf has taken a good look at most of our storage, and determined that many stockpiles are poorly set. Some of BASE1's supplies contain unworked leaves and plants producing nothing but dye, and others have venom in them. We spend some time making sure that the storage areas next to dinning halls and dorms are only allowing real food and drinks, while the rest of the plants will be kept in the less useful spots.

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Tun has been hunting a lot, and he now have a better map of the second caverns. He can pinpoint more accurately where the goose FB is living, and assures us that it cannot escape. Tun, you idiot, gooses are birds! They can fly.

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Meanwhile our more useful nobles are busy engraving the central areas of the mines. good job, Manager Stukos, you are a real addition to this fortress, no sarcasm.

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Sadly, not everyone in this fortress understands how efficient work should be done. the miners, for example, decided that digging this tunnel from the safety of the fortress was stupid. instead they went all the way to the surface, traversed the bloodsoaked savannah, went down into the dumpatorium, took the stairs down, crossed the entire thing back, and began digging from there. Wow, people, just wow. Why are you so dumb.

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I ask Aristotle if we could make glass pots. Trees are now precious and used mostly for steel, and our prepared food is hugging most of the barrels. I need a constant supply of barrels for drinks, and using something else than logs would be awesome. Sadly, he informs me that all of the sand we had was used to make raw green glass. We have no more sand-bearing items. he explains this to me while sitting on a pile of 20 bags of sands. Lazy, useless bums, all of them.

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I have two ideas to improve our storage capacity. one is a new room dug under the courtyard, the other is a tower at the north-east corner of our walls. sadly, both of those would require extensive work from the masons and miners, and we simply have too much on our hands. When we run out of storage, expect barrels of food lying in stupid places.

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work continues on the poorly-excavated tunnel. It's been weeks, and people just haven't figured out they could dig the fucking wall in the stone storage. I've seen 7 teams go out through the surface, and coming back exhausted, claiming it was just too much work getting there to actually finish the job. it's sand, people, and it is right here right there. Just fucking dig it.

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The same thing happened with this other tunnel in the caverns. Instead of starting with the closest area, they went around the entire cavern complex, and started digging there. I swear, if this fortress wasn't so important to me I would strangle every last one of them.

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Rigoth comes to me, and explains that the new recruits' training is moving swimmingly. Which is a joke, as they are wearing steel plates and absolutely cannot swim. As a reward, I allow Ustuth Zasam, a 14 years old captain, to claim his own room amidst the noble district. Take whichever you like, kid, everyone else is basically dead.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 10, 2015, 02:39:56 am
Little change of plans, people. There probably won't be more updates this week, because I'm currently taking a turn in Icehold, which is a prison-glacier succession game. (http://www.bay12forums.com/smf/index.php?topic=151175.0) The population cap is absurdly low, only matched by the quality of life. If you want more lenghty updates with absurd amounts of screenshots, or if you want to join a cool, doomed and fresh community fortress, then make sure you go there and take a look!

Whisperwhip will be back next wednesday...
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 16, 2015, 04:35:13 pm
CHAPTER 69: Snake shaft
Year 232

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Riches are found while excavating the headquarters of HAVEN. The room will be filled with native silver, emeralds and rose quartzes. It's almost a shame that this place is so unbelievably far away from the main fortress, because it will be gorgeous.

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Adding to our wealth is this new artefact, a bracelet. I'm very annoyed at all the kids starting work on stupid bracelets, so I've been researching about strange moods. Apparently, giving minor training to a dwarf will focus his attention on a certain task should he decide to create one. for that reason, some of the young soldiers and haulers were allowed to become weaponsmiths and armorsmiths. We've queued a few copper helmets and spears, hoping they'll get some non-zero experience in those skills, and hopefully create artefact swords rather than bracelets like this one. Sadly the newly grown children will have to suffice, as once again the fortress has attracted no migrants...

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Aristotle tells me that we are absolutely out of sand. I've told him to grab some more, helped by the many iddlers we currently have, which is a rare thing. Cancelling any non-essential tasks right now means that apart from steel and silver smelting, weaponcrafting ntroduction and some furniture decoration, the fortress isn't doing anything. Even the mining has slowed down, since we have about 350 silver nuggets stockpiled, and enough marble to last for a while. Making glass pots should also save some precious logs. Sure, they aren't rare, but the available trees are either in dangerous locations or very far away. Most of the time, it's both. Sand is easily available in the upper levels of the base.

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With the dinning room for HAVEN complete, begins work on a small number of bedrooms. Anyone who becomes too depressed will be sent here for some time. Of course our most beautiful statues will be put there. The combined efforts of proficient gem setters, legendary bonecrafters and great blacksmiths is starting to result in statues worth upwards of 3000 bucks apiece. Not bad! The combined efforts and ingredients also means there's more chances that these items bear or represent something a specific dwarf passing by might like.

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For a brief moment, the fortress is a quiet and busy nest of workers, each improving the wealth and industries of this fort. One of them creates another artefact, a naked mole dog bag...

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SUDDENLY A FORGOTTEN BEAST. I have no idea how it got here between checking the price of the artefact and pressing a key to examine it. This is the actual order in which the screenshots are taken.

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So as I said a naked mole dog leather bag, which is not too remarkable save for the fact that it depicts me, Squiddwarf and 5 now-dead dwarves laboring to create the begginings of this great fortress. Now let's pay attention to this future-dead forgotten beast, our greatest and most prolific export.

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it is dead.

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So is our marble surplus. I send the miners to get more. The stone is abundant in the northern part of our region, but I have no idea how deep the formation goes. Because it can only be found right underneath mount Towerpartners, we could run out of the stuff rather fast, if the veins only extend to a few z-levels. On the bright side, equipping our current militia with full steel gear won't be too hard once the crafters are high level, since we don't exactly have a lot of soldiers left anymore.

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That being said, I'm told by the doctors that some of the veterans are wielding crutches, and sometimes fighting with them. I've placed a command for a few steel crutches, in case this could make a difference.

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Currently out of obsidian for blocks and slabs, I order a new activation of the generator. BASE1's crafting area is once again busting with activity and half-rotten cheetahs. There are so many curses and diseases circulating among the animal population of this fort, nobody blinks an eye anymore when they see a grotesquely deformed and half-necrosed feline sprinting by.

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All this work has paid off! The combined wealth from architecture, artefacts and statues we created has added up to a whooping million urists of worth! A planter celebrates by becoming possessed...?

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I'm not sure if reaching a milestone prompted the crafters to stop trying, or if this planter is sending me a message about the quality of clothings in this fortress. It is true that we haven't had a clothsgiving in a while, and most of the goblin invaders still lie outside in the bloodsoaked vestments.

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Another forgotten beast attacks, cutting my desire to be a good-hearted overseer short. A feathered serpent breathing a deadly spittle, this could be easy or bad...

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Here's a very important information. I may or may not have forgotten to complete the actual barrier around the magma dump. Like, I know I told myself ''we need to do that next'' but then something obviously happened, or pathfinding problems too place, or something. well, the bottom line is, the dumping shaft is currently NOT sealed from the caverns at all like i assumed it was, and this feathered winged serpent is apparently very aware of it.

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This just in. The currently busting with activity BASE1's crafting district is now also home to a flying deadly serpent. Uh oh...

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For reasons I cannot fully explain because I'm obviously not a serpent, this forgotten beast fucking HATES this specific goose and its pals. Instead of roaming through our fortress, it is absolutely content with murdering the passing birds near its entry point. The workers are hiding in the obsidian generator, while the army is mobilising...

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What could have been a deadly rampage is thankfully contained through the power of delicious, delicious poultry. The soldiers show up, and murder the snake casually. It is butchered, and added to our food stockpile. Oh, the irony.

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In the following days, countless animals suddenly drop dead. It's too sudden to be a coincidence, so I must conclude that the deadly spittle of the feathered snake was, indeed, deadly in some way. the surviviving goose must have contracted a syndrome, and introduced it to the local animal population. Yaknow, just another day in Whisperwhip, really.

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That's fucking enough. We won't be taken by surprise yet another time. I send some workers to finally seal the magma shaft, to avoid such a situation in the future. Unfortunately, they explain that adding a upper level to the walls to reach the celing will be a long and tedious endeavor that may take a lot of time.

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Like a dozen animals drop dead while he explains this. ''Yeah it's something we have to do no matter how long it takes'', I reply.

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Bugbat populations from the second layer of caverns are making their way upstairs and they are attacking the masons working above the magma shaft. These creatures are a real pain, as they can't be destroyed as soon as they are spotted. mostly because they fly, or appear in unreachable locations for non-flyers. Sadly, by the time they are in range, dispatching the soldiers is almost useless. The fools fail to find a correct pathing to the bugbats, or the buggers will fly out of range, resulting in mostly wasted time for the squad involved. The unpractical solution is to wait for bugbats to move close to us and dispatch them individually, or rely on the hunters wandering the caverns for fun.

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One day, one fateful day, the hunters hear some noises in the lowest caverns, currently sealed. They claim it is coming from a mysterious creature. a cave dragon. Those are like normal dragons, but they have adapted to live underground. I ask them one, crucial question, a question that would change this fortress for better or worse. Without this simple noise heard briefly in the corner of a sealed cavern, the bottom mines would have remained sealed forever, leaving our miners happy to work around HAVEN and acquire untold riches. Looking back on things, I realise that spotting this dragon for but a brief moment between two spots of ''fog of war'' has been the cause for untold deaths and great deeds.

I ask the hunters a simple question. You already know it.

''Can it be tamed?''
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 18, 2015, 01:25:38 am
CHAPTER 70: Stealing candy from a dragon
Year 233

Spoiler (click to show/hide)
Let's make this clear. I want this godamn cave dragon and I don't care what I have to do! First thing first, we'll need many, many new better cages. most of our cage stocks are used to store goblins, and we are short-staffed right now. too short-staffed to waste time wiring the prisoners and making an arena round. new cages it is. And no, don't care how much we needed that steel for armors.

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HAVEN is now operational. People carried a giant forgotten beast carcass, meant to serve as food. Good enough. now we won't need to ride all the way up when working on the dragon-catching operation.

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It must be new year, for the traders are here and they bring us some much-needed wood. No time to get our own logs. must get dragon. Cage. Mechanisms. Traps. Gogogo!!

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Sadly the workforce is complaining about something or another. Blablabla the doomserpent that flew into the base has given us a deadly fever.

Lazy bums.

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Altho, i guess, maybe there IS a problem with this fort right now. that's a large amount of animals to die within a fucking half-hour lunch.

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Speaking of dieing, it seems Ustuth the hammerer has finally been killed by gigantic cavern monsters while hunting gigantic cavern monsters. I'm not exactly surprised. I decide to name someone I barely know, but who seems reasonable, to replace her. Skaiamechanic is a scared and craven person, and also a girl of logic. She will probably make a more sane hammerer than Ustuth.

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As soon as people are complaining about deadly diseases less, I order the caverns opened. There's a vein of emeralds I want to get, and i know for a fact that a flying monster is living in the bottom caves. If we are to catch the dragon, it must die before anything else. I also don't want random monsters to kill my prize by accident.

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Of course, attacking a forgotten beast will trigger a siege, and vice versa. Because Armok hates us equally, a caravan is currently entering the fort, making the gate-closing kinda tricky.

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Fuck those guys, really. The soldiers are busy preventing a dangerous flying monster from eating us all, or worse, our future dragon. The second the emerald cluster falls to the ground, this beast starts flying toward our base, entering the mined tunnel through an upward opening. Thankfully the squad is able to chase after it before the creature can cause too many horrible deaths. I order the  place trapped and mined of its riches while we're here.

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Some of these merchants are a bit slow. That's just their problem, really. Enjoy the trolls.

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But then I notice something terrible. a wagon. a fucking wagon is stuck outside. If this wagon is pillaged, or destroyed, we'll have like two thousand useless items littering the entrance to the fort. This will either means low framerates, or hours of hauling. I have no choice. The wagon must be saved.

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Spoiler (click to show/hide)
At this moment, I'm warned of something very, very terrifying. A gremlin, those pesky underground demons of legend, have made its way into our fortress. Unless it is killed, it will cause mayhem and fuck our already precarious defence system. I send the newbies to deal with it, while the veterans supervise the whole wagon fiasco. This will be their first real assignment.

They fail, and tell me the gremlin must have fled somewhere in the caverns, possibly maybe. Thanks, guys.

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There are also crundles preventing the engineers from setting traps that will prevent crundles from disrupting engineers. The real question here is, when did they learn to fucking fly?

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i mean, we haven't even unsealed the ground level of the bottom caverns. all those monsters are apparently coming from closed off mines, or through the aerial tunnel full of traps. both possibilities are illogical and very terrifying.

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Thankfully the new leader of the Lavender Empire is down in the bowels of the planet with her bodyguard, casually defending the mayor against various magical critters coming out of nowhere. ''that's such a pleasant place you've carved out for yourself, what with the rotting forgotten beast corpses and the dead monsters everywhere!''

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something goes wrong with the wagon. Some of it makes it outside, but a bull is forever teleported inside the stone steps leading to the main gate. Like the bull isnt on top of it, splattered. I is inside the stone, whose surface has not actually been damaged or removed. I don't even.

A bunch of human guards and traders also die. Whatever.

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Why yes, what a great time to leave, really. I'm sure that'll work out fine.

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Once people are done dumping a few corpses and hauling gold and wood for this season, I send everyone downstairs for real this time. the dragon is gone. It cannot be dead. Must not be dead. We will map this entire place, and find it. First, I re-open the caverns, and then send people to cut random trees or grab some gems lying around, just to slowly discover what's in here. hopefully a dragon is lurking somewhere.

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The miners claim they found many gems and stone veins. the upstairs workers are complaining about the siege outside our wall making them unconfortable. Sadly this has nothing to do with my fucking dragon so I ignore both groups.

Until...

One of the miners rushes into my office. Very excited, the lad is. ''We have found something. a stone... it's not like the other. you need to see this.''

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Spoiler (click to show/hide)
Holy. Fuck. Deep into the mines, past the now-familiar magma reservoir, lies something shiny. ''we almost mistook it for some spore flooring, sir'' but there is no mistaking it now. The far end of the cavern is partly covered by a sparkling ore. we have found the very peak of an adamantine vein. Had we left the caverns sealed, instead of chasing this dragon, we'd never have found the candy. Adamantine is the holiest thing know to dwarfkind, both a blessing and a curse. They say that many fortresses who found such a metal became suddenly rich, then crumbled mysteriously.

I've read enough about Quula and her origins over the years. I know where she came from. I know the secret of the adamantine spire, and what lies underneath.

We must thread carefully.

Yet, we must thread.

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Randomly sending people to mine this thing would be idiotic. first, we need something resembling a clear path to the excavation site. a tunnel is designated, meant to bypass many of the slopes and fungi formation leading to the southern part of the region. It's not isolated from the rest of the caverns, and we'll have to face monsters on a daily basis, but at least getting there won't be too long. At this point, short trips are in order. This place is so deep, that most of the workers will only be able to get here and perform a single task before they must head back to rest and feed. It'll be worse when they have to carry boulders back to base.

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While the miners pave the way for the adamantine operation, the woodcutters are dispatched to explore the place. I don't send the soldiers, because once we locate the dragon, I expect people to die or get maimed, run back home screaming with the beast in toe and lure it into the entrance traps, not fucking kill it. Soon a second magma reservoir is located, begining on this level. The other one we've tapped into goes all the way up to the first cavern.

Unlike the other two caverns, this new one seems devoid of an underwater lake, meaning more monsters can make their way across it and call it their lair, but on the other hand it,s much easier to fucking explore.

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Spoiler (click to show/hide)
The siege is lifted, and people are starting to feel real shitty about wearing rags. In the same vein, the furnace operators claim they have run out of things designated for smelting. Now i could tell them to smelt more fucking copper items, but instead this is a good time to get rid of all the iron helmets and shields littering the plains, or the stockpiles. I also declare a pants-gathering holliday to appease the population, and I guess diminish the amount of sighted genitals on an average day.

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Inspired by all those future metal bars, a smith is taken by a strange mood and claims a magma forge, working day and night to create something beautiful, made of silver. The result is a shining and pricey bed, commemorating the creation of Whisperwhip 35 years ago. I offer the bed to Squiddwarf, as a reward for his recent appointment into the nobility of this fortress, and his role as a founding dwarf.

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Spoiler (click to show/hide)
Some dwarves are not so happy about their lack of recognition. More ghosts are appearing every month, because apparently it takes longer for someone to fucking bury a dude than it takes for a ghost to get pissed. thankfully, we have a few richly decorated slabs kept around at all time, ready to appease a ghost. What if the ghosts start haunting the fortress because they know that'll give them a slab? Greedy bastards!

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Spoiler (click to show/hide)
Oh, who am i kidding, we're dwarves, we're all greedy. Thanks to the miners' keen eye, we've located the very top of this adamantine spire, meaning it'll be easy to get some of the stuff without too much effort. I order the area cleared of rocks and debris, just so we can see how large the top of the vein is.

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Soon enough, the miners begin to channel down around the vein while the soldiers are dispatching swarms of crundles, trolls, bugbats and dralthas to keep them safe. Raw adamantine now covers the ground, the dream of any dwarven civilisation!

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Spoiler (click to show/hide)
Alas, while this is happening, goblin thieves and ambushers have assaulted the civilians celebrating get-some-pants day, resulting in a casualty. Slowly but surely, our numbers are dropping, and yet no migrants will come and adopt this place as their own. It matters not! Soon we will carve wonders out of adamantine, and then none will resist the lure and riches of Whisperwhip, jewel of the dwarven nations.

There's just one single, tiny problem in all of that. A tiny, itsy detail that is proving more annoying than i could ever have foreseen.

Strand extraction take a fucking decade.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 18, 2015, 12:08:49 pm
CHAPTER 71: Deadly weapons
Year 233

Spoiler (click to show/hide)
Cavern exploration for dragons and precious candy come to an abrupt halt when a new foe is spotted down into the caverns. Not only is it located between the adamantine mine and the lower fortress entrance, but it also sports a deadly weapon: A dust with unknown effects. with many workers cut off from safety, and such a short distance before this beast enters the base, the potential for destruction is terribly high.

All soldiers are dispatched downstairs in an instant. that includes you, all the 10 new recruits who never faced anything more than a gremlin.

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As we feared, the beast is there in an instant, ready to enter the fortress. Stone engravers won't stop it, and neither will traps.

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In retrospect, this name is adequately fitting. The beast is know as Osnong, the Moist Cancer. such a long title means it has already killed many, in what I imagine must be a long and painful fashion...

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Some of the soldiers make it in time, as the beast spends a few moments chasing after some animal or another. They engage the beast in melee while people evacuate the area. the second it opens its mouth to breath the imfamous deadly dust, the fighters know that they'll all be affected. They prey to Armok that ''Moist Cancer'' is just a title for show.

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More fighters join the frey, even the less experienced rookies. The beast absolutely cannot make its way into the fortress.

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The combined might of old and new warrior is enough to vanquish the beast, but the trouble has only begun. Within a few minutes, Risen anounces that he is incredibly drowsy and winded from the fight.

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Aban, captain of the guard, also anounces severe pain, and a few injuries of his own.

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Over time, his condition worsens, and it becomes apparent that he, like many warriors of the past, is slowly dying of something horrifying.

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The deadly dust is causing pain and drowsyness. it also mildly burns and rots whatever it touches, meaning the entire body. But the real deal with it is that once it enters the lungs of a victim, it never quits. The dust accumulates in the respiratory system of the soldiers, slowly destroying their ability to grasp for air. the first victim falls dead, suffocated. it is like drowning, but out of water, while everyone looks at you, powerless.

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The chickens are next, not that we care that much.

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Then it unfolds. Animal, civilian and soldier, all of them suffer the same terrible fate, falling dead before they can reach the lower mining levels and reach the hospital.

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Six soldiers fall to the deadly dust right away. One veteran, and 5 of the ten young recruits.

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Sadly, this is far from over. Those were only the weaker dwarves. more corpses soon join the pile as stronger and more resilient dwarves try to fight the affliction, and eventually fail. Soon five more veterans join the death count... Not counting civilians and animals, this deadly dust has slaughtered eleven members of the army.

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Turns out, recruiting a bunch of teenagers and sending them to choke to death is a terrible idea. People are surprisingly angry at all those horrific casualties, and a bunch of tantrums and berserkers make their appearance. Thankfully, HAVEN dispatching manages to calm a few of them.

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In the middle of this mess, I have to keep a few masons sane enough to make some more fucking querns. Thanks, Tun, for understanding the pleas of your citizens.

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Spoiler (click to show/hide)
Even with so many deads, the show must go on. Many workers are threatened by rutherers and cave ogres on a weekly basis, and the surviving fighters must deal with these constantly. With so, so many unfilled positions, it is simpler to combine everyone into a single squad when it comes to veterans. 7 survivors, including Rovod in his coma, are joined by 3 retired soldiers, each suffering from blindness or some disabling injury over the decades. Yet, in the middle of this mess, cripples and blind dudes are the best we can afford, so they become a NEW squad, because the other ones have not been that successful lately. (also because I misclicked)

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Spoiler (click to show/hide)
That being said, before the overhaul of the squads, a lot of holes are plaguing the nobility title list. I have zero idea which of these guys could even bear the title of commander, let alone champion, until i drop by the hospital. Whisperwhip doesn't need a guy who can slay monsters, they need one who can survive them. In all these years, Rovod has been miraculously fighting a terrible curse that seeks to devour him whole. he will probably never wake, for he has been in a coma for untold years now, but so long as he repels his fate, he is a source of hope and courage for soldiers. after all, if Rovod can keep the reaper at bay, then maybe we can all hope to live through the next day as well.

In a strange twist of fate, Rovod fiercedike the romantic Sculptures is named Champion of Whisperwhip.

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...Oh hey, this is what our entrance looks like now. tons of broken arms and legs, bloodied rags, human and dwarven corpses. I'm not really sure what went on while we were busy with the forgotten beast, but obviously something did go down.

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If learning small and incremental lessons from the death of countless peers isn,t in my nature, then my name isn't Dumat Constructmirrored. We're adding a pit leading into the mining levels from the caverns, which will be covered by a raising bridge. Add traps and a spot to possibly seal the place, and suddenly you have a place with at least a semblance of defence.

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A pack of deadly rutherers survey the digging site, as the dwarves try to clear the level above the vein of adamantine. we want to see with our eyes how big and spirally this thing is. Once everything above and around the vein has been cleared, we'll start channeling down the rest of the first layer. because strand extraction takes apparently infinite time, we've slowed our aquisition of adamantine a bit. it's pointless having ten thousand rocks around if the strands are produced once a year...

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Adamantine is not the only thing that I want from these caverns. exploration continues, and we discover a pool of magma. That makles three of them, and from the looks of it there won't be a fourth one. most of the area has now been mapped. I have to conclude something sad now. The cave dragon is gone. thankfully, we found no corpse, so it is possible that it simply migrated to another region and will return!!

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Well I didn't open these caverns and caused the death of two dozen dwarves just to NOT get a new dangerous pet that will strangle and eat us in our sleep. From what I'm told, rutherers are gigantic and they CAN be tamed. Those south are a nuisance that could destroy the miners, so they are killed, but I spotted a few packs near the dragon's apparent residence. Installing a few cages there could be a great move, allowing us to get both the dragons if it returns, or any rutherer that comes that way.

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Spoiler (click to show/hide)
in the background, someone created a new artefact, a useless bauble illustrating the founding of another settlement by our civilisation, the Citadel of Crutches. Not that it,s very exciting, as none of those dwarves have migrated here since the population drop. Are we trying to appeal to this audience with the artefact? maybe.

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Wowowowowowowow someone is throwing a tantrum and started bashing our fortress maskot, the adorable and crippingly depressive tigerman diagnoser! stop that, you fool!

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Spoiler (click to show/hide)
To HAVEN isolation with you, then. nobody touches my Tigerman diagnoser. He was briefly mayor once, yaknow. People never got to producing too much furniture for HAVEN, so I queue in a few cool shizzles and set the decoration workshops to add bones and teeth and gems and whatever.

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Beware! A giant serpent with Lidless eyes, and deadly dust weaponry has come! both serpents and deadly dust have caused major trouble for this fortress in the recent year, so its really like the forgotten beasts are learning and evolving with each new appearance... Thankfully, this monster spends a few days immobile, at the edge of the upper caverns. Our army is in no shape to face this thing, and we've sort of learned our lesson about deadly dust. The safest and more sound course of action is obviously to seal the caverns and give up on fighting forgotten beasts. after all, sending the soldiers would simply result in countless deaths and a tantrum spiral.

But the soundest course of action is not how we dwarves of Whispwewhip roll, mind you.

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Spoiler (click to show/hide)
There will be blood, and it won,t be ours. The area west of BASE1's bridge has been flattened and excavated thoroughly, and I'm going to use that to our advantage. A few levels above it, connected to BASE1, I order the miners to dig a large area. beneath it are a few empty z-levels overseeing the battleground, as I've been calling this flat and bloodied surface, for many battles against charging beasts took place here, right before the bridge.

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Another chamber is designated above the first one. You've seen this design in action, you know what's up. Only this time we are not facing a stuck, unmoving foe, but a live and deadly opponent. We'll need to finish this thing before it decides to move, and also somehow find a way to lure it into the trap area instead of the bridge...

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Spoiler (click to show/hide)
The soldiers protect the workers as they install the simplest bait I can think of; old statues made of shitty stones, of poor quality. Hilariously enough, I browse the lis and locate a statue of a worm. how deliciously ironic for a bait...

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Spoiler (click to show/hide)
Unfortunately, before the thing is even close to being finished, the beast pounces foward, ready to taste blood. It starts wandering the lake and make its way toward the entrance of our fortress, and in the background a ghostly apparition is bothering the workers, nullifying our trap projects. We'll have to retreat and seal the bridge, until we can get a better army to retake the caverns. I am saddened by this, but hey, it's about time I learn not to take on deadly creations of nightmare for absolutely no reasons, i suppose.

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Wow, someone apparently smashed a bridge apart in frustration. Wow.

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The upper bridge may be in terrible shape, but it is not this one I'm concerned with. With the snake monster moving at absurd speeds, what matters is that the lower lever be activated, and fast. By working on the trap, we've given up on an early cavern sealing, meaning that if it crosses the bridge, it WILL enter the base. I lock the doors and order a plug installed, using the nearby lightweight blocks stockpiled in BASE1 for this occasion.

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Oh hey, another forgotten beast. Welcome to the party. This one's on the second cavern layer, so its entry point will also be the bridge, meaning if the snake gets in and trashes BASE1, the tarantula also slides in.

Raisethebridgeraisethebridgeraisethebridgeraisethebridge

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Fuck. A second too late. We are in for some fun times...
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 18, 2015, 12:18:52 pm
Because the backlog of screenshots I've amassed is ridiculous in size, I really need to write this down sooner than later, before I actually forget what most of this revolves around. More often than not already, I'm writing these updates looking at a bunch of images and thinking ''What's this related to again?''. The solution is, of course, smaller chapters posted more regularly. The bigger ones we are used to take a LARGE amount of time, and most often than not I don't have the energy nor time to write one down unless i have a day off. This new format is easier to manage, and I can post something after I get back from work. There should be more tonight, tomorrow, and Saturday night if everything goes as planned, which should cover a good chunk of the story.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 19, 2015, 06:41:45 pm
CHAPTER 72: Between a rock and a hard place
Year 134

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Spoiler (click to show/hide)
Well, this is awkward. A gigantic deadly serpent from hell has crossed the bridge seconds before it was retracted. Out of sheer luck, it stopped to destroy a ballista, giving us just enough time to lock the doors and seal the entrance. That means the monster is right on our doorstep, and facing it will kill our soldiers if we win, and kill everyone if they lose.

This will be a fucking mess, but that bitch is going down regardless. Mark my words, I don't care how much of this fucking fortress I have to drop on its head to achieve it.

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Spoiler (click to show/hide)
Meanwhile, the mayor is getting attacked by rutherers while setting traps to avoid being attacked by rutherers. She manages to run away, tho. One layer of caverns above, the newest megabeast is apparently stuck in a fungi mess, preventing it from joining forces with the scary serpent. Both creatures are now trapped, but this one can honestly wait there if you ask me.

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While some random peasants are getting murdered down below by smaller monsters, I spend some time designing a good plan for the megabeast. I know I want to crumble part of the fortress as a trap, but too small a cave-in could miss the target, and too large would be a certain kill, but create a giant fucking mess. My main problem, is that crumbling what's above the corridor leading to the bridge would collapse that room as well, creating a gigantic hole here we currently have a defensible entrance. We probably want to avoid

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Spoiler (click to show/hide)
Some time ago, for no good reason whatsoever, I ordered a new room carved next to the bridge, which is used to store wood in a very inefficient place. This room will come into play soon enough, as we are going to use it as a deathroom. A layer above, a similar room is carved. Two levels above, a slightly larger room is created. It will be linked to a support, which will be controlled by levers. Once the serpent slides too far into the wood storage, it will die.

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Hey, look, a crundle bone craft! I'm glad to know that I'm backed  in these times of trouble by an ever-expanding team of legendary bonecarvers. What a useful skill.

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Spoiler (click to show/hide)
Everyone, deploy your bonecarving abilities!!

*nothing happens*

...Guess we'll need to deal with this new forgotten beast in a different way then. As always, a generous amount of weapon slices seems to be the solution.

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Spoiler (click to show/hide)
Soon enough, the trap is ready to be sprung, if you discard the part where we carved and engraved the bottom floor then miscalculated and channelled through like 30 masterpieces.

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Spoiler (click to show/hide)
Seconds before we manage to pull the lever, the forgotten beast moves away. The pull lever order is cancelled just in time.

Now we wait, and wait and wait. Sooner or later, he'll be back. The snake spends about 2 months exploring the very amazing little corridor to the south, all seven meters of it. finally, he returns.

-Knock knock.
-Who's there?

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''The ceiling!''

Also, there is a*lot*of blood in that snake, man.

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The wood storage doesn't just fill with debris, it absolutely gives up and explodes. everything crumbles and falls two layers below, very close to the (still not fully sealed) magma shaft. The engravers inform me that some masterpieces have been defaced. Yeah, so was this snake.

Another forgotten beast or another has come (screenshot broken)
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We go outside to solve the problem, and a flying monster bypasses the bridge and charges at us. thankfully it is killed seconds before it could enter the base. that's right, the instant we removed the blocks sealing the entrance, a monster appeared and ran straight through. That means we gotta repair the trap, and repair it fast.

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Some work on re-adding a flooring to the snake trap, while others fuck around with our cavern flooring to create a small death-room. By putting some statues in there spread sufficiently, we'll hopefully keep the next forgotten beast inside long enough to pull the lever.

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Spoiler (click to show/hide)
Just in case, we're adding two redundant levers. One in the arena corridor, a well travelled area. Another goes in BASE1, where many people now spend their time. Whichever of these three levers people get to first will seal the deal. The snake-eater can wait for it's prey to wander inside, once we use the bridge to lock creatures nearby. The statue room, tho, only has a short window of opportunity. Time is of the essence.

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The masons get to work. Each stone excavated is turned into blocks to create a new flooring. One trap is emptied, the other filled.

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Suddenly, we hear weird noises from the surface, and a commotion amidst the dwarves. A bronze collossus has come, bent on mayhem and destruction. Because the leaders of the lavender Empire have the best timings possible, the new law-giver shows up a few feet next of the metallic giant.

''Hey, guys, we have a lot to talk about!''

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And of course, while the soldiers run outside to meet the foe in battle, a couple of ambushes happen. About 2 dozen goblins are now sneaking alongside the western wall. Of course the human diplomat is oblivious to the clusterfuck he just entered. He just want to chat with the mayor.

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So here's the deal. People are fighting the collosus, and basically every attack results in a slight chip at best. The monster in return is kicking people left and right, laughing. In the background, the goblins are sneaking on us and shooting openly at the war animals, killing various lions and dogs because they are opportunistic bastards.

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The colossus is full of bruises and cuts, but being made of bronze, it hardly gives any fucks. This turns out to be a long battle. but seriously this is chapter 72, you know how that fucking ends. he dies.

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In time, each of the limbs of Spospo are separated from his body, and he just lies there, headbutting people, claiming it's merely a flesh wound.

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And of course, he finally falls for good, leaving behind a statue of a...

What.

Guys, this makes no sence. The colossus left behind a statue of a hill titan. That's like the scoobigang unmasking a guy in a ghost costume and revealing a fucking velociraptor.

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And in the background, the goblins left a pile of dead pets. Then a pile of dead goblins.

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It's obvious that dumping piles of corpse outside is becoming dangerous for everyone, so instead i decide to move some to the courtyard. We have no more birds there anyway. That's when I remember my friend the hippo. Boy, oh boy have you been eating a lot. what are you made of, a fucking giraffe? I say goodbye to my hippo, for he will soon be leaving us.

''I'm sorry, big guy, but you ate everything.''

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It's better that way, i tell myself. better he be slaughtered, than just die of hunger in a few weeks. Within a few days, mister Hippo is butchered, and the courtyard is converted into a corpse stockpile.

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I lost a hippo, but apparently I'm the only one in the noble area to complain. Tun is super thrilled about this week's three new querns, while someone made a really great statue of SkaiaMechanic now that she's our hammerer. Not that she's actually hammered anything yet. Can't we get a hippo statue instead?

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Hey, you know what this fortress really needs right now? More forgotten beast breathing deadly dust! Who doesn't love deadly dust? Nobody that's who!

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It runs to the statue room. It doesn't take Kor more than a few seconds to carelessly topple every single statue and move out. There's nowhere near enough time to activate the trap. Instead we lock the bridge and seal the door. The statue room is ready to use because it was never activated, but the snake-eater is still unrepaired.

Now, here's what happens next. Once the statues are wrecked, and the bridge is raised, Kor rushes away and disappears in the caverns. He seems to be very, very far away. My smart idea, obviously, is to re-open the bridge, replace the statues and run back inside. I'm very oblivious to the forgotten beast's ability to sence and dash toward targets. As soon as the first worker has reached a statue, Kor is upon him. Quickly, we dispatch the army, because there's no time to re-raise the bridge and avoid a disaster. Oups.

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The deadly explosion kocks everyone down two floors below. One dwarf manages to recover quickly enough to hack at Kor's many legs and bring it down. Cue a new, terrible syndrome.

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Everyone involved in the fight ends up dizzy, and nauseous. As a team, they work together to repaint the hospital green. As with any kind of deadly dust, inly time and the will of the gods will tell whether they will live, or die in a horrible fashion...
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 21, 2015, 12:05:32 am
CHAPTER 73: Rovod, greatest champion
Year 134

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While the life of the soldiers lies in the balance, a dwarf has been overtaken by unknown forces, and he's claimed a workshop, alongside one of our exactly two adamantine wafers. Buddy, it took about a century to extract that strand and turn it into a bar, if you don't produce something that's worth a kingdom and gives free blowjobs, I will have you executed.

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While we wait for this new artefact, the engineers are adding a bridge to the HAVEN entrance, which will seal the corridor in case of emergency.

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The doctors tell me that Bembul and the other fighters will live, in the end. their health has greatly improved, leaving behind no real permanent issues. In the meantime, a farmer has strangely suffocated. he must have been the guy who tried to fix the statues...

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The artefact is complete. For a fucking kabok ring, it has two redeeming qualities. First, it is worth half a million dollar, so don't put it near a fucking fire please. second, it has some interesting artwork, including, and i shit you not, an image of itself, creating a fractal design of rings bearing images of rings bearing images of rings. Dwarven detailing sure is an advanced thing...

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Truth be told, this ring is essentially worth 5 percent of the fortress by itself. Not bad!

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And then another farmer dies of an infection. It seems the latest forgotten beast battle was alright for soldiers, but terrible for the civilians...

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To avoid further problems like we just faced, I've icnreased the number of statues in the trap, hopefully giving us more time to react next time. As an added bonus, I,m told that the newest batch of recruits, including ID the second, have now reached master fighter status.

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I order a few strands extracted. We have fully cleared the first layer of the spire, wielding about 20 raw pieces of adamantine. It will be a long time before this precious candy is ready to be used. It will take equally as long for our weapon and armorsmiths to be good enough to teach the stuff. regardless, the recent value of our kapok ring proved that having at least a bit of refined adamantine around is a good thing.

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One of the few veterans has died of thirst! I'm not sure how that's possible, until i look around. Nobody has seen this poor fellow, nor alath the new militia commander, since the forgotten beast attacked. We find Alath stranded one floor above the cavern bottom, just underneath the bridge. He is stuck there with the body of her friend, severely dehydrated and hungry. I cancel a few orders, and send the miners to dig her out!! She must have been knocked there by the deadly dust. It seems the attack was fatal for some soldiers, after all...

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Alath the Ks master is saved just in time. BASE1 is thankfully sotcked with food and drinks, saving the militia commander just in time... We'll need to cut a few spore trees to retrieve the fallen soldier's corpse, tho.

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Drama nonwithstanding, it is time to acquire more adamantine. I'm not exactly sure how to proceed, so I'll just channel around what we have now, and improvise.

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OMFG he is back! The dragon is back! Quick, everyone go and build ALL THE TRAPS

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The dragon moves north, and i send the mayor and her goons to trap the area where the dragon appeared. And then around it. Traps. Traps everywhere. It takes so long, why is the deepest cavern so fucking deep?

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Oh by Armok, those fucking elk birds are moving in and getting trapped. Don't waste the cages, you morons, they are meant for my cave dragon! Man I hate birds so much...

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More exciting things! Someone has claimed a magma forge, and an adamantine wafer! Could this be our first artefact-quality powerful weapon? We've had a bone dagger and a bone buckler in the past, but this is something else altogether. I swear, if this guy wastes the opportunity and makes an adamantine bracelet I will dismantle the forge and fit his flailing body into the magma myself.

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The metalsmith goes upstairs and grab the bones of a forgotten beast. Is he gonna fit all 140 bones into his creation? Forgotten beast skeletons are huuuge.

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And so are live forgotten beast. Hey, another monster, how joyful. Alath the KS master steals the kill and finishes off the beast.

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The dragon has left. Awww! Well, let's take this opportunity to create even more traps for the next visit, shall we? I want every single square inch covered in cages by the end of the year, people.

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Wow, emerlads, adamantine, forgotten beast bones AND forgotten beast leather? This is one seriously badass artefact we are withnessing in the making. I somewhat regret not weaving a strand into adamantine cloth, for this would have been the most badass thing possible. Instead, the metalsmith used normal cloth rolls.

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The metalsmith delivers! He created a truly astonishing item, a gigantic weapon rack, weaved from the skin and bones of forgotten beast, and held together by the mightiest of metal, adamantine, Let's not forget a few emeralds to top it off. Sure, the artwork on it is nothing exceptional, but we have a giant replica of a megabeast made of awesome, that's meant to hold our armor suits. The metalsmith has also reached legendary status in his craft, because of fucking course look at this thing. Wow, man.

He called the thing ''the windy Crescent'' which somewhat makes sence considering we live in the Windy Realm...

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Such a creation belongs in the middle of the staircase formation leading to the crypt of our soldiers, next to the temple to Kadol. Everyone should get a good glimpse of it when heading toward the mines or forges too... Our wealth has skyrocketed by over 3 millions in the latest season, thanks to two artefacts containing adamantine...

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We now have two legendary blacksmiths, but nobody decent with weapon or armosmithing. I order a few peasants to try their hands at a few copper items, just so they can get inspired by a possible mood.

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That being said, we may be filthy rich now but the number of dwarves has declined significantly over the last year or two. Aka, we lost almost half the fort, going from 180 to 106. Because pointless deaths are no longer something we can afford, I decide that this spring we're going to play it safe. I want more wood to keep up steel production, which means charcoal, which means trees. We'll chop down a few easy trees outside, and have the new recruits standing watch over the workers. some people will also be allowed to gather cloths under the supervision of the army. We are sending scared civilians to gather dusty and bloodied rags from a pile of corpses while sneaking in a few logs, hoping no goblins how up. It's just like in the old days!

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you don't notice how incredibly good our military program is until you realise that the new weapon masters like ID the Second are no older than thirteen. Heck, at their age the only thing I was mastering was my own dick.

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The candy excavation must continue. After a few layers, it become incredibly impractical to simply channel twn kilometers around every part of the vein. instead we create a master staircase that will lead to each level of the operation. In time, I may have plans to seal off the entire thing from the rest of the caverns, but our declining workforce prevents such a daring project at the time being.

If only we could get migrants...

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I'm not sure why nobody will move here anymore. we have the wealth, we have legends about how we once had a great army, and we have an inner courtyard that's essentially a barren, ashen prison filled with desolation and corpse piles. How could people not want to live here?

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Oh yeah speaking of strange things. Let's take a moment to look over our champion's family. He's been in a coma for almost a decade now, yet apparently his wife recently had a new baby. Let that sink in. the guy is in a coma, and totally rotten inside out, covered in blisters and most of his organs are failing. He can't feed himself or drink on his own. His right arm has been hacked away. Yet, somehow, his wife decided to look past that and get it going. I'm guessing my thirteen years old self isn't the only thing that's mastered his penis, because even in this condition good old Rovod is still able to get an erection.

Also the couple named both their eldest son and daughter Stukos.

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Oh, and speaking of disturbing things, apparently a child has risen from the grave, and we can't get sight of him. we just know he's around because we keep finding the livid, terrified corpses of war lions around the mines. They are literally dying of fear.

I decide to write another letter to the colonies, explaining how sanitary, family-friendly and safe for children this fortress has become...
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 23, 2015, 01:18:33 pm
CHAPTER 74: A machine for skypigs
Year 135

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Some issues must be sorted out. We have ghosts and tantruming dwarves, so some slab engraving is in order. There is also some visits to HAVEN planned for our most shocked coworkers.

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With those immediate problems under control, I direct our workforce on setting more cage traps, and finishing the repairs on the snake-eater. What concerns me, tho, is the lack of efficiency found with the second trap we made, the statue one. Clearly a better bait is in order, and I know just the thing.

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Animals. For now we have many of them, especially useless species like dingos, so I get a few of them butchered to reduce their numbers. I've also been told that one specific animal we have is not, in fact, a grazer.

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I'm talking about pigs, of course. the boar and sow population has skyrocketed since theyr were left outside at the mercy of any invader, meaning they were safer than inside with the deadly plagues. I get the wall temporarily unsealed, and we move the pigs inside. with the farmlands deconstructed, we have some free room to house the beasts.

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Given the greatest disaster to ever strike this fortress, it makes plenty of sense that the animal to attract monsters to their cavein-induced destruction would be a pig. The little piggies are stashed in the statue room, alongside a lion, because I want something that'll fight a bit longer if we need to delay the beast. Somehow i doubt the pigs will give the greatest of fights.

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Not all animals are as tame as pigs, tho. Down in the lower caverns, a mechanic was struck down by a mighty rutherer while setting up cage traps.

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his sacrifice was not in vain, tho. Two of the pack's members have fallen into our traps, and they now rest in a cage, ours to tame or eat.

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A third rutherer joins them soon enough, attracted by haulers trying to grab the mechanic's corpse.

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Meanwhile, the goblins are ambushing more workers outside. The soldiers join the fight and avenge the poor lads, but that's not gonna bring the dead back.

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At least the new cage traps at the entrance are doing a good job of stopping intruding thieves... the cheetahs are apparently being outrun, which I find it hard to believe.

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It would seem that the rutherer who killed one of our own has been afflicted with a strange sort of plague in the process. Let me rephrase this: The dwarves of Whisperwhip are now the carriers of various deadly syndromes. Those who remain in the fortress have apparently developed an immunity to them, but anything that attacks them becomes infected. we have evolved natural defenses against predator in the form of being horribly cursed by shadowy forces.

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In total, five rutherers are now safely caged, waiting for their training. If history and making that exact mistake a dozen times before have taught me anything, it's that itll take a while and many generations before this new breed of pets are ready to leave their cage. In the middle of a crisys, a few rutherers reverting to a wild state could be fatal.

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I'm told that a few more ghosts have been put to rest. Also of note, the strand extractors are slowly mastering their trade, and we have adamantine available to us once more.

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Uninspired by such expensive metals, a local dwarf has created a new artefact, a piece of jewelry upon which he recreated a picture of a kapok ring, upon which is represented that same kapok ring. Guys, your fractal jewellery is starting to tear appart the laws of optics.

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I'm discussing the recent news with a trader from the lavender empire, when suddenly he turns into a fucking giant deadly antelope. A human trader just became a wereantellope. Why is every fort I play turning into fucking Doomforests?

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Attracted by the smell of food coming from below, the monster rushes toward the staircase and heads for the kitchens. He stops on the way to eat one of our dogs. A war cheetah tries to stop it, but the werebeast will have none of it. The cheetah's intervention only makes it more enraged!

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That's when a cook comes out of nowhere, asking what's going on. when he sees the kitchen being disturbed, his immediate reaction is to... punch the monster. yup. he then produce a pickaxe out of fucking nowhere and hamstring the antelope. Then he uses the pick to rip both arms from the beast, before resuming his cooking.

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Zublar, our only surviving axe lord, comes in at this moment and takes care of the creature. ''Get him out of here, he's putting blood everywhere'' says the cook casually, a bloody pick in one hand, and a spoon full of soup in the other.

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Because it is now monday, a new forgotten beast shows up in the caverns like clockwork. This one cannot get anywhere because of mushrooms, it seems.

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The second layer of caverns are still filled with mystery to our cartographers. We can't be sure if the beast is stuck or not unless we discover what lies in the north of this area. I send a few woodcutters to do some scouting, revealing the beast is indeed stuck.

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Despite all these monsters and deaths, it seems our important production is going smoothly. People are keeping up with drinks and pots, as well as producing steel. I've switched to glass pots now, since we use al the wood for charcoal.

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Steel production also means we need marble, so the miners spend most of their time here grabbing more flux stone.

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Here's a quick look at what our population is up to. We currently have no iddlers. most of the tasks are actually moving stuff and dumping extra items, not much is being done appart from core tasks.

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One problem we face now, is that metal bars are accumulating in the forges. We need more space to store them, and I've used most of the space around BASE1. The solution, temporarily at least, is to add a new storage right under the magma smelters.

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The bar/block stockpiles are also filled with stone blocks in BASE1. In an effort to save some space, I order this wall of sand replaced with actual rock. It'll look less dumb. Turns out the stone blocks are about to be used in bulk soon...

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A new forgotten beast has come! Armed with poisonous gas, it threatens the first layer of the caverns. Clearly such a danger is best dealt with using the machine for pigs. Here's the big problem, tho: pigs like to run away, and the forgotten beast likes to give chase. for a moment I fear this battle is a disaster, because the boars just scatter around the caverns while slowly bleeding. thankfully, the inclusion of a lion in the pen means one animal is staying there instead of running. the forgotten beast starts fighting the lion, and we find out it actually isnt all that tough. the lion is doing some good work by attacking relentlessly. I'm almost about to send the army and spare the trap, when i notice that adverse effects are showing up on the lion. clearly this gas shouldn't be touching important soldiers. Sorry, lion, you are taking one for the team.

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Wow. So much blood once more. Those traps are just so awesome, im sure Armok is applauding right now.

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Once the dust settles, I waste no time dispatching more lambs to the slaughter. Our masons are taken off hauling to repair the trap, which should free up some storage space in BASE1. No normal animals this time, only war creatures. Can't have forgotten beast chases all over the cavern when we are about to activate our traps.

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Of course this means we'll need to train all those dogs. We are certainly low on working dwarves at this point. When the beast approached the fortress, I made sure we had enough idlers to pull the levers. To get this result I cancelled every order from the manager menu, and then visited every single workshop in the fortress and personally cancelled every queued or repeating task there. the fortress is producing NOTHING and still right now I have no idlers, because everyone has stuff to haul or store. We have a fucking staff shortage is what we have.

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Oh, yeah, and someone anounces that the lion didnt make it. Spoiler alert. I guess...

I guess he had a lot of pressure resting on his shoulders...

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That being said, the trap is working perfectly, and we now have a way of dealing with some of the worst monster abilities, given that luck and good planning are on our side. Squiddwarf has been taking notes, and right now we have a forgotten beast kill count of 52. Wow. From now on, the opening chapter section will include a title, the year, AND the killcount.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 25, 2015, 03:50:26 pm
CHAPTER 75: Smoothbanners
End of year 135
Killcount: 52

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The goblin armies are upon us once more. Thankfully, the gates are sealed shut and we don't have to worry about it too much.

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Shortly after the lockdown, a giant tiger gives birth to cubs, hurray! We also manage to restock the statue trap with new war animals, freshly trained.

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Then, just as everything seems in order, I receive an anouncement... The duchess has been struck down by a troll. Wait what? Was she locked outside somehow? Apparently no, the culprit is a lone troll living in the caverns. He murdered Tun's wife and child, the bastard.

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Before we can avenge her, a new forgotten beast appears! It is a humanoid with wings, yet for the time being it seems unable to fly and reach us. Still, I order the caverns off-limit. Until we can see if this monster really flies or not, that is.

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As a result, the lion corpse crushed recently starts to decompose. With both caverns and outside unsafe and forbidden, a smith has found some free time to work on a personal project. he claims it will ''Help with the situation'' before retreating to a magma forge.

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Before I can ask any details, I'm interrupted by another forgotten beast anouncement. Not sure where this one is exactly...

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People don't even care to look where the monster came from. Everyone is too excited to check the forges. apparently the artefact is complete, and it's an adamantine Battle Axe! While the details of the artwork are not that impressive, they do show what the intended purpose of the axe is. A legging image and a shield image, that certainly means protecting Whisperwhip from attacks. This battle axe is probably the greatest achievement of our civilisation, and as such i price this priceless item at a whooping 1,6 million bucks. Not that anything in the world exists to compare it to really.

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Zuglar is our only axedwarf, and he has fought in countless battles against megabeasts, monsters and goblins alike. The honor to wield Smoothbanners the Patterned Dish will be his!

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This is a great moment for the Wilted Sack and its members, so I decide rotting cheetahs arent an appropriate decoration. Instead I order improvements made to the royal level.

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Outside in the courtyard, the ashes have given way to some new grass. For a brief moment, before this grass dies of heat and dries up, we have a pretty courtyard full of colors. Maybe nature itself is celebrating the creation of the greatest axe. What this means is, we also have a legendary weaponsmith now. In time, the creator will be able to work on high quality weapons made of adamantine, assuming we ever get more than a few wafers in our stocks.

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Another artefact we have is this unbreakable floor hatch made three decades ago. for a long time it has been decorating the bedroom of our militia commander, and linking it to a now unused barrack. I think it would be of better use in the caverns, sealing the useless second level from invaders. doing this earlier may have saved our duchess from a cruel fate.

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outside, the goblins have left, but they are replaced by swarms of armed kobolds. Long ago, these creatures were ok with simple theft and larceny, but the lure of wealth and riches from our fortress can no longer be ignored. The kobold race has taken arms and they are marching on our lands to sack Whisperwhip.

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I decide to discontinue the use of the cage traps outside. We have no need to spot faraway ambushes because we no longer go too far. I dispatch the kobolds, send the armies outside to protect the mechanics, and start removing them. Many a dwarf has lost his life trying to haul a cage trap back home at a terrible time. No longer will this be a cause of death for our workers.

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Sickness is like kobolds. Invisible, insiduous, yet surprisingly deadly when left rampant. Even the mighty giant tigers are not immune to the terrible curses present in this fort. We now have very few of the beasts left, but at least a breeding couple remains. Just in case, I procure a couple of breedable leopards from the elven caravan, and decide to lock them up somewhere safe to breed a backup batch of war animals.

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Another forgotten beast comes. It has noxious secretions and could easily reach the entrance to HAVEN if not addressed quickly. Thankfully the army is mighty, and the beast is slain without any apparent side-effect.

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Dr Melbil advises me to set two pools at the entrance of the caverns, in order to wash off part of the secretions and ailments covering our soldiers returning from battle. I can't really argue with that logic, as it may save us from a terrible unknown plague in the future. Sadly, filling the pools is taking forever, because the population is really low, and improductive at this point. I watch the ponds fill, one bucket per week, because that's all we can afford to dedicate to water hauling.

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Hey, another forgotten beast. What do you know. this one lost the genetic lotto, and it lacks any special abilities. Laughable. It is now dead.

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Sooner or later I'll need to dig out new space for the fucking quern stockpile, or dedicate a few months to dumping them. The main issue is that many of them are masterpieces, and a lot more are crafted from quartzite or obsidian, which simply wont melt. We are stuck with the damn things for a while is what I'm saying.

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In the background someone made an amulet illustrating the founding of Whisperwhip once, and the rise of queen Cog Floorquest to power, twice.

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Another siege happens soon after. Because the doors are opened to let the mechanics work, some idiots went outside and got a bunch of clothes for themselves. Fools. Everyone knows claiming cloths is unsafe outside of Clothsgiving! Children panic, farmers die, all around a big mess.

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The army sweeps in to clear the mess (or add to it I guess) and everyone rushes back outside, save for the trap dismantlers.

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I try to keep the people busy by activating the generator. (also we need new slabs and blocks). Out of sheer inattention, a mother drops her child in the filling pond of hot water, and forgets to pick it up. The baby drowns.

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Another child decides to run around and play in the slippery deathtrap while people are channeling obsidian. He falls in the water, almost drowns, and barely makes it out alive. Obviously, he proceeds to repeat this experience 7 other times.

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While we are killing our own children out of clumsiness, a new forgotten beast appears in the caverns! Again.

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Ok, scratch that. TWO forgotten beasts appear in the caverns at the same time. Now you know why we gave up on sketching every single one of them...

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I'm told that nobody migrated to the fortress this season, and somehow I have a slight idea of why that would be. Thankfully those two beasts are apparently stuck somewhere, and cannot reach us. One is made of steam, the other is a webbing quadruped.

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Hey, everyone, check this out, another forgotten beast! How improbable and surprising. Go kill it.

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Thanks.

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Third siege in a row, too. In the background kobold ambushes are also springing into action, trying to get a piece of the loot before we fall. Most of the traps have been disabled, so I get everyone inside and lock the gates. Tough luck, assholes. At this point I'm unsure of whether or not we have any bolts left to shoot invaders with.

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We finally have idlers. For a year basically no new orders have been given, and yet it took 13 months for people to clear the place up. Remember, since we activated the statue trap I disabled/cancelled every job in the fortress, and haven't resumed much of them save for booze and war training, and yet only now do people anounce that they are ready for new jobs. Clearly, the migrants need to show up or we are going to die horribly because we can't get anything done.

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In order to finish the mapping of our caverns, I send a few miners to create a tunnel/bridge leading to the north-western lake of the second level. There may be deadly beasts locked up there, or maybe there are gems or awesome metals. We won't know until we get there.

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Sadly ANOTHER MOTHERFUCKING megabeast appears behind us while this project is put forth.

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This new creature is located a bit north of where an older beast, Asithi, is locked down. Unlike Asithi, this new monster has a clear path through the fungi forest to the working dwarves! It escapes the south-western fungi clusterfuck, navigates many dwarfmade tunnels, and crosses the bridge we built during the Megabattle. The current digging project is very close north of there, and I pray the army will make it in time. We don<t have enough time to evacuate and use the traps, so we<ll be exposed to a deadly gas of some sort.

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The workers are busy, unaware of the terrible fate that awaits them.

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A quick soldiers manages to reach the beast seconds before it goes up the ramp and attack the miners. A fierce battle follows.

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Also someone made a dingo bone chain but who cares? At least the creator put a picture of the sweet adamantine battle axe, so i guess im not the only one who's excited about it...

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The battle in the tunnel is over! The soldiers are victorious, but several cheetahs instantly explode when they reach the scene, capturing yet another deadly syndrome. The soldiers decide to walk back home to celebrate...

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BUT they get ambushed by yet another stupid forgotten beast on the way home. It proceeds to knock a warrior down into a small water pit.

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Another battle against a possibly terrible syndrome begins on the bridge leading to the floodgate project. The standing fighters are holding the beast away while their comrade tries to exit the water.

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The poor guy makes it out barely, but then the effects of the toxins spread by his foe kick in, and he falls dead.

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More soldiers fall prey to the bleeding sickness, and they collapse as a team on the bridge, over the carcass of their vanquished opponent. Among the victims are Alath, the current militia commander, and Zuglar, who never got to kill anything with the adamantine axe.

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Most of the trainees who faced the titans back in the day died. Few of themn gathered up to form a new mighty militia, consisting of 70 dwarves. When their numbers dwindled, they included 10 new recruits drafted from amidst the cooks and brewers of the fortress. Of all those mighty warriors, only 3 remain alive today. Zublan is mostly blind and crippled from the several exposures to syndromes. Rovod is in a coma since forever... That means Bembul is now Lord commander of the army, raised from a simple cook to the highest rank of the army. also technically the only one right now. 

He turns to the 10 recruits drafted from the fortress' teenagers by Rigoth during her short reign, and explains: ''Sooner or later, I'll die horribly in a very anticlimatic way. When that happens, you guys are the army. The ten of you, all green boys and teenagers, will be in charge of fending off monsters, titans, werebeasts, forgotten nightmares, as well as wave after wave of goblins and kobolds. Better get some fucking training done!''

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in the time it takes to finish the new tunnel, about 70 animals have died of the new syndrome. The final pick strike reveals what lies ahead... A giant, endless underground ocean, filled with stone pillars. At last our knowledge of the caverns is now mostly complete...

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And yet, this knowledge came at a steep price. More and more animals are reported dead every day, and people also claim a farmer fell victim to the syndrome, bleeding out almost instantly as he handled a creature. Our population is now less than a hundred, down from 180 a year or two ago. A cook now leads AND constitues the integrity of our trained army. Animals are exploding in a pool of blood in every part of the fortress, while those who don't are usually rotting away and filling the place with miasma. More and more beasts seem to swarm this place every year, and now kobolds have joined the fight against us.

BUT we have a new artefact axe, so we got that going for us, which is nice...
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 27, 2015, 10:31:58 pm
CHAPTER 76: Forgotten anomalies
End of year 136
Killcount: 57

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A few weeks pass, and the animal numbers drop significantly. Over 120 pets have suffered from massive bleeding and perished following the most recent Forgotten beast attack, as well as the remainder of our veteran warriors. save for a cook who skyrocketed through the ranks, a blind cripple, and a comatose champion, the fort's only frontline of defence is a squad of teenagers untried in real battles.

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As a result, morale is once again pretty fucking low in Whisperwhip. You'd think people would be used to exploding, cancerous or rotting creatures wandering around and dying horrifically, but somehow every traumatising nearby death is as fresh as the first one. Ideally, killing all the pets could be a solution, but then we'd be abandoning another layer of protection. Animals are like that fat friend you bring with you on bear-hunting trips, in case someone needs to trip and get devoured and you don't want it to be you.  I decide to isolate the most angry dwarves, and send a few others in remote areas, to spread people out and avoid tantrum contagion. Mining adamantine and marble works well, and so does hauling the boulders across absurd distances.

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in dealing with the dwarves slowly getting sadder, I forget to address a potential danger. An old Stoneworkers has begun an artefact, but he can't locate any glass! Somehow we used it all for large pots. before I can get a bit more done, it is too late. The stoneworker has gone berserk!

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Before he can be neutralised, Meng the stoneworker grabs a nearby pick and slowly starts murdering the fuck out of a retired planter. Ouch... The new recruits' first official duty is thus to fucking kill another insane dwarf. That bodes well...

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Before the body has even hit the ground, I suddenly have a new assignment for the militia. A forgotten beast is assaulting the doorstep to HAVEN, and it is too late to evacuate the caverns and raise the bridge. Thankfully, their intense dodging training pays off, and the fight goes our way, without any casualty or dire exposition to the spittle.

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Meanwhile outside, elves are getting assaulted by goblins. If they can reach our fortress on their own, they will live. Otherwise, goodbye. We aren't splitting outside to trigger ten thousand ambushes. I take a look at the recently emptied corpse stockpiles and notice they are once again filled to the brim. Just how many cheetahs did we have before the incident, and what the heck are they eating?

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Anyway, no point crying over spilled elves. There is still good we can do, and things we can work on to avoid pointless incidents. I was so used to people finding all they needed during a mood, I stopped paying attention to them. I order a bunch of glass to be created by Aristotle, to avoid another fiasco. The duchess' death also reminds me that many of our nobles have died recently. We'll need to expand the noble tomb area so that the replacements I nominated can have a nice place to rest once, well, once something goes bad again.

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Speaking of strange moods, I know people will usually prefer adamantine bars to normal metals, and possibly prefer adamantine threads and cloths to the normal versions. I have no clue how to make adamantine cloth, but thread we definitely have lying around just in case. But I also want to see if people will use cut adamantine instead of normal cut gems. Since I'm not going to waste adamantine on untrained cutters, and because all the previous jewelers were eaten over the years, I nominate a young boy to this duty. Modesty, ironically, will be in charge of slowly mastering the art of cutting precious gems, so that he may one day create the most perfect adamantine jewel known to the universe.

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But enough with not being attacked all the time! Here comes another forgotten beast. It is made of flame but lacks any special abilities, so clearly this will be an easy victory of the True Handles and their teenage hormone-filled fury.

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I take a second to meditate on the creature's name. the fact that such a seemingly wimpy forgotten beast has a nickname is curious. From experience, flame monsters are very easy to dispatch, and this one lacks any form of syndrome or unique attack.How did it... OH!

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...It would seem that being made of flame actually is an attack in of itself. In a few seconds, the area around Itvid the carvy knives catches fire, and before long the floor it has appeared on is engulfed in flames.

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While it would seem that Itvid has a path to the fortress, it is not moving at all. Maybe I'm miscalculating paths and stuff, so while the plateau stops being aflame, we'll send the woodcutters to get rid of a few trees blocking the way maybe possibly.

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Meanwhile, one cavern level below, a new forgotten beasts enters the region. As with many others spawning in this area, it appears to be stuck and harmless. That means we can focus on dispatching the current issue, Itvid, who seems unwilling to attack somehow.

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I send the soldiers to the front, but before they can get a hold of Itvid the carved knives, said monster hurls a ball of flame toward the approaching troops, from absurdly far away.

Wait. Is that fucking legal? Can it really DO that? Because for a zero ability forgotten beast, Itvid is strangely packed with them from what I can tell. Ok, the soldier dodged the fireball, but now the new level is on fire. retreat, retreat, wait for this one to burn out as well.

New plan, we wait till every single area of that cavern is scorched and extinguished, and THEN we charge at Itvid. The soldiers can dodge a fucking fireball probably, so it'll take a few seconds for them to approach and kill this asshole.

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Ducim apparently did not dodge the fireball as requested. Heappears to no longer be on fire, but may or may not be bleeding profusely from everywhere thanks to multiple first degree burns covered by heavy metal plates of hot steel. Oups. Well, Ducim, that's what you get for enrolling in the army. Against your will. Anyway, ducim rolls around on the floor for a while, goes back upstairs and then decides he's gonna be fine.

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The gods have a sick sence of humor. While the caverns are slowly filling up with fire and smoke, the outside is seeing the second rain we've had in 40 years here. Thanks, Armok, for such a clever joke on us.

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As the rain stops abruptly, before it could wash off anything, so do the flames die out. Time for a fucking confrontation, at last!

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They won't move closer. are they afraid to use the ramps? Are those ramps unusable? no, they aren't. I tell them to station closer instead opf going for the kill, and they obey. Itvid launches a fireball from between two spore trees, and the troops move right to get some cover. They won't, somehow, go and attack the beast. Why? Is there some invisible wall or something? I dispatch two woodcutters to carve a path where a path shouldn't be required at all.

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This is Datan. She is 70 years old, a legendary engraver and part-time hobbyist treeslayer. Her upper body is also melted, because even tho we can't shoot at the monster, it can shoot at us.

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Datan tries to run for safety, but promptly melts in flames. her body now lies far deep, with Itvid between us and her. A bunch of dudes rush to grab it, and cancel when they can't find a path, or get attacked by fireballs. I decide to forbid the bodies and all gear carried by datan. In time, she will become a ghost. Then grass and spores will grow around her grave, and the beast will set them aflame, and then Datan's corpse will burn once more and vanish from existence along with her clothes.

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It seems we can't get to Itvid for some reason, but I'm willing to bet by now that he, too, cannot reach us. We must now avoid this specific section of cavern, for it now belong to a glitched motherfucker. A few moments later, people report to me that the woodcutter is dead, but so is a second victim. strange, I didnt catch this event, but I assume this must have been when people tried to get the corpse and got shot by a fire missile. Wait, none of those reported deaths are named Datan. What the shit killed those dudes?

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I turn around. the deaths aren't from the north, they come from downstairs. What the hell?

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As I reach the second layer of the cavern, i realise, too late, the mistake I've done while planning our assault on Itvid the carved knives. In front of me lies the corpses of three haulers,  mutilated by a gigantic creature, named Xun. The survivors are too scared to tell me anything. What happened? WHAT HAPPENED HERE???? I try to get an answer, but everyone still alive is dizzy, feverish, and delirious. A strange aroma fills the air, like gasoline or air freshener, something enticing yet indubitably wrong...

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People are rushing downstairs to grab the corpses of the fallen. WHAT IS WRONG WITH YOU GUYS?????? I scream at them, scream at them to flee, and in a half-chocking voice I declare a general alert. strange gas is coming from downstairs. In the middle of a giant cloud I see a hammerdwarf enter combat with a monstruous shape, unable to tell what it is. the soldier tries to slay the beast, but waves of forgotten beast gas is knocking him away and inflicting serious damage. Then, as the gas dissipates for a moment, I catch a glimpse of the creature, and Xun catches a glimpse of me.

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''A shrike is a bird'' is the last thing that ever crosses my mind.

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Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 27, 2015, 10:37:12 pm
Because it's been 40 years already, Here is the updated map!!! (http://mkv25.net/dfma/map-12462-whisperswhips) I've had it uploaded for a while now, but waited until now to post the link, to avoid giant trap-shaped spoilers.
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Immortal-D on June 28, 2015, 08:03:36 am
*applause*, lol.  I'm curious, what is the oldest migration wave Dwarves you have?  Is anyone from the Sky Pig era still alive?
Title: Re: Whisperwhip: Syndrome testing facility
Post by: Taupe on June 28, 2015, 07:52:52 pm
*applause*, lol.  I'm curious, what is the oldest migration wave Dwarves you have?  Is anyone from the Sky Pig era still alive?

Surprisingly, 13 dwarves survived through the Skypig incident and made it to this day. There is an easy pattern to grasp here, all of them are doctors/engravers/nobles. Nobles survived by being in their own bedrooms involving a private dinning table. They spend most of their time in a fancy room doing nothing and not interacting with anyone, so it's the safest way to avoid danger and tantrums. The 4 doctors became doctors once shit hit the fan;  most of the people who come to them are in a coma, so they get their face punched less often. Having no other job activated, including hauling and dumping, ensures they are always focusing on patients, but it also kept them out of harms way. Finally we have the engravers. Creating masterpieces constantly makes them happy with work, and they are usually alone in safe areas where nothing is happening yet.

Notable survivors include Squiddwarf, (actually a founding member) Dr Melbil, Duke Tun, the mayor, and manager Stukos. the others are surgeons and detailers.

Rovod the Champion is actually the oldest, post-skypig member of the fort.
Title: Re: Whisperwhip: The next generation
Post by: Taupe on June 29, 2015, 11:19:15 pm
CHAPTER 77: The next generation
Year 137 (So i've been writing a lot of 23x recently, oups)
Killcount: 58

They say the fortress is attacked by a monster from the depths. Usually I'm not too afraid, because that's something they say every other week here. It's been like that since I was born. I'm told in other fortresses they have pets and animals that are raised and butchered for meat. Weird, here we simply get attacked by giant creatures and butcher them for the year's meals. I know a lot about those creatures, and the stories of those who faced them, because my mother was a Beastslayer. Kel was her name, and many forgotten beasts she vanquished over the years, before a stronger one drowned all the heroes. her brother died in that battle too, and they say he was a great general, before he grew depressed and weird. My grandmother i know nothing of, except that she was the sister of a mighty warrior princess, and also to a vampire. And their mother was a queen, before she moved to the capital here and never was seen again.

Our history makes very little sence, I'll be honest.

Since there is no queen and no overseer, the fortress of Whisperwhip is ran by Tun the duke, a scary man who loves querns a lot. I mean, a lot. They say Tun never takes any actual decisions, because he's usually too busy admiring querns. except the decision to order more querns, which he takes a lot. Today, tho, he has summoned me to the mighty royal chamber, so named because they lack any form of monarch whatsoever and aren't the fanciest quarters in the fortress anymore. I went past the empty crafting rooms, devoid of any workshops whatsoever, only filled with gigantic empty chambers. Past that I must cross a giant room full of ''our prettiest querns of all'', which is basically a place filled to the brink with dingo. One of the dingo looks at me funny, then his leg rot off and he runs off, leaving behing a purple trail of miasma cloud. It happens a lot. In the background, I spot a lion slowly running out of blood while patrolling the corridors. I'm told years ago, the fortress had something called cats, which were like mini cheetahs (weird?) but they all died because they didnt have enough blood to lose.

Anyway, I get past the dingos and knock on the copper doors. The royal bedrooms are actually very, very large but lack any of the super-awesome epic furniture created by the crafters recently, like super shiny gem-filled statues decorated with the bones of a thousand rotten dingos. Here, in Tun's room, a giant decorated rose gold throne sits, fully engraved with gems everywhere, yet the rest of the room is plain, filled with standart silver statues. The dinning room is filled with copper thrones and tables, while I know for a fact that deep underground, there is a magical room filled with silver walls and silver chairs and emerald tables and possibly unicorns. Tun sits on his thrones, busy deciding wether 2 or three querns would be more appropriate to order this week. ''yes, 2 sounds reasonable'' he mumbles. The duke was always sorta weird, but he's grown stranger since his wife died a few months back.

''Ah, enter, child.
-You asked for me, your quern-nes?
-Why yes, of course. What's your name, already?
-Modesty, son of Kel the Beastslayer.
-Yes, that's right. And I'm told you've been designated for a new job recently by Dumat the overseer?
-Yes, I'm to cut gems and create wealthy items, in the hopes of creating a cut adamantine gem.
-For querns.
-For strange moods.
-Yes, for artefact querns I see. Well, kid, guess what Dumat is fucking dead now.
-...
-That's right, and we need a new broker. Since Dumat sort of almost named you as a replacement by personally giving you a job that's related to wealth, I want you to become the new broker.
-Hum, yes, sir! I will do my best to trade with elves and humans and the colonies, and get Whisperwhip richer... (altho i know nothing about the value of anything at this point)
-Excelent. Now, you may go, and take care of your duties.
-Yes, your quern-nes (that's how he likes to be called)

I bow, get up, and turn around, ready to leave the throne room, when the duke drops this bomb on me from across the room: ''Oh also the broker was also the overseer, and I'm too lazy to change the paperwork for that. so now you're in charge of administrating the fortress and saving us from this giant murderous bird, kthanks''.


What.

*   *   *   *   *


So apparently, I just became overseer. For the record, I'm a thirteen years old  boy dabbling in gem-cutting. I've spent my entire life so far hauling corpses and getting dropped in the obsidian generator by my mother. I know little things about running a fortress, but thankfully I've learned the basics of this fortress, which are:
1-goblins attack and kill civilians
2-monsters attack and kill soldiers
3-corpses must be dumped in lava.
4-Everything else won't get done.

Armed with this knowledge, I try to figure out the best way to solve the current problem, aka a giant bird spitting deadly vapors is rampaging the wet caves (this is how we call the middle caverns, us kids. ) I happen to know a few soldiers, because appoarently everyone in this fortress is either my age or a 100 years old traumatised noble. As it so happen, i grew up with most of the army, so I go pay them a visit. They are busy training, when i break the news.
''Hey guys, I have bad news. Dumat is dead and apparently I'm overseer. We are supposed to save the fortress from a giant monster.
-Which kind of monster? does it breath FIRE? asks one hammerdwarf. I heard a fire monster is stuck and killed many people.
-No, hum, this one is named Xun, and it's a big bird that spits deadly vapors and...
-Did you say a biiiiird?''

One of the soldiers, this one's named Immortal-D the second, comes out of the supply depot with something shiny. I know this item. a legendary axe, carved from the greatest weaponsmith in the fortress. Smoothbanners, a battle axe made of pure adamantine, the fabled metal. It is the greatest weapon known to mankind, and as such, was never used in battle. Not out of respect, it's just, hum, the wearer got paralysed, and died of absolute generalised haemorrhage before he could swing it.

''What are you doing with that?
-That's the weapon imma use to kill the bird. It's in my genes. I've killed a few elk birds. My father was a legendary bird puncher, and I'm really super certain his father probably hated chickens in some way too!''

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Immortal-D the second drags the axe that's as big as himself, yet surprisingly light, and ventures into the caverns below. He disappears for a while, followed by his friends, but soon he re-emerges, with a bird head in one hand, and a bloodied axe in the other. He starts reciting the story, of how he got to punch the bird multiple times and then chopped his head off because it was a bad guy. His father would be proud. ID the second is now the second generation of legendary bird punchers. That's not a legendary puncher applying his skill to birds, no. that's a very average fighter applying his fist to legendary birds. In any case, that's a 59th kill if I learned anything in murder-history class.

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What's more, the legendary axe Smoothbanners has been bloodied, decapitating its first victim right off. The first victim of this axe is a forgotten beast, how impressive and fitting! I try to takes a few notes for the next murder-hiostory class, but then I realise I'm the overseer now so I probably don't have to take classes anymore.

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With the various deaths, the population has dropped to 90. As ID the second explains how he got his giant bird head to some new dwarves, he starts getting dizzy, and pale, and really week. People carry him to the hospital, along with many of his squadmates. ''Is he gonna die?'' I ask one of the many strange surgeons doing maintenance work on a mysterious bloated creature sitting on a table. ''Oh, yeah, probably yeah'' is the asnwer the doctors give me.

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The doctors identify the symptoms as pain, dizzyness and fever, which frankly is the least in-dept diagnosys one could make. ''Yes, he's clearly unconscious and like sick'' the first one says. ''oh and dont forget pain. Write that down, he probably has that too'' his colleague replies.

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My first act as overseer is, I guess, making sure the people we can't reach get a decent funeral, which is a fancy dwarven way of saying we'll slab his name on a piece of rock and dump it in a corner. Ghosts just love that kind of attention. Some stories tell of ghosts who loved our slabs so much, they got angry just to make sure we would honor them with a slab.

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A guy named Aristotle wanrs me that he crafted the required number of green glass. I have no idea what's up with that. clearly I should consult Dumat's notes on the fortress. I do so, and the closest documents detail the migration waves. Namely, the absolute lack of. One was supposed to show up today, but nobody migrated to Whisperwhip. I should investigate why, maybe there's something strange with that. I've heard strange events are caused by something caused ''bugs'', whatever that means.

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I also receive news of a new artefact, mostly another piece of wooden jewelry. Dumat had some notes on artefact, and it seems he wanted to name many people as temporary armorsmiths, just to train them a bit. I decide to follow his lead. One of the forges is set to only produce copper bucklers on repeat. Anyone who does not have the arbitrary number of ''4'' next to his crafting skill can access this forge and get some training. that way the incompetent crafters will practice their secondary trade to a certain degreee, and ignore the forge once they get skilled enough to make armoring their highest moodable skill (See guys I'm actually learning stuff!)

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I'm told a few mechanics are alone outside disasembling cage traps, in order to ensure that lone mechanics won't have to go outside to deal with cage traps. not sure i understand this strand of logic, but alright. What matters is the result, which is the mayor getting ambushed by a wide range of kobolds. Thank Armok, she jumps away and return to the safety of the fortress...

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The mayor dodges various new kobold problems, until goblins also join the battlefield!!

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The army is mostly being cured of a potentially fatal infection, so they can do nothing to save a young child from being kidnapped. Nooo! To avoid any pointless deaths, I activate the lever and seal the fortress as soon as what I think is everyone makes it back inside. If ID2 and his friends get back on their feet, we'll think about going outside, otherwise this door remains closed.

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Suddenly, even with the bridge raised, a miner is attacked! somehow, a master goblin thief managed to sneak past all our dwarves, and lurked in wait for this very moment. Sadly for him, the miner is avenged when an axe lord decides to join the battle.

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Spoiler (click to show/hide)
When he hears about the fort being in danger, Immortal-D, Aristotle and the rest of the gang immediately jump out of their recovery bed and grab their gear. They obviously still suffer ill effects from the syndrome, effects that nobody truly understand, yet they are all back in the training room within a few hours, fully geared. That's the spirit!

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Spoiler (click to show/hide)
In the meantime, I've been perusing the books left by Dumat. some old notes on traps seem to include a magma floodgate meant to liquify my great-grand-mother and her undead army (what!) as well as backup plans for piercing an aquafier, labbeled ''fail'' in big red letters. I also found more recent notes, obviously written by the strange mayor, detailing a forgotten beast trap. This last one seems more relevant to our interest right now...

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Spoiler (click to show/hide)
I arrange a meeting with the miners, and together we create a modified version of these traps to defend HAVEN. Work progresses smoothly. It' clear those guys have been striking the earth long before I was born.

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Spoiler (click to show/hide)
Far in the distance, we can see a caravan, but they have left the wagons there, instead bringing items on foot to the depot. With the army up, I decide to dispatch Immortal-D to the plains, in order to protect the merchants, and the woodcutters. I'm not sure what's causing the wagon to be stuck, but probably it's linked to the faraway masses of trees. The forest to the south has never really been exploited, what with constant sieges and all, so it has grown without interference for decades now. the army will supervise the area, while the woodcutters will chop down a path for future caravans. I need to arrange business meetings with other civilisations if I am to become a bromer, after all.

Also, for his efforts in killing Xun the Shrike, Immortal-d the second has been promoted to Captain of the guards, but everyone simply call him the artefact wielder now.

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Spoiler (click to show/hide)
since I haven't given any real tasks to our iddlers until now, a few of them announce that they are free to do new stuff if I want them too. I tell them to grab a few axes, and help with the chopping. I want this outdoor excursion to be over as soon as possible.

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Spoiler (click to show/hide)
Spoiler (click to show/hide)
attracted by fresh loot and outside dwarves, a new horde of greenskins arrives in the prairie. The army is able to hold most of them off while the woodcutters run back to the fortress, but one of them falls prey to the invaders. Immortal-d is swinging his axe left and right, and the light-blue blade of his axe is cleaving limbs and breaking bones like they were made of pudding.

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Spoiler (click to show/hide)
More goblins keep coming from every side! We are outnumbered, retreat, retreat!

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We return to the safety of the Whisperwhip fortress. Some didn't make it. Clearly, we will die here slowly but surely unless we can get new migrants. While I browse various encyclopedias, the miners and mechanics manage to complete the trap for HAVEN entrance. 3 levers are added, each in a position similar to the levers controlling the so-called skypig-machine.

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Ah, there it is! an obscure passage on dwarven law, inhabitation, real-estate and migration explains our problem. Basically, because of a loophole, the number of people a fortress has or once had limits the migration waves. Obviously, the numbers of 1000 to 3000 are normally enough to cover even the oldest fortresses of all, and then it shouldn't apply. but somehow, it seems that someone actually added a note stating that, according to some addendum, these numbers are to include animals, and invaders, because they count as people and we shouldn't disrepect their value as living beings just because they aren't dwarves. Obviously this close was written to no doubt cement a peace with an elven kingdom.

So, long story short, it seems that we can't get new migrants because the immigration agents of the citadel of clutches have been counting every goblin, forgotten beast and kobold that ever came here, as well as all the cats that ''migrated'' here via the delivery stork for baby animals. (look im 13). So according to the records, Whisperwhip is currently an over-capacity metropole busting with over 6000 thousand ''residents''. I make a copy of all our notes, paperwork and documents, just in case something goes wrong.

Then, I start reading advanced scripting laws for legislations and regulation, hoping to find a loophole that would circumvent this issue. apparently, the work of a curious and enigmatic dwarf named Kurik Amudnil once invoqued such a loophole to solve a similar issue.

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Spoiler (click to show/hide)
The process is long and harduous, especially since i know nothing of the mysterious language used by the lawyer Kurik Amudnil, or the tools he refers to in his documents. Nevertheless, I finally slapstick together something half decent and create my own, semi-functional loophole to the dwarven rules, and post the news to all the colonies. In effect, I've registered all the dead goblins, animals and pointless critters as ''migrated to another realm'' instead of ''resident, dead''. Maybe this will bring more migrants. Hell, it may even convince the queen to move here at long last! I'm sure the arrival of a real monarch to this place would restore prosperity, joy and hope to our settlement!

I am unsure if my efforts paid or not, until someone from the battlements calls for me. ''Migrants! migrants have come, tons of them!''


*   *   *   *   *   *   *   *   *

OOC notes: So, the old narrator is dead, and instead we inherit modesty, a thriteen years old with no real skill, yet with a very interesting pedigree. Immortal-D managed to assume his role as rightful heir by saving the fortress, claiming the artefact axe on his own, and defeating a legendary bird like his father before him. The fort is now in charge of a new generation of nobles, as well as new migrants. Compared to the last bunch of chapters, this new perspective should be refreshing, or so I hope. While the events of the recent years were interesting, they happened so thickly that narrating them became a huge issue. I had a lot to tell, a lot to screencap, and very little time around that to actually document the story properly. What ended up happening, is that I had to wait a while, and then finally rushed everything before it was too late. To me those chapters felt just like that, rushed and a bit dry. Not that it could helped, as a lot of details were forgotten in the overall process. A bunch of screenshot were useful to have, but sometimes you think ''yeah I'll remember who did that kill and why'' and in the end you don't, so you end up with a screensahot or two of ''something being dead'' with no satisfying story to tell around it.

Hopefully I've learned my lesson, about how no matter how insane things get, i should refrain from playing too much without updating this thread, lest the story's quality suffers. still, I don't regret it fully, as this could also be interpreted as Dumat himself getting fed up with the situation, and no longer paying attention to details and events, simply mentioning that terrible things happened, and stuff died. ''yeah another forgotten beast from another realm, it died.'' Ultimately, this was this lack of attention to details, and the casualness of this whole war against the forgotten beast, that caused his downfall. More ironically, this happened right after i decided to expand the noble crypts, in case some noble died, never even assuming Dumat could be one of them. In my head, he had plot immunity.

Now, another point that's worth mentionning, is the three hours of fudging around to make a script works. Essentially the game works in a strange way and we weren't getting any more migrants ever. I'll be honest, I played in a very reckless way, firmly believing that should a bunch of dwarves die here and there, we'd eventually get a migrant wave or two to help. When thery didnt show up I assumed something was wrong, but kept going to see if dropping lower would trigger the waves,. It didn't. When the cast changed, I figured this was a good way to actually look up when migrants would come (I honestly didn't check until this chapter, simply ''hoping'' people would finally come and eventually giving up). so I found a workaround to what I'm not sure is a weird feature or a bug. In one hand, it prevents a fortress from becoming immortal over the centuries. In the other hand, your entire survival and migration salvation can be nullified by busy dwarves and large amounts of horny cats. Hey, the pets decided to have 400 babies this year, game over no more migrants.

Because im not sure this is a bug, I'm also not sure if fixing it is considered a cheat. So did i cheat? Maybe, maybe not. instead, I'll just explain why this was, to me, a better idea than letting the fortress continue as is. One, while the decreasing number was very tense and climatic, slowly plunging Whisperwhip toward annihilation, it also meant that nothing was getting done. Like, at all. Up to 60 or so dwarves i could maintain basic functions, but then we'd reach a point where the large map combined with the low pop and high wealth would result in a fuckton of items lying around, and not enough people to get rid of them all. We need a minimum workforce dedicated to dumping items and corpses and rags just to ensure that the experience remains pleasant and playable. a rapid death would be interesting, but a slow death would not result in 3o0 dwarves making a last stand. It would be those same 30 dwarves doing nothing, surrounded by thousands of corpses and 10 times that many clothes, running at 4 fps waiting for me to get bored. That, i decided, was not a very interesting or climatic ending for Whisperwhip.

What would be a climatic ending, however, would be a great battle against evil. A mightier forgotten beast than any previously seen. The combined might of many successive ones, coupled with poor decision-making skills on my part. Maybe an epic battle against goblins and monsters on two front finally closing in on the dwarves on both sides. Or maybe, in time, an assault on hell itself.

Or undead.

That's right, the queen we've been waiting for ever since the beginning never got to come here, and maybe, just maybe that's because she too cant migrate to the fortress. That, alone, was worth it for me. So i booted the script, and now we'll be getting migrant waves. That's what i was hoping for. Hell, I named the script ''Summonqueen'' just for that. So that's where we are right now. The end of a great era, and the beginning of a new phase for this fortress, after an incredibly too long 70+ chapters. Thanks to anyone insane enough to read this thing, thanks for bearing with the crappy parts and enjoying the epic ones, thanks for sticking around!
Title: Re: Whisperwhip: The next generation
Post by: Taupe on July 01, 2015, 04:57:35 pm
CHAPTER 78: The Candy Store
Late in the year 137
Killcount: 59


Spoiler (click to show/hide)
Spoiler (click to show/hide)
I'm starting to understand what the older members of this fort are feeling. When I was a kid I was impressed and scared by all the monster stories that this fortress birthed. Now, I've been acting as overseer for about a three months, and I'm already receiving news of a new forgotten monster coming to the caverns. The wet caves, as we kids call 'em. I panick at first, but eventually someone mentions to me that many of the monsters showing up on this floor end up trapped by the overgrown vegetation. Phew!v The migrants are gonna show up soon, and I don't want them to get a bad first impression of Whisperwhip. I wrote the colonies speaking of adamantine and a mighty army, so it would be sorta lame if they showed up and got eaten by a giant dinosaur or whatev'.

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As part of our efforts to make this place seem half-decent, we'll try to clean a little. If this cleaning can avoid senseless deaths, all the better. One stockpile near the fabled ''Ol' Whisperwhip'' is still allowing corpses. It seems that, for decades, people have been braving sieges and ambushes to fill this stockpile, and braving it a second time when dumping sessions were declared. No more, I say! just like the cage traps last year, we are decommisioning this old and dangerous activity zone. People will not go outside unless the army is there to support them, and they have a specific task to do.

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Spoiler (click to show/hide)
no doubt excited about the incoming newcomers, a metalworker has claimed a magma forge, and grabbed a wafer of adamantine. I wonder what marvel he will create! I also wonder how much adamantine we have at the time. The only way to keep tab of it all, cloth and threads and stones and wafers all, is to browse the very umpractical stock book. Surely there is an easier, and more extravagant way of browsing our adamantine supplies...

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While the strangely moody dwarf gathers material, I begin scouting the caverns, or more accurately, the areas where a cavern isn't. Dumat had many great ideas, but he certainly ommited a bunch of possibilities when it came to expanding the base. For about 10 z-level right above the magma forges, the small pillar transforms into a very large rocky mass, in which many rooms could be carved. Of course I must be wary not to build one level just below a magma channel, in case of a random and terrible accident. Thankfully, there is plent of room here. Being close to the forges, this is a great place to create a vault for the more precious materials Whisperwhip recently acquired, including adamantine and steel bars.

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Since I'm in the forges looking over our supplies and making calculations, I have a good look at the materials chosen by our moody worker. Appart from adamantine, he has retrieved many types of pricy gems. Or so I assume. I still have no idea what anything is worth because I didn't get to trade yet.

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Spoiler (click to show/hide)
I settle for a small storage facility about 3 levels below the forges (the level below hosts a very small stockpile and the magma channel, the level above that remains sealed and safe to prevent magma leaks, and right below will be this building.) Next to me, the worker has settled on more... banal materials to finish his artefact. Dingo bones and logs are definitely not on par with the previous choices...

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Spoiler (click to show/hide)
And yet, he delivers! The result is a magnificient adamantine spear, of the highest quality possible! It is made of adamantine, decorated with various spikes of gems and wood, and the entire decorations could be described by ''there's a crudely drawn dwarf on it somewhere''. Still, What we need to face giant dinosaur-like entities from the beyond are great weapons, not artwork.

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As such, I too decide that creating something small and banal will not do. A place designed to host our most precious metals should not be boring and unimpressive. Let's make something gigantic to taunt the gods, or my name isn't Modesty.

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Excavating such a large room will produce a lot of stone, and as such, it may be wiser to create some new stockpiles for now. The work area around BASE1 appears to me as lacking and ''kinda uncool, man'', so it would be nice to add a few stockpiles and use that space. More stockpiles, I say. No point in corridors going into nowhere.

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Spoiler (click to show/hide)
The first layer is complete, but it's about time this fortress experiences with multiple z-level construction projects. I mean, appart from the arena which is sweet as balls. the main layout is complete, now we need to smooth and engrave this, add statues between each alcove, and obviously channel the middle part to create a cool multi-level vault of awesome.

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And finally, the migrants are at our doorstep! Welcoming them, I ask about which task they excelt at. some mention they are kinda ok at fighting possibly, while others mention a dabbling interest in growing or crafting, which frankly this fortress doesn't need more of. Of particular interest are a glassmaker by trade, as well as an adequate strand extractor. Words can't describe how useful such a migrant will be at this time! With someone half-decent at processing raw adamantine, we'll be able to slowly refine our stockpile into useable bars, which means it could be a good idea to keep mining more candy (we kids call adamantine candy cause candy is sweet). I tell the new guy that he will be practicing his favorite trade nonstop here. Then I take the rest of the bunch to the forges, and into the unfinished vault.

''Your job for now will be to sort out the stockpiles, and bring anything that's adamantine here. Rock, bars, thread, everything will be here, on display. When this is over, we'll start dedicating each of you to an appropriate job, depending on what the fortress needs and your particular aptitudes. If you are tired, feel free to grab a spare bedroom, the upper levels and BASE1 right here have a few available now that hum... well, now that people got married and moved together.''

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Spoiler (click to show/hide)
What a fine introduction to the fort! The migrants are presented firsthand with a task that validate our claim to being welathy, as they get to haul tons of cloth-lite shiny metal ores across the fort, into a splendid vault. They seem to be very happy about this new place. The few who start by taking break and grabbing a bedroom are happy to see that our personal chambers are large and furnished, unlike many settlements building 1x2 bedrooms in which one must jump above a cabinet to reach his bed.

The workers are there watching them as they dig the channels to the next floor, happy to greet newcomers, and dodging questions about ''why there are so many fine bedrooms waiting for them''. We explain that, well, it was simpler tyo have spares when we need to move people around the fortress based on their current job. Notice how every part of the fort has bedroms, a dinning hall, and a nice stockpile! Some of them ask why most of the stockpiles are filled with nothing but a huge, chopped down and marinated corpse of what seems to be an eldritch aberration. Oh, hum, that, it's...

''Where are the farms! ask a migrant.
-What are we brewing if there's nothing being planted?
-Did that dog... just lose a leg while walking?
-Sir, sir! Why are there 7 barracks but only 1 squad?
-Who is that strange monster guy in the hospital?
-Why are you in charge if you are visibly a teenager?''


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Ok, I didn't want to explain all those tiny disturbing details right now. But now there seems to be a new source of trouble in the upper caverns, and that source of trouble does breath a deadly dust. You know when you move to a new hotel and it's not like in the brochure and some flaws become apparent? Well those migrants are about to find out why Whisperwhip is not exactly like my recruitment letter said.

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''Ok, people, i know you have many questions, but what matters is that, for everyone to remain safe and happy, there are a few rules to follow. Rule 1: see that big map of the fortress with blue areas? That's a burrow. Until further notice, I want nobody outside of this burrow. ''

''Sir, Shem is down there fishing. Says there's lots of fish there as if nobody went to catch them for years. Should we go and tell her about the rules?
-...fuck.''


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Spoiler (click to show/hide)
Shem is a happy fisher, and she just moved to Whisperwhip to have fun and get rich. The life at the capital seemed like the perfect thing, untiol she went to catch some salmon, and a 34 foot tall Osprey came out of nowhere, and breathed death on her face, knocking her down into the icy lake. Now she is pursued by this deadly bird, and nauseous, and drowning, and she don't liek the capital anymore.

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Curiously, the giant bird has a terrible time locating its prey after it falls into the river, probably because its busy filling the area with opaque dust blocking vision. Against all odds, Shem manages to escape the water, and spends a lot of time running around the caverns like she's in a slasher film. The beast tracks her, sometimes spotted or heard between two stone pillars. This goes on for a while. Shem has managed to survive the initial syndrome effects, and now she is half-able to withstand the nausea. sadly, she also appears to be transforming into a miasma golem for some reason. (that's probably bad for her health).

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Shem is now mostly rotting, nauseous, and also suffers from a fever. She is just wandering the corridors blindly, trying to find an escape. She manages to run downstairs, in the small area that leads to the wet caverns.

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Spoiler (click to show/hide)
The osprey follows, turns the corner, and somehow missed Shem as she sneaks past the murderbird and head back upstairs. The giant Osprey simply stands there, not too sure where it should go next. Alright, Shem, you earned it, we'll lower the bridge for you. You can return to Whisperwhip. Shem crosses the bridge, and we raise it once more. What enters the fortress and joins with her former migrants look nothing like what went down there to grab a fish or two. She is barfing everywhere, bloodied, visibly turning into a corpse as she walks, and suffers from several adverse effect from a fever. whenever she walks, a thick shroud of miasma follows.

''...And that's what happen when you don't follow rule one'', I announce.

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In addition to all the health issues, shem seems to be bleeding profusely from mostly everywhere. She leaves a thick trail of blood behind her. Immortal-D asks if he should go down there to kill that bird. ''Nah, better not risk it, we'll use the trap bro''.

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Spoiler (click to show/hide)
Spoiler (click to show/hide)
The elves show up shortly after, and i manage to conduct my first trading session ever, in which Ioffer a large gem covered in dingo bones for a stockpile of palm wood. fair enough. This gives me the knowledge I need to suddenly price everything in the fortress. According to my evaluation, the wealth of Whisperwhip now surpasses 20 million arbitrary units of value. It's easy to believe, tho, with all the steel, adamantine, and artefacts this fortress has accrued. The migrants are a bit stressed (read: horrified) to see what Shem has turned into, but the call of wealth is enough to keep them quiet. Sure, one dwarf didn't follow the rules and now she cant even talk to express why she's like that, but look at all those silver statues, those obsidian covered rooms, and the fancy spacious bedrooms they have! As long as they respect the rules, don't go where they shouldn't go and obey the alert states, they don't even need to learn what horrors transpire beneath the fortress. If anything, the fate of Shem only served to make them more obedient. nobody ever died from a healthy dose of well-placed fear.

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Then at the end of spring, we hear another call from the battlements. ''More migrants have arrived!'' Someone screams. This should help us improve the fortress at a steady rate. I turn to the last wave, who are busy filling the candy store with sweet, sweet adamantine, and i give them one simple directive. ''If those newcomers ask questions, just say everything is perfect here''.
Title: Re: Whisperwhip: The next generation
Post by: Taupe on July 01, 2015, 11:27:12 pm
CHAPTER 79: Modesty
Year 138
Killcount: 59


Spoiler (click to show/hide)
The new migrants have arrived, and someone crafted a toy axe to celebrate. A toy axe, mind you. I now have enough expertise in the brokering skill to know it is kinda bad. Sure, someone made a picture of our adamantine spear, but that's not really an adamantine spear in itself. Why didn't you use refined silver, or stupid adamantine? We don't have any threads or cloths made of the precious metal, but obviously this person wouldn't have used it even if we did. What a shame!

I can feel the new migrants are judging me, so I've adopted a group of war dogs to protect me, and keep company to Bomrek, my super awesome duper-pig pet.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
To avoid any further wasted artefacts, I had a loom work station installed inside the candy store, and a few threads have been converted to adamantine clothes. the high quality final product is worth 10 000 units, even before it is converted to anything that can be used. Holy Armok on a plate! The migrant strand extractor is doing a good job of slowly producing threads, and the extra hands around the fort means the old dedicated extractor can also practice his trade.

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Instead of fighting this terrible Osprey, I've had the idea to lock it up using some blocks. It can no longer leave the transit area between the two cavern layers, ah! Immortal-D is sad that he didn't get to kill another legendary bird, but i remind him that this is how his father died. He replies that this was also how his father lived.

Thoughts of my own mother come back to me. She, too, was a beastslayer like I-D the first. She died in a confrontation with the fiercest beast we ever knew, and did not flee. Would she be disapointed to see me now, locking away monsters instead of facing them? She also wanted me to be humble and modest, and here I am making fancy gems and increasing the wealth of this fortress. I'm not sure mother would be happy about the soon-to-be-man I have become...

Spoiler (click to show/hide)
At least the bottom caverns are not off-limit, so it's time to resume adamantine acquisition. I found some special plans in Dumat's document pile, detailing a ''safety extraction device''. Basically, he suspected that parts of the adamantine spire might be hollow and host strange, dangerous (-er) creatures, and devised a plan to locate them and maximize adamantine gains. simply put, the device includes a weight released from a support and being released onto the spire. If the top of the spire collapse, then it was hollow. If it doesn't, 16 new blocks of raw adamantine can be extracted safely. Rinse, repeat, until something goes wrong.

Obviously, along the line something could go wrong. that's why before attempting to dig the interior of the spire, we must first seal the entire quarry from the rest of the region. Just like it was done with sealing the obsidian generator from the caverns, only this time the quarry is awkward, overgrownth, and the ceiling is several levels above the thing. Once this is done, access to the mining complex must be converted into a thightly sealable corridor containing several bridges linked to a lever. Build a weight, link to release, seal the complex, test for hollow-ness, reopen the complex and mine a layer while a new weight is constructed and wired. A lenghty process in any case.

I've dispatched a few woodcutters and masons to lay the basics of the isolation dome, but this is a task that will take aproximately forever, so better start now, slowly. I'll try and remember to send new workers to advance the project once each step is complete. The first thing I hear is that manager Stukos has sealed himself inside a locked part of the dome and is slowly dying. We must cancel and demolish all existing progress to get him out.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
A third group of migrants arrive, bringing our numbers up to 126 dwarves. Right after I'm done explaining the rul;es of the fort, of which there is essentially one, a new forgotten beast is spotted in the lower caverns. A giant ass. LOL. No wait, not that kind of ass I'm told. Too bad. Don't worry, I'm told this one cannot reach us.

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A few migrants ask why we should obey my command as overseer, even tho I'm thirteen years old and apparently my grasp on sanity is questionable. Well, pal, because here's Shem, who didn't obey the one rule and explored where she wasn't supposed to. now look how she's basically a grotesque zombie from your worst nightmares, leaving behind a cloud of death and a slippery layer of hot, diseased blood. No seriously, I'm pretty sure there are at least three kilometers of blood trails left by this chick by now, how is she still ali...

Nevermind, Shem just died in front of our very eyes. So yeah, don't forget about rule number one, and respect the burrows.

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I barely remember Logem, but somehow he took a habit of visiting me when he died. He tries to spook me with his weird noises, and the whole ''strangling one of my dogs to death'', but I won't give in to his childish plays. I'm no longer a child, I'm an overseer, asshole, I can't be pushed around!

The next morning, I ask that a slab be engraved for Logem. People simply ask me ''Who?'' and tell me that there is no such ghost in the fortress. I try to show Logem to them, but he is nowhere to be seen when other people are around. He only comes at night, when I sleep, when I'm alone.

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Spoiler (click to show/hide)
Someone comes to me and mentions he made a crundle bone figurine of a dwarf. Hum, good job. Let me know if you made a slab writen ''Logem'' on it, then I'll be happy.

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I decide to focus my attention on the adamantine mines, mostly because sleep is for the week and I don't like ghosts. Progress is moving swiftly on the veins of the spire, even if the dome is slow to build. Our adamantine stores will be so full soon, that I might replace the steel bars on the lower vault floor with just another adamantine storage. Adamantine is more flashy than steel anyway.

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Rumors of a new forgotten beast reach me, but once again the wet caves are where the action is taking place. since they are currently sealed, I decide not to worry about it and keep worrying about other things, like OMG WHY CAN'T ANYONE PRODUCE A SLAB FOR MY GHOST!.I'd move to HAVEN, but then I'd just be more alone more often...

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Spoiler (click to show/hide)
Oh yeah, and then a bronze collossus approached the fortress. Immortal-D the second was ready to face the beast in combat to test his axe, but the monster just... stumbled into a cage and now it is trapped. If the cages are made to contain even a collossus, can we all agree that a lot of material is wasted on cages that will only be used for say, a goblin? Also, that was anticlimatic. This is why using cage traps isn't that much FUN, you guys.

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Maybe the key to happyness is to just, I dunno, not be wearing rags covered in troll blood all the time? I've commissioned a better clothier room, which is now made of pure silver blocks, and the workshops are made of adamantine bars. And the doors are made of silver, highest quality, and decorated with gems and bones. This is the pimpiest room. now someone go in there and craft some real clothes. We have tons of dyed threads and cloth rolls, I want 30 pants, 30 sock pairs, 30 cloaks, and put the leatherworkers on it too, as many of those made of leather. The time of rags and sucky clothing in Whisperwhip is over!

''We didn't have any fancy clothes in my day. Yaknow, before I DIED!
-Shut-up, Logem, LEAVE ME ALONE!''

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Someone made a quartzite coffer, of the highest quality. instead of leaving it there, I have it brought to the room of Manager Stukos, since he's been around for a while and many other nobles have artefacts in their bedrooms. I browse the list of containers, and notice we also have an unused bunch of artefact bags, one of which is made of forgotten beast leather. Bring this to my room.

At night, the leather bag looks at me. Did my mother kill the beast it is made of? Is she watching me right now, through the bag? Or is that...

''LOGEM stop haunting my artefact bag!
-Fine fine, but I'll kill another dog!
-Gasp!''

The next morning, I try to visit the craftdwarf workshops, and finally locate Logem amidst a pile of names. strangely, no one has registered him as a ghost. I personally slab every logem in the list, and place the slabs outside in what used to be the farms. The night comes, and I seem to be free of hauntings.

I'm also two dogs short.

Spoiler (click to show/hide)
Thankfully, the new clothes are here. I grab a pair of silk shoes. forgotten beast silk shoes. Did my mother kill that beast too? I need a drink.

Spoiler (click to show/hide)
In fact, everyone will need a drink sooner or later. With a replenished population, we'll have to resume food production at some point. not now, tho. to change my mind, i decide to massively rearrange the kitchen floor into something more spacious and containing much less fungi. Most of the workshops are currently out of use, so that's the best time to start such a project. The area previously used for farms will include pets ready for butchering. I've taken the liberty of sending a good amount of dingos to the block, because I'm seriously tired of watching sick and useless animals die horrificly all the time.

The new kitchens will include a direct access to food stockpiles and to animals, connecting those to the butchers and tanners upstairs in the courtyard. There will also be a connection to two refuse stockpiles, cutting short on long hauling trips. We'll have plenty of room for milling and cooking plants, too, of which we apparently have a trillion. All and all, this building will be much better and much more efficient.

then I notice that there won't be enough space for a northern row of workshops unless I rebuild the stockpiles above. suddenly, a need for unmet perfection strikes me. Is this why Dumat never touched the place? Because he knew such a terrible misalignment was inevitable? Some people suggest that i go to sleep. What, with the leather bag and the slippers watching me? Are you mad?

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Two beasts join the party. One of them is made of flame and arrives in the wet caverns, so we won't actually fight it. I'm so sorry mom! The second one looks nasty, and would you look at that, it is heading straight toward the entrance to HAVEN, which mean everyone hauling stuff from the candy mines will be easy targets.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Well, the good news is, I had the wisdom to install a trap in there. I'm not sure how efficient it will be if I trigger it, because hilariously enough, the stranded miners and haulers have to cross the stupid trap to return home safely. You can probably see a design flaw here. I wait as long as I can for as many miners to return safely, then I lock down the golden bridge, praying that the missing workers will be smart enough to notice there is no path, and stay the fuck out of the trap room.

Then the beast enters, and even tho it has a very scary aura of disease and decay, it doesn't seem TOO tough in combat, because the combined might of the various war animals serving as ''bait'' is actually overcoming it. The beast is seriously injured. I'm afraid that the pets will die of a curse before landing the killing blow, leaving time for the monster to heal and exit the trap. At this point, it would be a waste to trigger the death machine, so I simply lower the bridge and send Immortal-d and his boys. Using crossbows and good aim, they manage to execute the beast without interacting with the strange secretions surrounding it. Victory!

And then I notice the animals have contracted something very nasty. Some dogs are suffocating from the syndrome. some lions are suffocating from the syndrome. Some of my dogs are suffocating from the syndrome. Is that what you wanted, mother? Is that what you want for us?

The loss of several pets will not shake my will. I know the migrants are looking at me strange, and question the authority bestowed upon me by the Duke. Well, look at all the dying dogs, this is why you follow my orders around, people. This is Whisperwhip. I've spent my entire life here and look at me, I'm fine. so either you follow my lead or end up like Shem, or like these painfully suffocating lions over there. You can't leave now. Whisperwhip is your life. If you leave, you,ll carry with you the seed of various curses and disease you've been unwittingly exposed to, and it'll affect the rest of the world. Every pet in every fortress will die, every child, every dwarf. Nobody can leave.

Hey, you know what would change our mind and make this place a happier fortress? Cleaning the exterior! I'll dispatch the soldiers to deal with all those ambushes that just triggered, while the lot of you take care of the junk lying around. Mettalic crap, bring it to the forge for smelting. Small or large thing, dump it. Tooth, corpse, broken clothes, dumping too. the rest you can wear, lucky folks. We call that Clothsgiving over here, and it is a special day during which nothing can go wrong. It doesn't matter that a few goblins shot arrows at you, or that all my dogs are exploding and suffocating while I drag dead folks around. Clothsgiving is a fine day for fine people and nothing will ever take that away from us. Nobody. Not even you, mom!

...

OMFG Bomrek is dead. My pet pig just crumbled into bits of gore...

Spoiler (click to show/hide)



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So obviously, I didn't mean for things to go this way. I just finished up the latest chapter, and I was thus ready to play. I spend about ten minutes sorting inventories for dumping and melting outside, when suddenly I notice bomrek the pig dying, and immediately Modesty is gone batshit crazy. I honestly expected him to last more than a year. In retrospect, it was probably bad for a teenager to be named Overseer of Whisperwhip. Scratch that, it's probably bad for anyone to be named overseer in Whisperwhip. regardless of my intends, Modesty was chosen because he was the only named dwarf that could fill in the role of narrator easily. His relatives were important characters, and he himself had been given a specific task by Dumat right before he died. My main problem now is that I'm out of such dwarves.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on July 13, 2015, 08:01:20 pm
Chapter 80: Colossal blunder
Year 138 to 140
Killcount: 60

Spoiler (click to show/hide)
With Modesty dying in a very anticlimatic manner, I find myself without any worthy narrator. Truth be told, we have reached a point where it's probably better to just let things run their course and wait for something noteworthy to happen. As such, two whole years pass, during which the fort receives fresh migrants and newcomers, bringing back the population to an eventual 174. that's including many births as well, around ten or so.

Dumat is dead, and Modesty lasted exactly a year. Still, I find my experience to be lacking if I'm not picturing the fort run, in my head, by one of those dwarves. So I start looking for a new overseer. The fortress in front of me is the same as it has been for over 40 years, but I find myself looking at a totally different cast of dwarves. A few nobles remain, but they are all mostly insane or incompetent, or comatose. None of them truly fit the mantle of overseer. None but Bembul. He who arrived a few months before the end of the civil war in 103, became a master brewer and cook over the following decades. His job was to keep the fort drunk and the soldiers fed. Up until the fateful day where the soldiers were few, and the meal many. On that day, Bembul joined the Magical Gloves and became a fighter, alongside legendary brewers Besmar and Firsal. After the megabattles, Bembul finds himself to be the only survivor of the entire army, alongside a cripple and a guy unconscious for the last decade. Whisperwhip has asked much of him, and he answered faithfully. Bembul is worthy to lead both the army and the fortress as far as I'm concerned.

While browsing for an overseer, I find myself looking into the family and relationships of the dwarves, something I was very bad at doing up until recently. This is essentially why I've discovered that many important characters in the story were in fact chicks about three or 4 decades into the thread. This is also why I woke up after twenty years and realised one of our elite soldier was also the youngest princess of our civilisation. In fact, the more I look into things, the more I notice how many, many dwarves share the same family connections. It seems the queen being immortal led to many, many royal children, all scattered thorough the years. It seems that the citadel of clutches is really into consanguinity, because everyone I see seems to be descended from either the royal couple, or maybe two others. For example, Tun the duke is actually from the royal family himself, being the grandson of queen Cog Floorquest. His father was some prince, apparently, of which we have at least 7. Essentially, everyone is everyone else's cousin, aunt, or grandnephew.

I spend some time checking each new migrant, to see if they are related to someone I know. Each profile reveal tons and tons of connections. This fisherdwarf is the father of 5 of our dead soldiers. This other is Tun's niece, and cousin to 70 people in the fort, dead or alive. Actual number. Quite tragically, many migrants are the parents of past residents, who probably came to visit their children. Sorry, people, everyone you loved died horribly. Confronted with all those disapointed relatives, I take a look at the graveyard, filled by hundreds of coffins without any slabs. The mourning dwarves don,t even have the luxury of visiting the right tomb, as most of them are un-labelled. I never cared about slabbing all the victims, until I pictured a legion of crying women wandering the crypts, praying to Kadol that one of those tombs is actually their son's.

While most of the migrants could be summed up by ''Cousin Urist, dabbling grower who likes fishing'', there will be three dwarves who will stand from the lot, greatly so. The first one is a qualified strand extractor, something I would move earth and sky to keep alive. Hilariously enough, this is exactly what this story is about. Let's start from the begining, shall we?

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Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
As Modesty is still alive, wandering the halls like a maddwarf, we receive a forgotten beast, like clockwork. It seems like the animals in the trap room will take care of it, until the syndrom kick into action and most of the fighting felines fall unconscious. I decide to open the bridge and dispatch the soldiers to finish the job.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The beast is slain, but before it falls appart, our foe takes Aristotle with it, tearing the glass engineer to bits as most of the squad is too unconscious to help. With a single squad lacking some members, the state of the military is somewhat deplorable. Thankfully, Commander Bembul is a legendary fighter and trainer, and the migrants are plenty. Everyone claiming to be a peasant or grower is given a steel plate instead, because we have no farms and many, many things to decapitate. The Joyous orbs now count 7 recruits, 1 legendary commander, and two dudes out cold.

As I said, I've been browsing the relationship screen, and noticed two things. first, Bembul has a daughter named Kogsak, and second of all Kogsak, like basically every child born in Whisperwhip, has no husband, no friends and no children. This, I read on the wiki, is the result of having essentially zero breaks in all her existence. Apparently, people can't socialize unless they are off-duty, which happens rarely with zero idlers on average. In most forts this make little sense, but here i can easily picture it.

''Hey, nice rotting cheetah corpse, you are carrying.
-Thanks, I found it losing all of it's legs to the most recent deadly plague, while I was fleing from a 3-headed squirrel from hell.''

Awkward small talk is awkward. Still, it would be a real shame if all of those awesome family trees eventually vanished not because they died to a giant monster, but just because they failed to ever, ever spend two minutes making friends. Thus i decide that once we are done clearing the piles of corpse on our doorstep, I'll give some dwarves a bit of free time. Yes, people being friendless automatons helped with the traumatising events we went through, and yes eventually someone may eventually replace our awkward antisocial engineer as ''public figure'', but in the long run it'll be cool to have family lines perpetuating themselves. I tell the squads to only have 6 people training instead of 10, so they can have some time off. I also decide that, as the daughter of the Militiz commander, Kogsak was gonna be a badass in her own way. And no not by remaining one of our ten legendary bonecarvers.

Kogsak, I decide, will be known as Lady Grace, for she will be the one special dwarf who will learn to fire a bow. I give her the south-west barrack all to herself, the one with the old aborted shooting gallery. You may remember it as ''That one corridor i tried to turn into an assassin training ground'', which resulted in exactly all but one assassins being dead, and the survivor becoming a duke. Still, there is something to be done here, but I don't feel like understanding how archery ranges work. Instead, I order that one Bronze Colossus installed there, with a row of fortifications. Kogsak will waste all the bad arrows on it, since it won't feel the pain. Genius! High-level marksdwarf training with no maintenance, I'm so smart. In fact training against an invulnerable live target will be so efficient, Kogsak will be able to take half the months off so she can browse the dating scene.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
With many migrants, it seems like a good time to grab all the crap lying outside. We'll need all the clothes we can get if we are to keep everyone satisfied and junk exposition-free. While this is going on, the masons work on improving the kitchen, while our miners and woodcutters are outside, preparing a massive expansion for the castle. Needless to say, I have the soldiers stationned outside at all time to prevent accidents. Another soldier bites the dust defending the fortress from a siege. At this point it's obvious that Ustuth and Immortal-D's squad, the True Handles, have a hard time covering the outside against giants and goblins, as well as the caverns all at once. It's about time the new recruits are tried and tested, and I know just the way.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Just to prove how badly we need a second squad ready to dish out the pain, a ranger goes to get some game in the caverns and come face to face with MAGA PABOVNAQUUZ, a giant hairy winged worm with a poisonous bite. ''Not sure i got enough bolts for that'' he declares while running upstairs. Once the beast has been carved to bits by the True Handles, I order both this squad and Bembul's Joyous Orbs stationned inside the fortress. At the same time, the elven merchants are here. Each squad is to cover one cage stockpile, while all the prisoners are marked for trade. As I learned in the past, when a hauler tries to move a caged goblin, it actually escapes. Because moving a cage containing a goblin and moving a caged goblin are two different things.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
About 50 goblins and half that many critters are freed by the civilians and massacred by the soldiers on that day. Much time is saved on cage-wiring and hauling that way. The only problem is that 1-civilians have to get right next to the freed prisoners, and 2-Sometimes the soldiers don't kill the goblins as fast as they are being freed. This leads to the death of recruit Lor (who is instantly replaced by another peasant), a burlesque scoobi-doo chase cross the halls of Whisperwhip, and about 5 injured dwarves, including two surgeons trying to get their patients out of there.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Of special mention is Manager Stukos. That guy is slowly becoming my favorite dwarf, to be fair. Sure, he locks himself in various construction project like twice a year, but he's always there to fix the major problems and do the dirty work. No wonder his son and grandson are such ballers. While most civilians respond to the goblin threat by running away and screaming, Manager Stukos instead chooses to stay there and punch them. He just open up cages and then proceed to strangle the occupants just because why not. He makes it out without a single scratch, despite fisticuffing a dozen goblins because he feels like it. I'm not sure if he's just bored, or trying to impress his grandson who'se job it actually is to kill the gioblins with a legendary candy axe, but the end result is that ol' Manager Stukos is now a novice Fighter and wrestler across the board thanks to this little adventure.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
After this experience, I declare the joyous Orb fit for duty, and they are stationed outside to protect the construction site, while the more experienced True Handles have to deal with things like dralthas, cave ogres, and the occasional Forgotten beast made of steam. Now, that's two of our squads being somewhat operational. What about the third one?

Well, as it turns out, Kogsak is having a hard time becoming an elf-person, mistress of the bow. Not because she's clumsy (altho her character sheet tells me she is) but mostly because Lady Grace is very, very dumb. I told her to grab some wooden arrows and station in front of the fortifications to shoot the Colossus. As soon as she reaches 3 or four squares in front of the fortifications, she declares her position to be ''close enough'' and stands there. She's not a rank 10 shooterydoobabe so she can't shoot across fortifications unless she is next to them. nor will she move next to them. Thus she doesn,t improve her shooting. telling her to actuall attack the Bronze Colossus 4 squares in front of her leaves Kogsak baffled, and she just runs away on break because she can't puzzle out  how to attack her target.

Normally, I would give up, but I really want to have a legendary bowdwarf (for no reason whatsoever). So I come up with a plan: I'll dig around the firing range, maybe 2 or three squares, so that ordering her to station there will leave her 2 or three squares behind, thus in front of the fortifications. Sounds easy enough, right? Well, except for the fact that the workers won't dig out the area because there's a colossus there and they are fucking pansies.

Spoiler (click to show/hide)
So. New plan. If they can't dig around the place because they are scared, I'll carve a staircase from below, starting in the stone depot and ending next to the Colossus pen. digging the first two squares is ok, but then the workers can see the colossus through the fortification and panic. Then they flee. Picture this. I have to lock the barrack door otherwise people try to dig from there, meet the colossus and run away. Locking the door makes the miners go all the way around, from below, use the staircase and THEN they eventually get scared, so they run through the firing range toward the locked door, which I must unlock to let them out, which prompts the ten next miners to try and use that door, which scares them etc.

Now any sane person would realize just how pointless this endeavor is and just give up, but clearly this is not how I roll. Instead I have people take the stairs, dig another corridor left of the first one, and then tell them to dig the final square from there so they can't see the Bronze Colossus through the fortifications. It almost works, but team scary miners refuse to dig the very last patch of stone in front of the fortifications, leaving a very awkward corridor. I try to station Kogsak back and forth into the tunnels and after about 30 orders she finally stumbles upon the correct spot, and proceed to shoot her target! Except not, because she forgot to bring her crossbow. Then 30 orders later she realize she forgot her arrows. Then another 20 orders later she is tired.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
To put things in perspective, between the time I told Lady Grace to fire her fucking bow at a target to the point she did, the generator was activated and mined three times, it's content carved into blocks, said blocks used to finish an entirely new food complex, and part of a new exterior wall. Ten women moved to the fort, became pregnant and gave birth. Two forgotten beasts were carved into meat, as well as a cyclop. Two sieges were vanquished, dumped into lava, then their gear as well as every single item dropped by invaders in the last 5 years were claimed and stored/melted. A forest was chopped down, and the mountain atop which this forest grew was laboriously rzed.

Between the moment Kogsak received an order and successfully followed it, Duke Nukem Forever was anounced and then released.

Spoiler (click to show/hide)
Oh btw, that mysterious cow that got stamped into the porch like some years back by the bridge? We excavated. It was still alive. And enraged. the soldiers had to put it down. Let that sink in. The cow was atom-smashed into a concrete set of stairs, then came out four years later, alive and angry.
 ''Hey, let's dismantle this fully-compact structure of stone we built twenty-five years ago and...
 *MOOOOooooooOOOOOOoooooo!!!*''

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Anyway, our first guest of honor was a simple strand extractor, and he has been living in the fort for quite some time. Let us now introduce our second guess, shall we?

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Right off the bat, when I look at his skills, I know Edzul is no ordinary dwarf. He has the charisma and social skills to be elected mayor right here right now. He is also very skilled in many, many random activities, as well as a fine warrior. He's apparently incredibly tough and very strong.

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When questioned about his combat experience, Edzul informs me that he's slaughtered various animal and animal people, in a place called the Prairie of Worth, an area famous for being the first time I ever hear about it. The groups and societies he claim to have been part of are also new and obscure to me. Most of the dwarves in Whisperwhip come from various settlements of the Citadel of Clutches. They belong to a church caled the Cult of Bronze, and all their fights come from fighting elves in the Dune of Dignity.

Spoiler (click to show/hide)
Edzul travels alone. He has no family, no friends, and strangely enough to worshipped deities. One of the secret reasons I've been browsing relationships and profiles, appart from seeing strings of cousins and pages upon pages of dabbling farmer skills, was to spot specific dwarves. The first one is Cog Floorquest, queen and necromancer. The second is Princess Kunil, her daughter: heir to the throne and, interestingly enough, cursed vampire. now I,m fairly certain Edzul isn't lying about not being a dude, so Kunil is out of the way. But that's the second weirdest person to ever move to this fort (mostly because you can't top a giant giraffe from hell pretending to be a rotting human girl pretending to be the goddess of death and murder pretending to be a bureaucrat). Is Edzul a vampire? Probably.

I have Bembul keep a close eye on him. To isolate the new migrant and keep tabs on him, I designate one of the rooms in HAVEN as Edzul's. There we'll be able to check if he eats, drinks, and I guess murders. He seems rather happy, and never indicates anything about good meals and decadent drinks. edzul's only two thoughs are about admiring a piece of furniture and... receiving water lately? I'm not too sure why that would be, especially since I've been zoomed on him every second ever since he moved to the fortress, and he never received water (nor had any reason for this to happen).

Spoiler (click to show/hide)
Edzul also claims to look like someone who is 144 years old. Which is... strange, since it's the year 140 on the calendar. Apparently he's the first of his kind. That could explain a lot, but since the only ''first dwarf'' I know of is Cog Floorquest and she's a MIA necromancer queen, I'm still wary of them as a whole. I eventually stop watching Edzul closely because ''stuff happens'' momentarily after, and as such, I cannot tell if he is a dangerous vampire, or a strange, sad dwarf. I've been thinking a lot about his case before writing this, however. If truly he is one of the first of his kind, it's very possible that he never got married because there wasn't anyone of his age to wed. That would explain the lack of family. Friends only seem to include people in the fortress, so maybe Edzul had tons of friends before he moved here. Finally, the food in HAVEN so far consists of a giant chunk of 200 forgotten meat, and save for Bembul (who is very busy) all the new brewers are dabbling or novice. The booze moved to HAVEN is most likely from the newest batches, and the meat is uncooked. If Edzul truly spent his stay here living in HAVEN, then it's possible none of the food he consumed or drank provided any thoughts. That's farfetched, but not impossible. Still doesn,t explain why he immediately ''received water'' upon his arrival, but let's ignore that.

Spoiler (click to show/hide)
So, maybe Edzul isn't a vampire. Maybe he's the oldest dwarf ever, who moved from another civilisation to come here, in this cursed place, a few years before his last breath. He never worshipped a god, he never knew love, and for reasons untold he abandonned everything he knew to come here. Despite high social skills, his kills and skillset suggest a dwarf who spent most of his life alone, tending animals, foraging and growing his own crops, as well as making his own rudimentary clothes. All of the things he killed, he seems to be wearing a piece of as jewelry. What happened to your civilisation, Edzul, and why did you forsake it? Why have you been living so many years as a reclusive hermit, only to move in this cursed place at the end of your days? How does one feel after spending what accounts for one's race entire history alone, while every other dwarf mated and raised a family?

Whenever I take a look at him, and follow his actions, Edzul visits the crypts, or the temple of Kadol. He stays there for hours, until someone else appears, at which point he immediately turn around and sneaks away. I've seen a lot of shit in this fortress, and I know the survivors have endured much, yet looking at Edzul makes me think he too, carries a tragic past. The more I reflect upon him and his untold story, the sadder I get. I almost wish he was a vampire. Then the solution would be simple. Alas, I fear there is no cure for what afflicts Edzul's lonely soul.

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Spoiler (click to show/hide)
Spoiler (click to show/hide)
As the strangest and newest guest of Whisperwhip wanders the crypts, the rest of the fortress has been improving the colossus pen. Someone dug from the staircase through the sand wall, freeing the beast, only to trap it in a new cage trap. The useless areas are blocked, and the pen is made entirely out of fortifications, and a 1-large corridor goes all the way around. by stationing Lady Grace anywhere in this corridor, she ends her move next to the fortifications and empties her quiver. At first she uses palm arrows, but with the next quiver she starts shooting silver arrows, despite my strict orders. Idiot, you'll kill our target dummy if you fracture it like that too much. I take Kogsak off the case for a few moments, hoping she'll grab the right arrows when she returns. Around the same time, our newest strand extractor enters a fey mood, and start collecting items. I complain about his choice of workshop, cursing myself for not training him minimally in armoring or weaponsmithing, and then forget about him. there's a lot of artefacts I'm not linking, because who cares about wood scepters at this point. Despite training about 20 novice armorers, all the new strange moods come from children and unskilled dwarves.

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Spoiler (click to show/hide)
I'm not too sure how much pain a colossus can endure before it breaks, so before I send Kogsak in I come up with the greatest plan of all. Like, it almost feels like cheating the game. First I'll craft ten thousand wooden bolts, and assign ten dwarves to a squad with nothing but wooden bolts and a crossbow. They'll level up fairly quickly, at which point they'll be replaced with new dwarves. the legendary marksdwarves will be allowed to ''hunt'' which I assume means they'll carry a crossbow around. In time, all the civilians will be trained killers able to defend themselves or man the walls if needed. It's not a problem if they're all hunters, I'll dispatch soldiers to kill monsters anyway, and if i forget about ten civlians with hawkeye training will gank a elk bird, which shouldn't cause any complications. clearly, I,ve stumbled upon a golden mine.

I immediately draft the first ten dwarves, and create the Earthen Wares. this squad includes the oldest dwarves, so I'm essentially raining our doctors and nobles as snipers. Shortcomings of this master plan peek their head when i notice that the earthen Wares have no bolts, because the manager is not approving anything because he's in the firing range having no bolts. I queue about ten stacks in each and every craftdwarf workshop. That's when I notice that our Strand extractor is still there, apparently not producing anything. He needs raw clear glass, which I know for a fact is a pain in the ass to make. I immediately queue up a bunch of every possible component (Ash, charcoal, lye?) and then remember that, hey, Manager Stukos is not managing anything right now. I visit the various workshops, and queue up stuff, hoping things will be done. I'm sort of busy juggling the shooting range setup, and following Edzul to pierce his secret.

Naturally, that's when our third special guest shows up.

Spoiler (click to show/hide)
Enter Prince Mistem, brother to the late Lady Asmel, and youngest son of the royal family. He shows up with his wife, and probably is bumped about discovering his daughter was eaten by a giant bird since her last letter. Regardless, Prince Mistem is of royal blood, and the highest honor this fortress has been graced with (Unless you count I guess Quula?), so naturally I give him one of the noble bedrooms, and greet him welcome. By which I mean ''every member of the nobility is hidden in a sandy tunnel and shooting a magical statue with palm bolts and pay no attention to him whatsoever''. A caravan from the colonies arrive alongside His Grace, which bring the promise of simply purchasing raw clear glass straight off.

Modesty hasn't been replaced yet, so it seems fitting to offer this noble job to Prince Mistem. He is of high birth, surely he will appreciate this position, I tell myself, oblivious to the fact that the three other members of the royal family I've heard about include a dark magic user, a bloodsucker, and a bloodthirsty mass-murderer. I tell the prince to visit the depot hastily, to which he replies by grabbing a crossbow and running into the caverns to shoot an ogre in the fucking face. did i mention he isn't allowed to hunt? cause he isn't. but hey, he,s a prince so i guess nobody orders him around. Dangerous murderers in the royal family, 4/4 so far.

So trading is out of the way for the raw clear glass, and I can't queue things via Manager Stukos for the moment. At least we have about 45 idlers right now, so someone will... wait why is nobody idle anymore, what are they all...

WHAT THE SHIT.

Spoiler (click to show/hide)
Ok, so. Someone went to shoot the bronze colossus, and along the way they decided to drop their dirty used socks, as soldiers often do. Then someone said, I'll pick that up. The hauler presumably grabbed a bin, moved toward the socks, then noticed there was a bronze colossus at the end of the corridor, and dropped everything. To which someone said ''a forgotten beast biscuit on the floor? Not on my watch.'' Then people tried to grab random crossbows, and clothes, and barrels. Obviously I forbid everything and assumed this will solve the problem. But people want what's inside the box, or seek to move the content in new, unforbidden boxes. Naturally they grab other bins and move toward the corridor, and discard the whole thing. I left the fort alone for about 10 minutes so I could check on our guest of honor, and during that brief moment people managed to forsake any semblance of productivity, and moved basically two thirds of our important bins in a corridor where they refuse to retrieve them.

Ok, this is officially stupid. Not only is this bad beyond relief, but I need people to actually create raw clear glass instead of doing back and forth in this stupid corridor. Also I forgot potash. Shit. Cancel the charcoal people, and also stop turning all the ash into lye... (Disclaimer I'm not an expert at dwarf fortress industry yet).to get anything done, I visit the forty bins and barrels, forbid them, then forbid everything inside each of them, then all the rotting junk on the floor, then the doors, then the people looking at the doors, then the peoplewho know these people.

Nobody. Goes. There. Anymore.

It looks like I'll have to deconstruct the walls and capture the bronze colossus again if I want to retrieve basically every tool and weapon we possess. I disband the Earthen Wares for now as, obviously, the bronze colossus pen will need some intense tweaks before it can be used again. I install traps in a chokepoint, then send a mason to let the monster free.

* Urist cancels deconstruct building: Interrupted by Bronze Colossus.*

That's when I realise what I've done. the first time around we let the Bronze colossus loose by digging a random wall. Now we can't approach the pen because all the walls are actually fortifications. nobody will go close enough to do the work, so I can't even unsuspend the job repeatedly like I'd do with a flooding structure. The solution, of course, is to dispatch the True Handles and let them gun the Bronze colossus down. Only steel bolts will truly affect the monster, and as Kogsak illustrated previously, soldiers don,t give two shits about which ammunition type i want them to carry. I order a thousand steel bolts to be made just in case, so the soldiers should be using those by i guess next year.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Before the soldiers can do any of this, they must address the fact that two forgotten beasts just moved to Whisperwhip. I check their location, and observe that they seem unable to cause any trouble, so we should...

Spoiler (click to show/hide)
Spoiler (click to show/hide)
...False alarm! Here's a third one, a giant humanoid made of coke, and it shoots web. for an extra dose of !!FUN!!, our newest friend Daz spawned about 5 squares from a mechanic fixing the dragon-possibly-maybe cages. A very close chase begins; if the mecanic runs in a straight line for too long, he'll get webbed and die in seconds. He eventually turns a corner and run toward the adamantine quarry, while Daz decides to take a different route and head straight toward the entrance of the fortress.

Spoiler (click to show/hide)
Before I can raise the bridge or trigger the trap, Daz has webbed most of our animals, lunched on a war lion, and is rushing inside the base. The True Handles are running downstairs, trying to intercept the monster. They meet the beast, who decides to simply... web the squad and keep moving toward the base. I don,t want to do this. they are not ready... yet i have to.

I dispatch the Joyous Orbs, hoping to delay the beast. Nobody is sealing the fortress, because everyone is still trying to find reasons to do back in forths toward the Colossus. Daz the coke monster must be killed, no matter what the cost.

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That's when I realize where the beast is heading. It is bypassing the army, yes, but Daz isn't heading upstairs. It is rushing even further down, deeper into the earth. He's going to HAVEN. And there's only one person there. Edzul the strange hermit, living on his own away from every other dwarf, even amidst a fortress of 174. In a strange twist of fate, Edzul's incredible nature, and the doubts he seeded in my mind, just saved the fortress. Had he not been so suspicious, there would have been nobody in HAVEN. Not during the clusterfuck that is happening upstairs. I lock every door along the way, giving the army enough time to catch up and attack the beast. This floor, like the seven before it, get instantly filled with webs.

Spoiler (click to show/hide)
It seems the time they spent trying to poke the bronze colossus has paid off, because the True Handles are now relatively competent with a ranged weapon. You may remember the old squads as very fucking good sharpshooters, but that's because they spent decades on the walls dealing with sieges. The True Handles are few, and the product of dire times, so they've had little to no practice with a crossbow, having to meet each foe on the field as fast as possible. Recently, however, most of them attained level 6-7, with their leader Ustuth being recently promoted to professional marksdwarf, able to shoot through fortifications at a distance. As Daz the coke monster pounces on the nearest soldier, all his quadmates take out their crossbow and pelt the beast with heavy bolts, enough to give the beast pause. The beast is massive and quite impervious to damage, but the repeated volleys are sufficient to destabilise it and counter its attacks. Support fire and the timely arrival of a wardog gangbang give one of the squadmates enough time to escape from the webs. This dwarf is, obviously, Immortal-D.


Spoiler (click to show/hide)
As the beast is busy dealing ith dogs and webbing them, Immortal-D dodges out of the attack, and dashes into the doorway, unnocupied by sticky webs. From there he proceeds to bash the monster, slowly but surely cutting off various limbs with his legendary axe, one by one.

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The beast tries to follow, and Immortal-D maneouvers swiftly around it. Cokefiend and Dwarf both are locked in a duel, in the middle of the fanciest and least used dinning room on the continent, while dogs and friends can only watch from the next room. A daring dance begins... Immortal-d dodges every web, blocks every blow, and still, the creature refuses to die, even as its limbs are severed.

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''Hey guys we finally made it!'' says a young recruit from Bembul's squad, punching the beast in the face from behind and sending the skull flying. Killsteal much? Immortal-D doesn't care, as he's already racked up over fourty kills since he joined the army two years ago. He knows he fought well, and he also knows another legendary kill awaits him upstairs. The fort is still in trouble, hostage to a foe scarier than any forgotten beast: their own ineptitude.

Immortal-D and friends station themselves near the colossus pen, emptying quiver after quiver. Naturally the dwarves will not carry the types of ammunition I tell them to, instead grabbing the closest quiver they can find. Hey, remember when I set every workshop in the fortress to churn out wooden bolts, and then manager stukos validated the orders because he was off duty and we made like a thousand more? Well turns out the bronze colossus isn't going down anytime soon. The use of steel bolt is a miracle rather than a common appearance, so I'm starting to realize bolts are not going to kill this beast. Remember when i was afraid that Kogsak would murder the beast is she emptied a quiver full of silver arrows? Well, I stand corrected.

Everyone move outside. I station the soldiers above the colossus pen, which is just one floor below the outside ground thanks to previously removing the mountain that was there. I dig a stair down, certain that it will solve the problem and allow the soldiers to descent into the pen. The way I understand it, (and boy am I about to stand corrected once more) is that stairs down don,t have to be linked to stairs up to work, that just makes them one-way. That's why the staircase on one level is diagonal to the floor below, and people somehow still manage to navigate the thing just fine. Turns out there's something I'm missing, because the soldiers won't go downstairs. Or maybe their ability to pathfind during station orders don't register such one-way stairs. Or maybe, just fucking maybe, the pen is 4 large, so telling them to move anywhere in it makes the soldiers think ''Hey I'm 3 squares away from there, guess this position is fine''. From Kogsak's first issues with the colossus to this giant inflated mess, the problem has come full circle.

The half-stairs I dug can,t be connected to a down stairs, because every square but one inside the pen is a patch of sand replaced by block flooring, which we can't exaclt reach and deconstruct. So i build a stairway above the only untouched spot, by which I mean ''accidentally channel it instead'', so I must build it from scratch, which gets interrupted because there's a hole now and people are scared of the colossus below. Ten thousand unsuspend orders later, we finally have the first part of a staircase under which we can build a connecting uppper staircase and finally let them soldiers move there on their own and kill that thing.

Funny thing about 50-foot tall building destroyers: it's actually pretty hard to slowly build things next to them? The second I try to unsuspend the second part of the staircase and notice it is simply gone, I realize the obvious flaw in my plan. We have been spending months on this nonsence, at this point. The guy i was trying to save from a mood is long dead by now, but I can't just forbid the whole area and leave the colossus there, because all our weapons and tools are in the corridor and we ain't abandonning that shit.

As our masons are busy building a giant skybridge from the top of the food tower which I plan to just drop on the thing and hope it takes care of the problem, I have a stroke of wisdom, and remember that if i collapse the Colossus Room, then that will also destroy the room underneath. I send the masons in the stone depot to replace the stockpile area by a massive stack of stone blocks, to withstand the collision. Then I have an epiphany.

''I could have just built a staircase up''!

Spoiler (click to show/hide)
Spoiler (click to show/hide)
So after three seasons of total confusion, convoluted plans, total fortress paralysis, a close call with Dan the coke monster, and thousands of wasted bolts, the masons build a staircase in exactly ten seconds. Immortal-d eagerly cleaves the beast bit by bit, and create a goblin statue. Then he climbs the staircase, jump in the pen, and demolish the fortifications himself.  Everything is unforbidden, the haulers retrieve the entire inventory of the fortress and store it properly, and life returns to normal in Whisperwhip. I think I owe you an apology, Kogsak, because frankly, I'm no smarter than you...

The morale of this story is, using a bow leads to societal collapse.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: FallacyofUrist on July 13, 2015, 09:39:49 pm
NO! Aristotle!
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on July 13, 2015, 10:05:01 pm
NO! Aristotle!
I am so, so sorry. Your dwarf courageously tanked a forgotten beast for his team, but they all fell unconscious. Once the fight was over, Aristotle too was unconscious, so nobody could take him to the hospital before he bled to death... He died doing what he loved, which I'm assuming was wrestling nightmarish african mammals. (http://dannyfromla.tv/home/wp-content/uploads/2014/12/african-civet-wallpapers-12.jpg)
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: FallacyofUrist on July 16, 2015, 09:06:52 pm
... Glass Mechanic. Glass indeed.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on July 23, 2015, 04:58:02 am
Chapter 81: Tearchance
Years 140 to 142
Killcount: 64


Warning: This is a seriously fat update. like, larger than what's standart for this inflated story. Like, over 100 screenshots big. I've tried to regroup screenshots in a semi-coherent way, juggling clumsily between the grouped ideas like arena sessions and construction updates togeter, while still retaining the chronological order in which things hit the various fans of the fortress. BTW, the thread has now reached 10 000 views, which is frankly a lot I think, so thanks to everyone following this story! I hope you have as much fun as I do!

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The bronze collossus was, admitedly, a mistake. Now he's dead, but there are still a few ''issues'' lurking under the fortress. It will be a long time before I tackle the fifteen forgotten beasts hidding in the middle caverns, but there is one creature we can get rid of. A flame monster, seemingly stuck and unreachable. I theorize that whatever prevents our soldiers from moving nearby could be behaving the same way fortifications do, giving cover to the forgotten beast. As such, I dispatch a few woodcutters to support milicia commander Ustuth, who is now a master marksdwarf.

Spoiler (click to show/hide)
Within a a few seconds, Ustuth is able to move close enough to score a few hits, shattering the life essence of the creature, and scoring the 65th forgotten kill of the fortress. Speaking of marksdwarves, I,ve assigned Prince Mistem to be part of the Gracious Flights, and as such he has begun training with Kogsak, aka Lady Grace.

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As for our other noteworthy guest, Edzul remains... puzzling. He has been living in HAVEN ever since he arrived, and hasn't mentionned anything about our food or drinks. Thankfully, no dwarf has vanished in mysterious circunstances...

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Later on, i notice that Edzul has been given water, AND food. Are the dwarves pitying him? do they see him musing alone in the graveyard and bring him food to ease his mood? We may never know his secret...

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...That is, until one morning the dwarves report that Cilob is missing since last week. Nobody can locate him, and I don't see it anywhere. I consult the stock screen, and browse corpses, but zooming on his ''corpse'' reveals nothing. I spend more time following Edzul, until the haulers reveal what they know: Cilob the soldier was apparently stuck in a cage trap and was placed in the storage room, where he slowly died of thirst. I'm sorry what? How is this a thing that happens? And I'm not talking about how a dwarf gets cage-trapped, because I've recently learned that webbing monsters turn cages into super-cages. What I want to know, is how does a dwarf find his friend stuck in a trap, say nothing, carries him upstairs, and let him die there.

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Spoiler (click to show/hide)
This hauler is not the only stupid dwarf around. Kol, farmer, recently moved to the fortress with his four pet bats. The pets don't appear in the unit screen, but they register in the animal list, somehow. Nobody knows where the bats went. Every day since the last three years, Kol has been wandering outside in the middle of the prairie, looked around, then came back complaining he can't reach his bats. This is all he will do.

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Spoiler (click to show/hide)
As I muse over cage traps and lost animals, I decide it is more than time I put the arena to proper use. The soldiers are stationed inside, and we murder a batch of animals, trolls, goblins, and ogres. Immortal-D is turning into a terrifying warrior, his artefact candy axe slicing through foes like butter. As soon as the blood stop flowing in the arena, the gates are opened, the corpses are designated for dumping, and a new set of victims is carried inside. The traps I installed to get the cave dragon are still there, and they attract about ten thousand crundles and bugbats per year. I've decided that all training for the True Handles would be live training. These dwarves will either use their strength to haul things fucking fast, or murder things  twice a year to remain sharp. No stupid ''watching bite demonstrations'' anymore.

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Spoiler (click to show/hide)
As the mighty dwarves prepare and train, so too do the armies of the underground. More forgotten beasts enter the middle caverns every year, bringing their numbers to 16 untouched foes. In this area alone, 6 monsters dwell in wait, their special abilities creating a deadly and unpredictable force begging to be unleashed. I have some plans to deal with them in time, awesome anf !!FUN!! plans that don't cheaply revolve around mass cave-ins, but we'll need a strong, vast army, and also we'll need to cleanse the animal population of all those pesky ''devastating plagues''. Outside, the masons and miners have been working day and night for years, preparing the grounds for the later.

Spoiler (click to show/hide)
My plan is to breed enough war animals to support the army and create a buffer when we take on the forgotten armies. While the workers are building new buildings where the beasts will be isolated away from contaminants, I have the iddlers turn to butchery, and every non-war animal will finally be killed. Some pigs, llamas and dingos keep breeding, but that's enough. They all die today. Only lions, cheetahs, leopards and dogs remain. Still, 300 animals. There are also 5 rutherers, but somehow I can't get them to receive proper training that stick long enough, as such they are still confined to their cages.

Probably worth mentioning that one of the sydnromes circulating in the fortress attacks specifically pigs, and causes them to suffocate and die painfully. I don't know what caused it. I'm past caring about specific answers.

Spoiler (click to show/hide)
My money is on our nutrition. So much forgotten beast cuisine cannot be healthy...


*   *   *   *   *   *   *

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During the recent years, many useless artefacts were created. Mostly large jewels, but also amulets and wooden crap. When a dwarf emerges from the carpenter shop with a wooden casket, I am most satisfied. Should he ever die, Rovod the champion will join his forebearers and lay to rest in an artefact coffin. Lady Asmel and Momuz both have their own artefact receptacles.

Spoiler (click to show/hide)
It's easy to prepare for the death of the next champion, as they occur fairly rarely. The common dwarves however die on a daily basis, and the graveyard is at full capacity. I've designated a new large wing to expand the catacombs. While the miners prepare new tunnels, I have the engravers and crafters churn out regular batches of memorial slabs. Matching the names to the graves (or lack of) is a pain in the ass, but slowly the dead are getting the respect they deserve. About 30 dwarves have been memorialised. I also have fancy silver sarcophagi added to the crypts and military resting grounds once they have been glued with sufficient gems and bones.

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While setting up decoration chains, I notice one of the dwarves that, so far, has stayed under my radar. Sakzul has, without telling anyone, mastered 4 crafting skills to the point of being called legendary, as well as getting the hang out of strand extraction. Sakzul is the Da Vinci of the dwarven world. When he dies, I doubt we will ever know such an artist again.

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Spoiler (click to show/hide)
During one of the mandatory slaughter activities, I notice that our soldiers have truly become masters of war, because fighting those monsters bore them. Captain Ustuth apparently decided to fall asleep in the middle of the arena, while fending off two cave ogres. Ok.

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At least the arena is living up to its name, and the ground is now covered in a thick layer of dried blood, witness of various massacres. The dwarven way, truly.

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Spoiler (click to show/hide)
Spoiler (click to show/hide)
Meanwhile, the traders allow me to let more animals out of their cages, giving some impromptu training to Bembul's squad. Obviously they al suck, so many bats and plump helmet men escape. To solve this issue, I dispatch the Gracious Flights, who eagerly disprove their squad name by bumbling their way across the fortress. Prince mistem spends 2 weeks chasing a single plump helmet man, while Lady Grace seems to not understand how bows work, and attempts to bash her victim with it. My heroes. They are kind of the joke squad I keep around just for comic relief at this point.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
During this absolutely dumb chase, I follow Prince Mistem across the fortress. What a great way to inaugurate our new kitchen area! We have a vast area made entirely of rock we created from magma, filled with spacious workshops made of friggin adamantium. and in the middle of it, a plump helmet man is jumping around, dodging every shot from a misguided member of the royalty. They end the chase in a storage area, which I notice is just one giant floor made of querns. I decide to drop like, every single quern that isnt lava-safe into the magma. there goes 2 months of productivity.

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Spoiler (click to show/hide)
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Spoiler (click to show/hide)
Looks like the haulers won't be the only ones working hard this season. The masons will have some job as well. A new forgotten beast appears down below, an eyeless pelican that breathes fire. As much as I want to let I-D the second loose upon the beast, it is probably best that we deal with it safely. Cheetah number 45 takes one for the team, and distract the monster while we drop ten thousand tons of stone on its head. The bottom trap is functional! Now let's reset it, people. Get those blocks rolling downstairs!

It's worth mentioning that the pool used to clean soldiers has been smashed. It is now filled with boulders, and the ramps are destroyed. Unless I tweak the thing around, we can't use it. Repairing it would be useless anyway, as it would be ruined with every activation of the trap.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
While I have ways to deal with forgotten beasts, their syndromes remain insidious. Some civilians are suffering from various diseases, ranging from mild fevers, to repeated losses of consciousness. The doctors are getting good at diagnosing beast sickness, but there is no cure for it. the best they can do is feed the patients and pray they'll get better. Some do, some don't. Such is life, in Whisperwhip.

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Spoiler (click to show/hide)
While on the subject of mysterious bloody things, it seems that new monsters are roaming Whisperwhip. Bloodman are the first example, and they turn out to be just another foe.

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Same goes for Iron Men, despite what their names would suggest.

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Spoiler (click to show/hide)
As they are easily dispatched by the warriors of the fort, a cook becomes inspired by the whole thing, and begins work on a mysterious weapon. He claims adamantine wafers. Looks like my forced crash-course in blacksmithing is finally paying off!!

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Spoiler (click to show/hide)
It's hard to contain my excitement as the cook gathers fancy component one after the other... Whatever he creates is certain to be unique, wonderful, and...

Spoiler (click to show/hide)
Spoiler (click to show/hide)
...And it's a warhammer. A plain one at that, as far as artefacts go. Despite being made of precious metal, adamantine hammers are essentially useless, since it accounts to hitting a target with a giant foam LARP mace. As an overpriced, disapointing and useless item, I obviously give the thing to Prince Mistem.

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While stalking the forges waiting for the warhammer, I've noticed that the smelters are overflowing with unhauled bars. We'll need more storing room, so I order a few new areas dug out.

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Until the rooms are prepared, I put the haulers on another task. They bring every finished goods bins to the depot, where we simply offer old rags, totems, mugs and copper amulets to the humans. Spending every season carrying crap back and forth feels like a waste of time, but once every decade or so I elect to get rid of all the tattered cloths in bulk, as it is more efficient than dumping every item in lava individually. Once the job is done, it's time to haul metal bars. It's obvious we'll need more space.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Better. The excavated tunnel to the caverns is blocked, and the whole place is converted into a storehouse. Some rooms are added upstairs as well. The place quickly turn into a beehive of activity.

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While on the business of clearing things up, I tell the masons to build the new trap out of every single-unit kind of blocks we have, just so my list of materials isn't needlessly clunky. The resulting structure is a multi-colored pattern of death and pain.

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I notice that a mason is dismantling the bridge to the trap device while 5 of his pets are standing on it. The grief would surely shatter his mind, should the action go thourgh. I order it canceled at the last second, hoping someone else will take over, someone less dumb.

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Better.

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Work on the exterior buildings progresses slowly, thanks to incompetence, accidents, and the sheer size of the thing. Having to build every block out of magma doesn't help either. Still, things would move faster if people didnt injure themselves. Here we can see that the new walls will extend to the very edge of what once was Dogshatter Hill, later converted into a second, smaller dumpatorium.

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Spoiler (click to show/hide)
Here's an overview of the new building site. The whole thing has been walled off. While bridges were being installed, I've moved the lucky half of our war animals near the chokepoints, to get rid of ambushes.

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Finally, the steel gates are installed, creating a new courtyard, which is actually bigger than the whole previous castle. This area will host trading goods, breeding and training grounds, as well as the trade depot.


*   *   *   *   *   *   *   *   *

Spoiler (click to show/hide)
Spoiler (click to show/hide)
A new challenger appears, eager to disrupt the work of the mechanics. It goes as well as you'd imagine. No casualty is inflicted by the beast's poisonous sting...

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Spoiler (click to show/hide)
Which is why I'm worried when I read about a guy suffocating. Investigations reveal that the forgotten beast was not to blame, as we merely locked a dwarf under the bridge room. Why? because we wanted to recover the corpse of the previous guy we locked under the bridge. Efficiency!

Wait, Erith and Erib aren't the same person! Turns out, the pig-suffocating disease has mutated and now affects dwarves as well. A few of them turn out dead during the season, just like that. With the increased number of idlers, relationships are blooming, and tantrums are more frequent.

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Despite the sickness, some afflicted dwarves are able to raise a family. I'm not sure how long that child will survive, given the disease carried by his father. Meanwhile in the background, some migrant brought a cat! The first cat in Whisperwhip for a few years now, actually. The local population accidentally died of exploding over the years.

After 3 days, the new cat explodes.

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Spoiler (click to show/hide)
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Spoiler (click to show/hide)
The arena trainings are always a refreshing experience. just when you think you've seen everything, something goes weird. This time, a rooster snuck into the cages, and is released during the training. I decide, saving the rooster will be a good exercise for the soldiers!

The rooster dies instantly.

Spoiler (click to show/hide)
Interesting fact, the arena is locked down by doors. doors are buildings. Trolls and ogres are building destroyer. Sometimes, you end up unleashing a wave of thirty hostile monsters into the fort, while an ongoing flow of iddlers try to swarm into the arena to gather mechanisms and cages. !!FUN!! ensues.

Spoiler (click to show/hide)
To avoid further incidents, the following sessions in the arena are modified slightly. The True Handles are going in to fight monsters, whilethe two other squads are stationned upstairs, blocking the only escape. Any troll breaking a door will be stopped at this roackblock, hopefully (hint they weren't), and any bugbat that flies out of the arena will be shot by the marksdwarves (they weren't). Because this whole plan is terrible, the army spends about 2 weeks hunting escaped bugbats thorough the fortress.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The monsters are defeated, the mess is cleaned, but before the soldiers can call it a night, they must defend the fortress against another forgotten beast. Inspired by all the bloodshed, an armorer claims a magma forge. YES.

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Spoiler (click to show/hide)
The beast is slain after some water adventures. Usually monsters spawn to the north, but this one came from a very unused opening to the south-west. This area is hard to reach, but thankfully the monster swam across the lake, and was killed by the waiting soldiers. The hero who swung the final blow is the son of Zasit the mighty, and younger brother of the deceased Aristotle.

After his victory, he simply... stays there. A long time. A long long time. Hey dude, what's the special ability of the monster you murdered again?

Deadly. Fucking. Blood.

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Spoiler (click to show/hide)
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Spoiler (click to show/hide)
Immediately after that, another forgotten beast arrives, from the same place. It goes around the army, spends some time stalling, then get shot multiple time before it can close in. RIP. The dwarves return to the surface, except Oddom, who is still contemplating a cursed, bloody corpse, while standing over said corpse.


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Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Before we observe exactly why one should not bathe in the blood of cursed creatures, let's take a look at this new artefact. Adamantine armor is truly awesome, and this one is seriously beautiful. Too bad it is a buckler, and I'm not exactly sure how inferior bucklers are to shields. They are lighter, too, and as such they seem more fitted to archers than melee dwarves. As with the warhammer, I give this new artefact to Prince Mistem.

Are we done? Are we done observing beautiful artefacts? Good.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
So people are dying. It starts with this dude, who passes out over the corpse of Rovod as he's trying to give him water. Sibrek was a friend of Oddom the newest beastslayer, and apparently the high-five he shared with his friend proved to be his undoing.

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Everywhere around the hospital, animals and dwarves just begin to... pop. One second they are trying to do something simple, like going to the hospital or taking a break. the next one they just die horribly to a magical wound that opens up, infects itself and murders the victim. People try to check on what's going on, and that ends up as badly as you'd expect. Others simply suffocate. Thanks, mutated pig virus! What a great way to kick in.

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Spoiler (click to show/hide)
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All in all, two dozen dwarves die, and about 150 pets. Those who survived were either hidding in the catacombs with Edzul, or stashed outside near the gates. Everything else is now a pile of gore and bones.

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The bridge room is covered in blood and corpses.

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Frankly, I'm not even sure what happened here. Blood, corpses, vomit, it's like a suck party and everyone is invited. Tantrums are frequent, and I put a bunch fo dwarves on rotation in HAVEN. But hey, at least we have this new graveyard waiting! Normally, this would be the time to mourn the dead, patch the holes and recover. But not this time. This time it's time to send people on suicide missions. I don't care how many more die. because it is back.

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The dragon is back.

And i will have it.

No.

Matter.

What.


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Actually I'm not sure it is the same dragon. It appeared totally to the west, while the previous appearance was from the east. That means none of the traps we built are useful. instead, they simply fill our stockpiles with bugbats. Yay. Using the vegetation, I design a line of defense that is sure to catch the dragon should he try to escape north-ward.

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He doesn't care. the dragon is bored, and aims for the exit. DONT GO DRAGON I CAN CHANGE!!!

...I can change...

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We need those traps and we need them now. By traps i mean, bait. Are you a peasant? Want to live an exciting life? Well, good job, you are now a mechanic. now, take those mechanisms and go place them at the bottom of the earth, near a dragon. Very, very close to a dragon. Actually, if you could sort of provoke him before he left, that's be great.

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It works! One of the mecanics has attracted the dragon's attention. The beast give chase. I was sort of hoping he'd lure the dragon into the cage traps, but instead he gets lost and runs into a dead end, with a ferocious creature blocking his only escape.

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He gets murdered in violent, violent, violent ways. nasty ways. Awesome ways. Man, dragons are so cool, I so must have it! Oh yeah the mecanic is dead. If you couldn't tell.

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Did I mention that, while he was being dismantled into bits in a gruesome fashion, his son was on the other side of the spore tree, horrified, hearing every traumatising part of it? I'm sure he'll grow up to be a well-adjusted citizen of our fortress! (or die to the plague). ''Hey dad what's going on...? (http://i.imgur.com/DLv9TAx.jpg)''. So turns out, the dragon is a babe, and also there is no upper limit to the number of ways you can shatter a skull before the victim dies horribly if done correctly.

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The mecanics' death provides us with a quite bloody kind of tracking device. The dragon is now named Tearchance, which is both an awesome title and a safe way of identifying it, should new dragons return to Whisperwhip. Once the deed is done, the monster depart, leaving behind a mangled corpse, a scared-for-life orphan, and a crew of peasants uneager to become engineers.

Will Tearchance return to our caverns,? Are there... more dragons?  Time will tell...
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on August 04, 2015, 06:15:41 pm
Chapter 82: National Badass
Years 142 to 143
Killcount: 68


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Welcome to Whisperwhip, where forgotten beasts like to visit. Our newest guest has been told about a marvelous dwarven corpse, burning forever, and seeks to take a look for itself. Its two greatest assets are deadly blood, and a serious inability to learn from his predecessors' mistakes. Like every forgotten beast, it decides to jump in the underwater lake and just... chill there.

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A local dwarf has the solution. Range! ranged weapons will take down this beast from afar. Obviously his greatest creation is a palm blowgun, for which we have no training and no munition. The object itself relates to the funding of our capital, and... the instalment of Kivish to the position of outpost liason. Two equally important moments for our civilisation, no doubt.

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At this moment, while the soldiers are striding along the underwater river looking for a good shot, a siege breaks out. This is unexpected, as goblin activity has been rather low these past years. I believe this may be the first siege in over four years. The soldiers are busy and few, but the population is quite happy. Clothsgiving has come! I-D the second stays to take care fo the beast, while Lady grace and Bembul lead the defenses against the greenskins.

My biggest fear is that a civilian may be caught outside. That farmer who seeks his fucking bats for example. I check the dead unit list just to make sure nobody bites the dust. I find a victim. Oh no. How could I be so careless as to let this tragedy happen?

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...did you think I meant dwarves? no who cares 'bout em. I immediately spot a cave dragon in the dead unit list. How.

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Tun, you motherfucker. Apparently between the 2 minutes where the siege and forgotten beast appeared, a cave dragon snuck inside the caverns. Duke Tun Circleoiled ignored the burrow restrictions, whistled his pet lions, and headed to the bottom of the earth with a crossbow and a crutch. to hunt. To hunt a fucking dragon. The pet lions grappled the beast while duke took a few shots at the beast. Then he grabbed the corpse, while being a crutch user, and carried the carcass back to the fortress, where he butchered and ate the dragon's brain. All of this before I could even notice a dragon had come to Whisperwhip.

I'm not even mad that's amazing. Also, thanks to the sacrificial mecanist, we know that there are at least two dragons travelling the caverns, as this one wasn't Tearchance.

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outside, the recruits have been mounting a solid defense. Obviously plenty of war animals in plain view of a hundred archers prove disastrous for the animal population. But since this entrance is built over Dogshatter Hill, I'm fine with it. Bembul and Kogsak repel the goblins, giving the troops much needed combat training.

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The iddlers are removed from the burrows. Clothsgiving has begun. The new castle area hasn't been up for more than weeks, and already it is soaked in various colors of blood, vomit and guts. There will be a lot of hauling to do today. I'm not sure exactly what happened against Aslot the troll, but apparently while Unforbiding and designating the remains I found parts of him... everywhere. Over 3 sections of the wall, in five different trees, and on both side of each section of wall. What the fuck did you guys do here?

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There are some pages missing, but I can get a good idea from the combat log. Aslot the troll was the last one standing, waking up from a blow to the head after all his friends were dead. The dwarves did not kill him straight away. that would have been mercy, something trolls barely deserve. The dwarves remember the recent death of the duchess, slain by such a beast...

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Impressed by all those new clothes, many female dwarves give birth that day. ''It's safe outside, baby, you can come out!'' With this victory, and months of hauling ahead, the fort enters a period of relative calm...

*   *   *   *

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As the dwarves work on hauling things and improving pathways, i take a look at our artefact weapons. Our adamantine spear has finally tasted blood during the recent siege... Captain Ustuth wields a weapon of incomparable power, but his real strength lies with his crossbow.

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Immortal-D the second does not care for such ranged attacks. His weapon, Smoothbanner the Patterned Dish, has brought an end to the existence of over 80 foes. Many goblins killed during staged and actual combat, as well as a colossus, a giant, and a forgotten Beast. Truly no finer weapon exist in the realm.

Surprising to none, the warhammer carried by Prince Mistem has not yet claimed a life...

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Designed by an utter noob at the time, the fortress is fashionable yet incredibly impractical. From HAVEN to the surface, the old staircase is revamped, replacing the clumsy staircase with a 3x3 area made entirely out of shining silver. Immediately, the traffic is cut in half.

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Past BASE1, the caverns are troublesome to navigate. With forgotten beast assaulting us from outside, we must be able to manoeuver around all those stone pillars. The masons and miners expand the initial room toward the south, making a solid and permanent path toward the volcano.

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As time pass, the soldiers keep training in the arena. Where there once were two pages of caged prisoners, only a lone troll bowyer remains, waiting patiently for his faith in the bloodsoaked battleground. When enough bugbats and dralthas join you, troll, your misery will be cut short.

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Even with a siege, many dwarves complain of soiled old clothes. The silver and adamantine workshops are expanded, adding two more clothier stands, made of the lightest and priciest metal known to dwarves. Some migrants claiming dabbling skills in weaving are put to the task, and start transforming all our bolts of cloth into more useful goods.

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Olin Rigotharban was very proud to be a dyer for the Wilted Sack. It was he who was chosen by the founder Dumat Construcmirrored to color all those threads. For years he has been the only one to work in this area, quiet and contemplative. Now those newbies are taking over his workshops. Betrayed and regularly crippled by a draining beast fever, he finally decides to exile himself from society.

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He claims a magma forge. i tell the haulers not to disturb him as he works, while they bring adamantine wafers to the Depot. This new one will show our wealth to all traders, and being built outside, traps will not prevent pathing for the caravans.

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New month, new monster. This time it's a stick insect with a deadly spittle. While soldiers can dodge it easily, animals cannot. I tell the warriors to intercept the beast before it can inject our pet population with yet another disease. sadly, they are really, really bad at pathfinding, and the beast runs straight past them. a battle ensues under the watchful and cruel eye of the stonefall trap.

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A few unlucky anaimals reveal one of the more direct effect of this syndrome: things just fall unconscious. The extract can also shater bones, if unblocked by armor. The ranged fighters manage to put an end to this fiend quickly enough, once they actually locate the combat.

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Sadly, more creatures plague the fortress in their own way. It has been a while since Whisperwhip had any actual fisherdwarf, as they all died or retrained into another profession. The recent migrants are very fond of the sport, and ten of them like to go down in the caverns and practice their hobby. A few of them died to pond grabber. With some many stone pillars, there is nothing I can do to stop the creatures, especially since more keep coming from the edges. Fishing will have to be forbidden around here.

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Olin finally emerges from the forges, after all those battles. he holds a legendary adamantine gauntlet, the greatest piece of armor ever created in Whisperwhip, and offers it to Immortal-D, our greatest warrior. Olin claims that he learned much from this item, and now calls himself a master armorer. I tell him to start working on high-quality steel gear, but he replies that we are out of steel. Then he falls unconscious, and people carry him to the hospital, where his fever will be contained for a time. Of all the dwarves to achieve this status, why did it fall on the one who can't eat a sandwich without passing out?

THE FORGOTTEN BEAST SOMETHING SOMETHING HAS COME! A TOWERING, MYSTERIOUS CREATURE, WHO'SE SCREENSHOT IS BUGGED! BEWARE ITS DEADLY BLOOD
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immortal-d grabs his gauntlet, and is instantly summoned back to the caverns. a new deadly foe has appeared, who'se only thing i recall is that i wanted it to die from the stonetrap at all cost. I station the soldiers on the bridge, while I order the levers pulled.

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The beast is as deadly as its special ability. It murders every animal with a quick bite, and swiftly escapes the trap room before the stone can crush him. No, mister surgeon, don't pull that lever!

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The beast will have to be faced the old way. His six friends shoot bolts at the beast, while Immortal-d courageously steps foward to distract the beast. The creature is easily slain by the combined might of the soldiers, but Immortal-D is now covered in the deadly substance!!!

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Thankfully, he only has tyo walk a few squares before crossing the cleaning pond. The extract coating is flushed into the pool, and Immortal-D the second is now cleansed. whatever effect the blood could have, it didn't have time to act on our hero.

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This was still a very courageous and selfless act, that of taking the blunt of the blood to spare his companions. with such an impressive military record, and various megabeasts slain valliantly, I confer upon our hero the title of National Badass. His grandfather, Manager Stukos, is incredibly proud, as would his father.

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On the surface, war keeps raging on. many sieges happen, and the civilians are constantly hauling corpses and clothes back to the fortress. The chokepoints and the inner courtyard create good areas to kill goblins, and leave most of the corpses and gear close to the fort, where walls protect civilians from further ambushes and thieves. The only cost for such a setup is that every siege, a dozen or two war animals must be sacrificed to archers, taking aggro off our soldiers while the fight evolves into a general brawl. during this year, no elves show up at all. I guess the renewed goblin ferocity prevents them from travelling safely.

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The courtyard is large, so i might as well use it for storage. woodcutters can easily venture outside and escape from ambushes, thanks to the walls. as long as they don,t venture too far, they'll be fine. the second, smaller dumpatorium is now protected by the outter walls, and can safely be converted into a stockpile as well.

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When the merchants from the lavender empire travel to Whisperwhip once more, they find a castle that could put theirs to shame, with a shining trade depot held in a large outter courtyard. the roads are paved with obsidian blocks forged from a volcano, giant stockpiles of logs lie along the way, and the doors are guarded by tons of war animals. In the background, the fortress proper stands, now off-limit to any non-dwarves. the humans can only behold and imagine what wealth this strange castle holds. they may conveit it, but they know from experience that war against the Citadel of clutches won't end well for them.

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Something is marking items for trade nowadays and I don't know why. I decide to trade whatever appears at the depot. This time it,s masterfully cooked food made of various forgotten beast. Now the world over will know of the greatest delights crafted here in Whisperwhip. The humans offer gems to socket into our furniture, and large gems that will serve to trade with the elves. thety hate anything that's even stored in wood.

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Not everyone could agree on the awesomness of our food and drinks. As i look over Edzul's profile once more, I notice that he still hasn't eaten or drank anything. He has, however, been carrying people to bed and offering them various things. What the hell is up with this guy? I know for a fact that he isn't a vampire, for I would have found corpses by now. Still, he don't seem to eat... An idea crosses my mind, which we'll explore further next chapter.

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The human merchants probably think that Whisperwhip is a utopia. we have wealth, might, and the greatest food and drinks one could dream of. What they don't know is that strange things happen in the depths of the fortress. Logic and safety urge me to seal the caverns forever. After all, they offer nothing that an extended period of mining wouldn't bring up. There is little to no reason of having them opened. and yet... I feel it is this fortress' destiny to stand strong and face any threat. And on this day, a new threat has come, a gigantic squirrel that sends huge clouds of poisonous vapors around as it moves.

The military knows the drill. they mobilize in the depths, outside BASE1. Their foe entered from the save cursed spot that a bugged out flame monster did years ago. This time, the monster doesn't stay there, and quickly ventures into the pools that failed to fish out the older militia. As the corpses of heroes lay in the lake, and the remnants of Drokles burn forever just next to them, the dwarves approach the monster.

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The beast is too quick. somebody has to go ahead and distract the monster while the others shoot it. Immortal-D the second volunteers once more, faster than any dwarf even while wearing thick plate armor. He engages the giant squirrel, and strong, nauseous fumes fill his lungs. The national Badass counteracts, supported by his friends. He hacks a paw, then some legs, and finally cleave his foe in half with a mighty blow from Smootbanners.

Copgur the squirrel has fallen! The dwarves rejoice and head back home.

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On the way back, the beastslayer mutters something, then becomes silent. His legs cannot move, his lips are sealed. his paralysed body falls to the ground. The National Badass drops his shield, and his fateful axe. The dwarves gather around him, shocked and trembling. No, not him...

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The mayor herself rushes to his aid. The mayor has never helped anyone. she has no friends, and care for nobody. yet there she is, grabbing Immortal-d over her shoulder, dragging him to the hospital. ''It will be fine, guys'' she tell the soldiers. ''The doctors can cure paralysis. And even if they can't... Rovod still lives...''

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The mayor doesn't go far. A few steps, maybe. Past the staircase to the middle caverns, and next to the skypig machine. The patient she is carrying is now a corpse, still and lifeless. Immortal-d the second has perished to the deadly vapors. His corpse now lies in the caverns, not far from the weapons he dropped. The soldiers look at each other, wordless. Tun the duke himself arrives on the scene, and personally carries the body toward the fortress. toward Whisperwhip. toward the home that he died to defend. The leader of our civilisation himself is carrying thios war hero to his final rest.

The military crypts are not worthy of such a dwarf. he may never have held the title officially, but everyone agrees. I-D the second was Whisperwhip's champion.

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Tun carries the remains to the artefact coffin waiting for such a champion. Three priceless artefact coffins, forged from the bones of Whisperwhip's enemies, hosting three legendary dwarves. Lady Asmel, warrior princess and great slayer. Momuz, he who defeated the greatest foe of this fortress, who'se name shall not be spoken. And Immortal-D the second, son of Immortal-D, son of Stukos the manager, slayer of 5 megabeasts, of a hundred goblins, and wielder of Smoothbanner the artefact axe.

May he rest in peace...
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: FallacyofUrist on August 05, 2015, 10:41:28 pm
This is why we use magma.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on August 05, 2015, 11:20:02 pm
This is why we use magma.
But... but... meat!   ::)
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: crazyabe on August 18, 2015, 02:05:23 pm
PTW
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Sarrak on September 09, 2015, 06:27:11 am
Currently in the process of reading... And I can't stop.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Immortal-D on September 09, 2015, 08:44:49 pm
So tons of butchery, and I actually survived this time?!  Bonus 8)

Sigh.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on September 09, 2015, 10:59:16 pm
So tons of butchery, and I actually survived this time?!  Bonus 8)

Sigh.
On the bright side you were the first to confirm the existence of paralysing syndromes! Science!

Currently in the process of reading... And I can't stop.
PTW
Welcome aboard, people!

The thread isn't dead, I just have a lot of community forts queued up, all coming up at about the same time. I also need to practice for my music class, which leaves me little free time right now. Once the blitz is over, Whisperwhip shall return. I have about a year or so waiting for an update, and we'll also be jumping into legend mode a bit.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on September 12, 2015, 02:22:39 pm
Hey Taupe,

I followed a link here from the Doomforests thread (which is amazing by the way) and have spent all week trying to read through this thread. I'm still only half through (I'm a slow reader). It's really cool to see how you gained the skills you put to such good use in Doomforests. Like you said, you've gone from reports that were just "and then this happened, and this, and this..." to telling a real story. You've really developed as a writer and in such a comparatively short time too.

I've also learned a lot reading your story too. I thought dwarves only got happy thoughts from statues that were designated as part of a statue garden. I have on fortress I've been playing since 40.24 was released that's on a glacier (it's the only fort I've started that I haven't had to quit playing because of crashes, not sure why that is) and I've implemented your masterpiece statues next to the main stairs technique in order to counteract all the stress from the constant snow outside and the massive piles of troglodyte corpses. Thanks!
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on September 14, 2015, 12:26:55 am
Hey Taupe,

I followed a link here from the Doomforests thread (which is amazing by the way) and have spent all week trying to read through this thread. I'm still only half through (I'm a slow reader). It's really cool to see how you gained the skills you put to such good use in Doomforests. Like you said, you've gone from reports that were just "and then this happened, and this, and this..." to telling a real story. You've really developed as a writer and in such a comparatively short time too.

I've also learned a lot reading your story too. I thought dwarves only got happy thoughts from statues that were designated as part of a statue garden. I have on fortress I've been playing since 40.24 was released that's on a glacier (it's the only fort I've started that I haven't had to quit playing because of crashes, not sure why that is) and I've implemented your masterpiece statues next to the main stairs technique in order to counteract all the stress from the constant snow outside and the massive piles of troglodyte corpses. Thanks!
First off, thank you so much! That's really appreciated!☺☺ If you actually enjoyed Doomforests, you'll be glad to know im currently working on my second turn there.  Ive also done poorly illustrated turns in Immortalitytowers and Murderflood recently, which is time consuming but a lot of fun. The story and characters really grow on you when you are turning them into drawings. If (when) Whisperwind dies, thats something Id like to try for a sequel.

Second, being half-way into this does not make you a slow reader. This thing is horribly long. Truth is, I dont know how many people started this and just... died of old age along thenway or something. From earlier tests, the combined text from all the story was bigger than your average teenager novel. I once tried to edit the thing and eventually moved on with my life...

Third, Im glad to know that people are learnijg from this. My usual approach to problems is usually to come up with poorly researched solutions. I try to avoid the wiki unless I need to, especially the more specific sections. I know there are a lot of guides in there, workarounds and tips, sometimes blueprints and designs, but I stay the hell away from those. Id rather try my own things and fail miserably than copy a pre-made idea. My trips to the wiki are usually something like "Hey wiki, what the fuck is  Draltha anyway". I once decorated the fort with copper bins and barrels and furniture because it sounded so fucking fancy. Thirty years later when I got steel I learned how worthless and heavy Id inadvertantly made everything.  When I make a new fort, my biggest regret will be that this spark of inneficiency, innocence and confusion will be lost.

A word about statues and items in general, from my poorly researched understanding. Dwarves admire things as they walk around or chill somewhere. Their vision is somewhat limited, one or two units max. They do observe and appreciate items around them (I think?) but anything too far from their path is thus wasted. Rooms have two effects. First, a chillin dwarf in a dinning hall will benefit from the room's overall quality. (dined in a grand dinning room recently) The second effect is that it attract dwarves. Plain and simple. Your garden statue's real power lies not in the value of its decorations, but in its ability to bring dwarves there in the first place. They are like markething, making sure your pretty things get niticed and looked at. Am I certain about all this? No, not entirely. Someone will probly correct me and explain that Ive been wasting my time on this. To which Ill reply that statues are awesome and you should put them everywhere because they are cool.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on September 14, 2015, 01:15:53 pm
It honestly has worked. My dwarves thoughts have gone from lists of "horrified by the death of a troglodyte" (I hate how a spare trog limb lying around is apparently enough to trigger the full death experience, dwarves keep going crazy after trips to the refuse pile) to occasionally being broken by green and blue "was interested near a sublime statue". My statue garden is in the zoo outside, hence all the unhappy snow thoughts. I should probably move it inside but I think it's good that the dwarves don't become cave adapted and keeping the animals inside all the time without sunlight seems cruel, so I keep them outside in weather so cold that milk and lye freeze before I can get them to the kitchens.

The other thing I've picked up from Whisperwhip is trying to make my architecture a bit more exciting. My previous forts have all been series of squares and rectangles. Dwarves don't care but it does make the map a bit boring to look at.

EDIT: Okay, so I finally finished it... wow. The Imortal-D deaths are somehow always the hardest to take, even more than Dumat's and Asmel's. Weird to think you were watching when I-D the second was miraculously born to carry on his father's name, and then were watching as he died to another forgotten beast syndrome. The Sims can only dream of this degree of pathos.

I was reading this (after getting part way through Doomforests and then jumping here, I guess that thread will become my reading for when I'm painstakingly insulating the 80 story magma pump) and thinking "Wow, Taupe must be cursed. I've played fortresses for years and barely ever seen a forgotten beast..." Then while I was reading this I had to face down three in one year, including one with deadly dust who I now realized was teleporting my soldiers into a giant lake; at the time I assumed the idiots had jumped in for some reason. I thought the curse was spreading and then I realized... it's not you Taupe, it's the bloody statues! I started erecting statues in every stairwell and like clockwork, we go from zero forgotten beasts to three in one year. It must be something to do specifically with displayed wealth, since every fortress I've ever played has focused mostly on creating practical, quality clothing. Shame I didn't wait until after installing the cavern levels of the 80 story magma pump to begin the fortress beautification program...

I've realized something sadistic about Dwarf Fortress that I never fully comprehended before reading this... This game is basically a means of manufacturing Lonely Mountain scenarios. The fortresses are meant to prosper then die, spectacularly, so that you can do it all again. Where was the dragon's hoard you asked? Inside Whisperwhip, in the form of snazzy silver statuary and a truly ludicrous amount of artifact wooden rings.

When you said the Age of Myth was ending what you meant is that Whisperwhip is slowly grinding it to an end. There has to be a limited number of forgotten beast. They're created at worldgen they can't just keep coming... I suppose you have a very young world but still, I thought the number was something like 80. Surely you must be approaching the aptly named Age of Legends.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on September 19, 2015, 07:38:38 pm
When you said the Age of Myth was ending what you meant is that Whisperwhip is slowly grinding it to an end. There has to be a limited number of forgotten beast. They're created at worldgen they can't just keep coming... I suppose you have a very young world but still, I thought the number was something like 80. Surely you must be approaching the aptly named Age of Legends.
I won't spoil anything but... there are currently 25 forgotten beasts chilling in a single cavern layer, and that's not even a relevant number. The total population is... high. Whatever number you are imagining... it doesn't compare. When Zuglarkun was generating worlds for the Murderflood reboot and said ''I want a truly high number of forgotten beasts, like 30 or 40'', I realised something was definitely amiss with Whisperwhip.

And yeah, I won't lie, the I-D storyline gave me feels. Many died, but he was the only one I actually saw come into the world and watch mature. An heir born months after the death of his father, that made it look so special. For 12 years of gameplay, I prepared for his coming of age. I kept telling myself that whatever happened, no matter how many dwarves would die, if he lived to 12 then it would make for the most awesome story. A young dwarf born amidst the chaos, a miraculous heir, raised to restore the militia to its former glory. We found adamantine, we made the sweetest axe. He became a war machine and a very solid dwarf. And then he... ended like this. It was as if the game itself acknowledged what a tragedy it was. Characters I've never seen do anything nor care about anyone were there, for no reason, trying to save him. They were just strings of data to which I gave a made-up level of importance and relevance, and even they knew that the death of I-D the second was special.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on September 19, 2015, 07:43:17 pm
Didn't you say something about how forgotten beasts had wiped out all the other dwarven civilizations...
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on September 19, 2015, 07:49:56 pm
Didn't you say something about how forgotten beasts had wiped out all the other dwarven civilizations...
Browsing the world map, I found that half of the landmass is made of large archipelagos and semi-continents populated entirely by ruins. The main continent has endured and contains your usual set of civilisations (three dwarven), but half of the world (islands up to australia size) are essentially just hundreds of ruined settlements. Mostly titans-caused from that I read. Colonisation efforts were not exactly fruitful in the Windy Realm is what I'm hinting at.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on September 30, 2015, 03:25:09 pm
CHAPTER 83: Royal blood
Year 143
Killcount: 72


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The whole fortress is in shock. Immortal-D the second has died, killed by a syndrome after he defeated a powerful squirrel-fiend. The aftermath of the fight can still be seen all across the place. Long trails of blood, mourning dwarves, cheetahs bleeding out left and right... The bridge where the showdown took place is now a pile of feline corpses, guts, blood and miasma. Still, the population of Whisperwhip must move past this tragedy, and prepare for the fights yet to come.

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Underneath BASE1, the beast known as Xun Bloatedsucker lurks, trapped but unscathed. There will come a time where the dwarves will want to take back the middle caverns, and Xun acts as the gatekeeper. His massive syndrome causes prolonged bleeding and fever, resulting in a somewhat horrible death experience. An unlucky new migrant named Shem was the one to discover the effects, much to her displeasure, and her blood soaks the various hallways to this day.

While Xun may be trapped, and the fight delayed at our leisure, the forces past him grow with each month. No less than 25 forgotten beasts now call the middle caverns their home, a place I've started referring to as DOOMCAVE. In this cursed place, the final fight awaits, where the forces of the Wilted Sack will throw everything they have to destroy the scourges of the Windy Realm, once and for all. Weither they live to take on this fight is another matter entirely.

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Heroes rise and fall, but slowly, the dwarves learn from their past mistakes. Not the ''don't take on forgotten beasts in single combat for no reason'' mistake, for that would be silly. I'm talking about our main problem, syndromes. In time, militia commander Bembul will make a fine, strong and agile soldier out of any dwarf. Some things cannot be trained, however. Disease resistance is one of those things. The residents are called to a grand meeting, where each of them is tested by Dr Melbil, to test their ability to shrug off weird curses and sickness. A few dwarves are exempt from the ensuing draft, such as the World-Famous artist Sakzul, the rest are grouped into a new squad: The Golden Labors. Young Kubuk is skyrocketed through the ranks, and become a captain, thanks entirely to his above-average resistance to common cold. The associated noble bedroom does little to appease him of this dire fate, and he slowly sinks into various tantruming incidents. He will learn. They all will.

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Other dwarves try and improve the military in their own ways. Prince Mistem of all people soon withdraws from society, and relocate to the forges, leaving Lady grace to train on her own for a while. Adamantine, silk and obsidian are claimed...

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The resulting item is... impressive. Worth an entire kingdom, Loverrushes the Diminished Slayer evoke war and strife down to its very name. The item illustrate the wars with goblins, as well as past heroes of the military, and a group of countless forgotten beasts. what's more, those patterns and engravings repeat fractally into infinity, as the very details of Loverrushes are depicted on the item itself. Needless to say, Prince Mistem is now a legendary armorsmith. This is a grand moment for the fort. A sickly dyer once had a mood prior to I-D's death, but his crippling curse prevents him from ever completing a job.

Prince Mistem was initially a noble I joked about, but he has zealously served in the army, and will now outfit its members with top notch steel gear. Just like his late sister, he has become a core element of Whisperwhip in his own way.

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Steel, we will need aplenty. The bone crafters have used most of our supplies decorating top-quality furniture. They'll need to be relocated to other duties. They leave behind an empty bonehoard, or close to. The place was once filled to the brim with skulls and remains when the dumpatorium started to overflow. Nowadays, most of the bones have been used to beautify the fortress. What's left is a pile of mismatched chitin, teeth and shells from various slain megabeasts. A trophy room, if you will.

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Time for some more improvements! The trade depot now looks like a bejeweled game. I like to trade a few large gems from humans, which stay there all year and are then sold back to elves for pets and wood. That way a lot of hauling is saved, and we also avoid offering any wooden stuff to the pointy-ears.

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The courtyard can use a little more tweaks. It is time to isolate and purify the war animal populations. A few dogs are left near each entrance, to drag aggro, while the rest are moved atop Dogshatter Hill, in three separate pen. The large cats are stashed in the various layers of the courtyard, where we once did farming.

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Before any pet is transferred to its new home, I spend a good amount of time observing the hallways and singling out problematic pets. I have any animal that seems slightly ill or infected, as well as any pet it comes in contact with, sent to the butchers. A few months down the line, the healthy pets are now kept on the surface. Any animal that leaves the pens will not be allowed to return here. They'll probably be sent on suicide duties anyway.

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Finally, I start toying around with traffic designations. The initial plan is to improve fps, which it doesn't. It's still a good learning experience, and in time may save lives.

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Before trouble starts brewing again, I relocate most of our bonecrafters to mining and hauling duties. We'll need more marble if we are to start steel production. I'm contemplating expansion plans for the magma forges when...

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Interesting. Another Bronze Colossus. The beast is not alone, tho, as a new batch of goblins march upon Whisperwip. Capturing the animated statue is our priority, but I'm afraid the soldiers will just attack it instead if I try to dispatch the goblins. The steel gates are closed and sealed. We'll just wait this out.

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From atop the towers, we watch as our long-date enemies are getting smashed by a towering metal man, unable to hurt the creature. The goblins are agile however, and the colossus is surrounded 50 to one. It doesn't get to land blows often. This is a long, yet mesmerising spectacle.

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Maybe a bit too long. Once again, I forgot to keep track of the obsidian generator, instead focusing on goblins getting whack-a-moled. The whole thing is now filled with water.

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I can't open a hatch and let the water flow downstairs this time. That would mean opening up the DOOMCAVE. Quick, let's think. Maybe I can just open and close the magma gates and slowly turn the water into obsidian?

The gates are filled with obsidian instead, blocking them. I don't know much about magma.

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While I contemplate a solution to the water problem, more people show up on the surface. The elven diplomat is here, and he wants to complain about our mistreatment of the trees. He starts shooting insults and threats from behind the wall.  The mayor explains that we need trees to make charcoal to make steel gear. The elven diplomat doesn't see the logic or wisdom in that. a wandering bronze colossus hammers the point by punching the diplomat several dozen meters away with a truck-sized fist. The diplomat's corpse stops whining about trees, obviously understanding of the reason we need to make steel.

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The goblins decide that attacking an unkillable creature is not fun at all. After a few of them are trampled by Limul the golem, they just go home. Limul the bronze colossus moves on to his negotiations with the elven diplomat, then stashes himself under the northern wall, waiting. I tell the soldiers to use it as a target practice, but none of them can apparently reach it because of the angle. I leave them there to their own devices while I go and fix the generator.

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Step one, we'll need to cross over the volcano.

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Step two, we'll need to create a new reservoir, meant to empty half the generator and allow the water to evaporate. Why I didn't think of such a device before I sent Lady Asmel to die against Simo the forgotten beast is beyond me.

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On the surface, traps have been installed near the gates. I send the soldiers downstairs to deal with more urgent matter, so they don't kill or engage the colossus. Then I remember civilians will run in fear of colossus. I designate a tree to be cut, and lower the gates. Limul spots the woodcutter, gives chase, and the civilian immediately dashes inside, fearing for his life. The cage traps are sprung. Ka-ching, a new bronze colossus. Maybe I won't cripple the fort with it this time.

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Oh yeah, speaking of more urgent matters, a giant monster made of pig iron is rushing inside HAVEN at godspeed. It has four broad horns and a scorpion sting. It's essentially the Super Saiyen of Bronze Colossi. This could get tricky. Hell, I don't even know if caveins will work against it. We'll have to engage it in direct combat. Normally stings are not problematic, but this fight could last a long time. I'm afraid that some dwarves will get exausthed and fail to dodge a vital blow, contracting some pig-iron poisoning of sorts.

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Olin is first on the scene. he begins to wham the pig iron beast as best he can, but his weapon isn't doing much. Reinforcments show up. Still, the dwarves are unable to do more than cut open the beast, which accomplishes nothing against a pig iron body. My main concern is that the animals will get stung, and transmit the disease to the nearby soldiers. the problem is subverted when the forgotten beast begins to grab and throw the animals around as projectiles.

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Prince Mistem shows up to the fight. I was hoping he'd bring some steel bolts, but he didn't. Oh well. Our broker begins the fight by dodging a flying war lion.

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The beast is unkillable, but the dwarves have top-notch dodging training. This could go on forever... If Lady Grace took it upon herself to grab Smoothbanners like I asked, this would be over. But Kogsak is not the most straightforward dwarf in the fortress. She is known to hit her enemies with an iron bow instead of shooting arrows with it, after all. That's when her squadmate gets an idea. he begins bashing the creature with the shaft of his steel crossbow. The beast suffers various fractures.

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The bridge is raised. If the monster ignores the soldiers and head upstairs, we won't be able to stop it. This is on you, your highness. The broker bashes, and bashes, and bashes...

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The creature finally falls over, it's upper body propelled backwards by the crossbow hits. Prince Mistem has severed the beast in half, after a week of hard work.

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There may be more to him than a misguided noble after all.

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I take a look at the corpse. Both parts would take an eternity to carry back up. I have them forbidden. Whomever was to haul the two chunks of pig iron would certainly die of thirst before completing the job.

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Anyway, time is of the essence. Another stinging monster is upon us. This one isn't too dangerous, but it manages to avoid the trap and reaches the entrance door to BASE1.

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A peasant is curious, and opens the door, ending up face-to-face with a giant monster from hell. he turns around and let the army take it from there...

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Then a cyclop shows up. The dwarves are unimpressed. This gives the newer soldiers some target practice.

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Back to business. before all this clusterfuck happened, we were busy establishing a better steel industry. Prince Mistem is now a legendary armorsmith, but he lacks suitable components to outfit the military. Smelting items, making pig iron then steel bars is a time-consuming process, and we simply don't have enough smelters. a small expansion was created to the west, but it won't be enough. the dwarves begin work on a gigantic magma forge complex across the river. Silver bars are used to create a bridge, and a roof for said bridge. Getting the dwarves to the other side proves simple enough. Getting magma across the river will prove to be... less simple.

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My initial plan is to simply channel the area between magma and water repeatedly. In my head, the magma will eventually win, reach the water, and convert part of the river into obsidian. We just have to roll high on the dice. In reality, the square channeled instantly becomes obsidian, resulting in nothing but clouds of boiling steam filling up the forges and injuring people. I have all forge work suspended to avoid further problems.

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Getting pumps seem to be the solution. We don't have much experience with them (exactly zero) but somehow we have the parts required to build one. I'm assuming they were left behind by one of the exploding dwarven caravans back in the day. The damn things are magma-safe, too!

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A new channel is done, filled with water. then magma is pumped over it. the result is obsidian! Well, the result is replacing a chunk of normal stone with obsidian. we still have made zero progress. I'm not really good with magma, yo.

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Pumps are deconstructed, more stuff is channelled. My new plan is to have the place be open-air, and let magma flow onto solid flooring, so it will leak on all sides. That way we'll actually turn part of the river into obsidian instead of wasting time. It works! Moving the pump once more and shuffling walls and floors around yet another time would solve the problem, but I have another plan. I decide to take a break from this project and prepare my next moves more carefully.


*   *    *    *    *    *    *    *    *    *    *   

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While I'm slowly brainstorming ideas to finish the forge, my attention shifts to Edzul, our oldest and strangest resident. The elder dwarf still hasn't been eating or drinking, or at least none of the things he consumed gave him any thought. This is growing increasingly unlikely. I first assumed edzul may be a vampire, but now, i suspect something else.

See, I,ve been corresponding with various people who know a bit about scripting and the way this game works. My initial goal was to eventually find a way to force the queen to migrate here. I assumed she was bugged or something; after all, we did receive the message about the monarch and her entourage arriving in Whisperwhip back in the days. Legend mode tells me she hasn't died, so I assume she is... somewhere. Answers from various knowledgeable people gave me a huge clue:

Quote
That is a hard problem... The thing is there is little known about how migrants happen (or at least i know little). Maybe she is somehow hidden (like vampires do - i forget if it's in 0.34) and that is why there is no info about her?

As a necromancer, her information may be hidden, which mean we couldn't know where she was, or what she was doing. Because the game could be keeping this a secret. A shame. Thinking of dark magic got me thinking, however... What if Edzul is a necromancer? If he truly found the secrets of life and death, he could go without eating or drinking at all. This would explain so much, especially his fixation with the graveyard. I start exploring the legends of the past...

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This is Edzul's story. For 75 years, nothing is known of him. Then he spent 20 years moving from town to town, apparently hunting great beasts. He spent 60 years in the same place, before moving to Whisperwhip on a whim, at the venerable age of 150 years. The story makes sense, in a way. a lonely dwarf, who never belonged, dedicated his early carrier to hunting strange creatures. Eventually he settled down, realising his own limitations. Did Edzul move here at the very end of his days, seeking to relive the glory of his younger self through others? Have he heard of our tales, of great beasts indeed getting hunted down in the caverns of the northern continent? Edzul may have been picturing glorious dwarves covered in riches and trophies, but what he found was a disfunctional society plagued with curses and covered in blood. Most of the heroes were dead, or slowly dying. Of the glory and glamor he imaged, he found none here. Only corpses filling rows after rows of coffins. Maybe that's why Edzul is spending all his time in the graveyard. Those tombs are his shattered dreams, the realisation that monster hunting only brings death on an unimaginable scale. He came to resparkle the excitement of his earlier days, but all he found was existential anguish. You are not alone, Edzul. Many before you have met with soul-crushing realisations in this fortress, gods and mortals alike.

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Spoiler (click to show/hide)
Let's take a look at the famous Ohe Closebrain. This will make sense I swear. Here we can see that, despite being a necromancer, Ohe's actions are thoroughly detailed in legend mode. I'm not sure why the queen's own whereabouts would be obscured if Ohe's adventures are chronicled. Here we can see that at some point, he became obsessed with preserving his own life. That's when he began scouting the world and making various trips around the globe. Finally, he stumbled upon what he seeked, an old artefact containing the secrets of eternal life: The Relieved Urns. Ohe studied the mysteries of the dark arts, raised a few elven corpses, and eventually became a warlord. Later in life he took the human Tykes Tanbanner as an apprentice.  Ohe still lives to this day, according to the legends, altho he hasn't left the tower of Certainpeaked in almost a century. there he simply stores and write books on necromancy.

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And here we have Cog Floorquests, queen of the Citadel of Clutches. As her eldest daughter found a way to cheat death by becoming a vampire, her mother soon became obsessed with preserving her own life by any means. she began to search for ways to extend her own life. This is the last entry in her profile. Notice any difference with Ohe? Our friendly human warlord of death and doom actually explored the land and found necromantic books. He found them. we don,t know if cog discovered anything. For all we know, she could be out there, still searching for a way to salvage her existence. There are two ways to do this: finding a master, or discovering an artefact. Sadly for her queen, right before she undertook her quest, most of the relics pertaining to unlife were stored in towers, ruled by cynical warlords of the Lavender empire. All the necromancers are humans, and they only take human apprentices. And those humans keep their secret books closely guarded and hidden.

So what' a queen to do if she can't find a master or discover a book? Create an outpost right next to SoothedSlapped, of course. There lies the archfiend Ukas Archescort, both a powerful book writter, and the ruler of most human lands. And she was so close, too! The queen was on her way to Whisperwhip, a successful fortress currently hosting the mightiest necromancer of all: Quula, goddess personified, Ukas in disguise. Shortly before the queen made it here, tho, Quula suffered an existential crisis of her own, and left on a soul-searching journey. If I was the queen, I'd be pretty pissed that a plan twenty years in the making fell flat at the last second.

And desperate. If I was the queen right now, I'd be desperate. She was one of the first of her kind, and gave birth to Princess Kunil in the second year of the calendar. Just like Edzul, she is living her very last days. She must be 157 years old by now, minimum, meaning each breath she takes will be her last. If the queen's actions are shrouded by the game past the point she began looking for necromancy books, then maybe she's found what she was looking for. in that case, she's hidding somewhere, in a necromancer tower, with no desire to ever rule her kingdom again. If she failed to locate a book, then she's probably running around in circles, hoping in vain to find an artefact before her life expires. She's spent most of her life trying to extend her life, instead of living it. In retrospect, hers may be the saddest story of all.

Needless to say, in a few years the queen will be dead by all account, as far as the dwarves of the Citadel are concerned. A kingdom without a ruler is a poor thing, so a question must be answered: Who shall be the next monarch? Duke Tun would be a great candidate, as he's been acting regent for a while. Prince Mistem is also a potential ruler, altho he's the youngest of the royal siblings.

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Princess Kumil is the rightful heir, but just like her mother, she is unlikely to ever reappear, nor would this be a good idea for her to become the monarch. The game's succession rules are muddy at best, so I decide to make my own. The next monarch shall come from an unbroken line starting from queen Cog Floorquest. The monarch must be alive, and residing in the fortress. If you are a vampire or can,t be bothered to visit the capital, someone else gets to wear the crown. I begin exploring the royal genealogy tree. Cog had 9 children, Mistem being the youngest boy, and Asmel the youngest daughter. Most of the other siblings are dead, save for Kumil the vampiress. Kumil herself had seven children, including the warrior Firsal.

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Firsal is dead, sadly, and he wasn't the eldest child. Vucar was, and still is. Sadly, even tho he lives, he is now a 130 years old animal trainer living in a small village. While technically a valid heir, it is unlikely that Vucar will ever move to the fortress before he dies of old age.

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Tun circleoiled, Duke of the Tactical Hill, is the youngest son of Vucar. Should all of his father's children prove unworthy, he would then become our king.

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Cerol Roadponders was Vucar's daughter, and Tun's eldest sister. She didn't live past forty, but left behind quite a lot of children.

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Fifth generation of the royal bloodline, Ablel is Cerol's offspring, but she is a fishery worker living in a backwater town. Just like her grandsire Vucar, she could claim the title, if only she left her old life behind. Until she does, she is irrelevant to the succession, and has no children.

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Rigoth is Ablel's sister, second daughter of Cerol Roadponders. She is the granddaughter of Vucar, the great-granddaughter of princess Kumil, and the great-great-granddaughter of queen Cog Floorquests. she also happens to be a resident of Whisperwhip.

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This must be a strange day for Rigoth. One day she was a mere farmer in a cursed stronghold, and on the next day, she learns that her strange genealogy just made her the Queen of the Citadel. Her husband has sadly been killed a few years ago, but before passing away, he gave Rigoth a daughter...

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The aptly named Sazir Daywhips is now Heir to the Citadel, and the most important person in the kingdom. Unless young Sazir can live to adulthood and marry, the royal bloodline will be broken once more. This must not happen. The ascension of a former resident of Whisperwhip to monarch status is a great moment for the Wilted Sack. By refusing a flawed queen and crowning one of their choosing --altho she does have a claim on the title -- the dwarves are taking matters into their own hands. Whisperwhip is a fully-realised capital, hosting the strangest and most enduring dwarves on the planet, and they have chosen a girl amidst their ranks to lead them, instead of depending on  the rulers of old. Sazir Daywhip and her mother are given temporary noble suites, until more grandiose quarters can be carved for them. here, they will chill safely, amidst masterwork statues and artefact furniture. One such artefact is created for the occasion, a gneiss table for the queen's office, depicting an artefact adamantine buckler and Smoothbanners, the artefact adamantine axe.

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As a new queen rises to lead the Wilted sack to victory, the ultimate fate of her ancestor is left unanswered. While we may never know what happened of Cog Floorquests, her successor needs only turn her head north to see the unmistakable tower of Soothedslapped, in the middle of which is secretly kept an artefact book written by Quula herself...
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on October 07, 2015, 04:59:42 pm
CHAPTER 84: Chekov's corpse
Year 144
Killcount: 74


The fortress is celebrating. For decades, the members of the Wilted Sack have been expecting a queen. They waited, and waited, yet no monarch came. No more. Today, their hard work and sacrifices are recognized, and they have raised one of their own to claim leadership. All hail Rigoth Basementstockades, ruler of the Citadel of Clutches. On the spring of the year 144, Whisperwhip is finally a real capital of its dwarven civilisation.

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Spoiler (click to show/hide)
The partying is cut short when captain Ushtuth announces that one of his squadmates has been missing for over a week. No one has seen Kubuk recently. Last time someone saw her was... right after the fight with the pig iron beast Ugoth Asmemad. This doesn't bode well. Search parties are dispatched.

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Kubuk is found, dehydrated. Her body is locked in a pit, right under the HAVEN deathtrap. Poor Kubuk must have been kocked down there during the fight, and passed out from exhaustion. nobody noticed her once the bridge was lowered to let the troops back inside. Her death is a serious blow to her friends' morale. The death of another True Handle member is hard to stomach, especially so soon after the tragic end of Immortal-D the second.

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Spoiler (click to show/hide)
Another Kubuk, this one the newly-drafted captain of our most recent squad, is having trouble coping with her new situation. Over a hundred years old, Captain Kubuk was until now a happy mother of seven, living her life quietly in Whisperwhip. Days went by as kittens and lions and dingos exploded or rotted next to her, from plagues she miraculously avoided. Until her elitist resistance to diseases attracted attention, that is. From that point on, she has been the Captain of the guard, leading the newly-formed Golden Labors. an honorable and prestigious title no doubt, but one she never wished for. Kubuk is throwing tantrums left and right, and the moment her namesake's fate is revealed will only make this worse. She will have to cope with her problems. Whisperwhip is an unforgiving place, and we must all be strong. there is no room here for the weak-willed.

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I leave the captain to her mental anguish, and focus on more important tasks. The obsidian generator is still in bad shape, but steps have been taken to resolve this. The bridge has been linked, and the new overflow room is sealed and smoothed. At my command, a lever is pressed. the main chamber empties out slowly, as the overflow room fills up. A courageous resident, if highly stupid, runs in at the last second to gather a pair of socks left by Manager Stukos during the construction. ''Dibs!!'' he screams, before spending 5 days running against the current. The project is halted, so he can be let out.

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Much better. Now both sides of the generator should be able to dry up over the following months. I turn my attention to another hydraulics project that also needs tweaking.

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Most of the new forge magma channel is ready, save for one annoying water tile. I could dismantle the pumps, shuffle the walls around once more, and poor magma into this one square, but I have devised a simpler solution.

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Magma will need to run under the forge anyway. A channel is dug to that effect, which is then connected to the singular water tile. The bridge section is walled off and roofed over with pure silver while the water below evaporates.

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Excess water is pumped back into the underwater lake, to speed things up. this pump will be reused to cast the corner of the room into obsidian, once the channel flows with magma. A large set of tunnels is dug out underneath the future forges, to power all the planned smelters, kilns and anvils. Engravers smooth the floor and engrave the walls, then seal the thing shut with more silver bars.  Magma slowly fills up the channel.

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I take a look at the generator while the engravers are at work. Good, good, the water is almost gone from the overflow chamber. I open the bridge gate once more, to repeat the process and speed up the main chamber's restoration.

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An unremarkable forgotten beast tries to disrupt the hydraulics projects. It dies quickly.

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Spoiler (click to show/hide)
My own lack of knowledge about pumps prove far more damaging than the salt blob Ngalak. Vucar the shearer was awarded the ''least useful dwarf'' medal two years in a row, and thus became our designated pump tester. the magma forges have been emptied to avoid steam and magma incidents. Vucar sets off to work on the newest pump, and quickly enough, magma starts leaking everywhere. Vucar immediately stops pumping and prepares to leave. I, however, am trying to micromanage the situation. At the same time Vucar cancels his pumping, i click the device and turn it off, unaware of the auto-cancel that just occured. Vucar turns back toward the pump for a split second, and instantly the forges fill up with thick, smelly smoke. Oups. I tell our second most useless dwarf that he just received a promotion.

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At last, the forges are laid out. Whisperwhip now hosts fifteen magma-powered smelters, and many dwarves are put on furnace operating duty non-stop. To account for idlers, sleepers and the usual breaks, a 20-odd group of dwarves are made permanent furnacedwarves, with all other labors disabled. this may seem excessive, but we have a lot of things to do here. Years of goblinite to smelt, copper training bucklers and spears to reforge. Add to that native silver ore veins, steel production, and the refining of adamantine strands, and suddenly fifteen full-time smelters sin't that farfetched. After a small ceremony, the Duchess Stukos Smelting Wing is officially operational, named after our late duchess, who was the head smelter prior to her untimely death.

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The strand extractors Sakzul and his apprentices are getting decent at their craft. The time has come to acquire more adamantine, since we can now smelt it back to wafers at a respectable rate. Conveniently, the lower levels of the spire have revealed marble veins, which we also need for steel refining.

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Spoiler (click to show/hide)
Abecu Favawami, a humanoid composed of silty clay loam, smells the unprotected dwarves and launches an assault. he begins by breaking apart a few half-finished walls and ramps, then venture down into the adamantine mine where many undefended dwarves are currently laboring. Oh sh--

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Spoiler (click to show/hide)
Endok Paddleflanked the Rough Woman of Law, whose entire name suggests a very emasculated husband, is technically a miller heading to do some mining. She also serves part-time in the army, and casually dismembers Abecu into chunks with a few swings of her crossbow when it comes past her. She tend continues toward the mining designation as if nothing happened. Let me rephrase this: A forgotten beast with deadly vapors ambushed our dwarves at their most vulnerable, at the bottom of the earth, and a dress-wearing miller on her way to mine broke it into bits with a crossbow without even stopping. Oh well, 76...

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Spoiler (click to show/hide)
Endok resumes her mining duties, clearly giving no fucks about any poisonous vapors syndromes. Soon enough, the marble layers give way to more granite. I pause the adamantine operation for now. we cleared a good 100 raw stones, and the spire centre is becoming hazy to guess.

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Possessed by unknown forces, the animal trainer Doren creates an artefact pair of adamantine greaves using the freshly-smelted cyan wafers. She gifts them to Lady Grace, before heading back to the kennels.

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I'm not sure if her training skills are terrible, or so advanced I can,t fully understand them. the wardogs at the entrance are currently fighting against a non-existing kobold, about which I never got a warning. The kobold is not on the unit list and doesn't have a combat log, but the dogs are definitely attacking it anyway. I don't even...

*   *   *   *   *   *   *   *   *  *

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Spoiler (click to show/hide)
The wealth of Whisperwhip continues to grow. The adamantine ores coming out of the mine have filled two levels of the vault already.

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The civilians have created a new artefact cabinet, to decorate princess Sakzul's bedroom. The item depicts her fabled kinswoman, Lady Asmel, striking down goblins and would-be kidnappers. the Heir to the Citadel should feel safe with this around, a piece of art reminder her that kobolds and goblins are kept at bay by our soldiers.

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Adamantine mining is resumed once a new floor is excavated and decorated. the vault is now three stories high, a wonderful building worth more than most of the world combined.

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This beacon of success and power is enough to attract the legendary creature Emuth Taronobom Rodem Lebes. This mighty Roc spawns wings the size of a castle, and dwarfs even dragons. This gigantic foe dashes toward the castle from the western plains. the first dwarf to report for duty is Zulban.

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Zulban is the oldest active militiadwarf in Whisperwhip. decades of fighting have not been kind to her. She and the champion Rovod faced countless monsters together, until the various syndromes torn them apart in various ways. Zulban miraculously survived as a cripple for many years, until the doctors experimented enough on Rovod to understand their shared conditions. The evil powers that consume our champion have been contained in Zulban, and she walks once more, albeit with a diminished vision and some damaged nerves.

Zulban is also a special dwarf. Her husband is the World-Famous artist Sakzul Kolkokeb. her young brother Zefon once saved the fortress from a fiery forest titan, and became known as the Firewalker. Her elder sister is called Rigoth Basementstockades, queen of the Citadel of Clutches.

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The hammer lord courageously faces the roc Emuth Taronobom Rodem Lebes. A fierce battle follows, leaving Zulban alive but torn asunder. her legs are broken, her whole body is covered in bruises, and her sword and shield arms have both been damaged heavily.

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Spoiler (click to show/hide)
For weeks, Zulban remains in the hospital, her fate uncertain. her salvation comes from her former squadmate Rovod. Neither alive nor dead, the old champion has been on the operation table for grossly two decades. His rotting and mangled body has been the subject of many operations and experimentations. He will never recover, but his unique condition has trained the doctors of Whisperwhip to unprecedented levels. The fortress sports several legendary surgeons. They quickly get to work on Zulban's case.

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After her fight, nobody believed she would live. Now, she walks again, and her arms have been repaired to functional levels. Only her damaged sensory nerves remain, irreparably caused by an ancient syndrome.

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Zulban Relievedabbey the Ochre Speaker of Workers is back on the field. A grand party is organised, where she is awarded the title of Knight of the Citadel. 

*    *    *    *   *    *

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Spoiler (click to show/hide)
Spoiler (click to show/hide)
Many things happened while Zulban was recovering. The most notorious one being the new forgotten beast attack. The creature was body-slammed to death by a pack of war lions. Tough luck.

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Spoiler (click to show/hide)
A possessed tresher was inspired by unknown forces, and created a miniature version of Smoothbanners the Patterned Dishes. Now the children can play pretend forgotten beast slaying!

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Spoiler (click to show/hide)
A group of goblins attacked, and used the higher ground to shoot a few pastured animals from above the wall. They were dealt with swiftly, and the more exotic animals were moved indoor to prevent further incidents.

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We told the Gracious Flights that no, they were no longer allowed to keep personal items in the barracks. They kept letting various prepared food items there to rot, filling the whole floor with miasma. This is why we can't have nice things.

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Spoiler (click to show/hide)
And finally, a minotaur child ''attacked'' the fortress. Prince Mistem was the one to dispatch it. With the last beast slain, Zulban is finally out of the hospital, ready to resume her duties. Welcome back, ma'am.

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Spoiler (click to show/hide)
Not a second too soon, either. We have need of your special skills, milady. Of those two new forgotten beasts greeting your revival, one of them threatens HAVEN. Deadly dust, coming in a tiger-beetle package. Nasty creature indeed.

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Spoiler (click to show/hide)
it immediately runs toward our bait animals. The war training is effective; none of the animals flee. This gives us time to activate the bridges and seal the area. You'll notice that the entrance now has ramps. the old ramps in the pool were destroyed by the cave-ins, and I tried to retrieve the stuff at the bottom. They interact weirdly with the passage located above a bridge, preventing people from using them to go north. we can't get out right now, but the beetle could have, had we not been quick on the lever-pulling.

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The room and everything around fills up with deadly dust. There is no way around this. The deathtrap is sprung. I watch the dust settle, as various announcement spam fills the screen. I expect to see a beetle-shaped corpse. instead I find...

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Spoiler (click to show/hide)
I find Om Liceugly the Fatal grave, alive and somewhat still kicking. Bruised and gushing forgotten beast ichor, yes, but still up and standing. It somewhat survived the deathtrap, losing no more than one of its four horns in the process. This creature is resilient. Not even cave-ins will stop it, and it's deadly dust makes it a savage and terrifying foe indeed. If giant boulders are merely enough to break a small horn, it will take countless efforts for the soldiers to defeat Om. I contemplate the adamantine spire once more. The caverns will remain closed, and the open nature of the mine means we won't be able to retrieve more candy from now on. I spend some time reflecting upon the consequences of this foe in our caverns. And then...

Spoiler (click to show/hide)
Spoiler (click to show/hide)
...And then Om Liceugly the Fatal Grave uses his deadly dust breath once more on a wandering lion, and kocks itself back under the impact. His head shatters as it hits the ten thousand megaton remains of a Pig Iron gargantuan humanoid still lying around. Om's brain takes a beating, and stops functioning. The tiger beetle monster has been... defeated?
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on October 07, 2015, 11:43:06 pm
Oh I see, you decided to change your new queen's title rather than mess around with the coding.  8) What influenced your choice? Did you really want a queen to replace Cog or did she seem more likely to survive than Tun or Prince Mistem? You wanted fresh leadership after the craziness of Cog and her children?

May I offer some tips on dwarf breeding? I haven't really tried it until this version. As far as I can tell in 40.24 nobody grieves for pets or relatives any more, so there's no downside to giving it a go. Make sure you make a really tiny burrow with a statue or something in it, allow the dwarvess access to food and their dining room or a decent dining room and nowhere else. You can't let them go to their bedrooms or they'll hang out down there. You need your candidates to be standing on the same square to converse. You'll have to make a dorm for them and they'll complain. I suppose you could set the burrow up in the queen's quarters. I read that the candidates need to be within 10 years of age of each other (though dwarves live way longer than humans so I don't see why). I believe social skills do matter. The one successful match I've had (they're lovers, haven't gotten to marriage yet) didn't attract my duchess's attention until his social skills had all become competent (this is why setting up the love nest in a public place might help, others will come down to admire the statue garden and help boost social skills). Parties seem to help as well. Zuglar was one of the duchess's courtiers for years and claimed to be friends with her; while the Duchess Gertruda said she'd never even heard of them. Then she threw a party for the Queen's arrival (unannounced and with only her husband and the obnoxious outpost liaison as entourage but that's another story) and during the party she announced that she was now in love with Zuglar. That's another good reason to have the burrow centered around a one statue statue garden, parties. Basically do everything the wiki would tell you to avoid.

Military dwarves are tricky since they can violate burrow designations to train even when you have their squad set to inactive. I had no success with my commander at all; he would show up wearing a leather cap on his head, one sock on his left hand, his 9 pet chickens, and nothing else. I imagine he'd enter the room, abruptly causing all conversation to cease. " 'Sup?" he would say. There would be a few murmurs in response, nothing audible. He'd grab a glass of grape wine off a tray, down it and say "Well I should get back to my recruits, can't let them out by themselves or they'll trip and fall right off the fortifications. "Oh yes, certainly," someone would reply. "Your dedication to duty is admirable," another would manage. Then he'd leave and the conversation behind him would grow increasingly loud and drunken. I had some luck with Zaneg the butcher/axedwarf. He made some friends but never attracted any love interests (as of writing). I think it worked because he was listed at 6 on the list and the dwarves positioned towards the top of the list are preferred for orders and personal training.

I have my population capped low because I'm using an HP pavilion that's a couple of years old and... you know the rest of the story. It's a real pain to spare even a couple of dwarves for courting if I want to do anything ambitious like dig a spare bedroom. It's also hard to start from zero to lovers, takes years, you might try waiting between projects and letting most of the population idle for a month or so to break the ice and find out who's compatible.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on October 08, 2015, 12:18:27 am
Oh I see, you decided to change your new queen's title rather than mess around with the coding.  8) What influenced your choice? Did you really want a queen to replace Cog or did she seem more likely to survive than Tun or Prince Mistem? You wanted fresh leadership after the craziness of Cog and her children?
We've been waiting for the queen for decades now. Personally I wanted to see if she'd raise some undead, but most of the corpses were cremated years ago. As the capital of our civilisation, I felt we still needed a monarch around. when I realised both the current queen and the heir apparent were MIA and would never resurface, I decided we'd build our own queen, with blackjack, and hookers. I could have chosen Mistem or Tun Circleoiled, but didn't for two reasons.

1- They were already established as somewhat-batshit characters, and this wasn't the kind of leader we truly needed as a symbol of hope and prosperity.

2- I've been curious about who the rightful heir would be many generations down the line, for quite a while now. this was a good way to jump into the genealogic trees created by the game and see how the royal family turned up. Beside DF, Crusader Kings 2 has to be the game I sink the most time into nowadays. For those who aren't familiar, it's essentially a political backstab simulator, a slow-paced strategy game where you control and manage not units and ressources, but relationships. You play as a medieval ruler, make decisions both small and life-changing, arrange marriages... You can also bribe, plot or fight your way to higher titles. Upon your death, you quantum-leap into your rightful heir, and continue building your dynasty. The main appeal of the game, to me, lies not in power-gaming your way to succes, but rather in watching the fate of all those people. Even moreso than Dwarf fortress, the game has a way of creating noteworthy personal stories, touching drama and climatic story arcs using noting more than randomly-generated characters and a little imagination from the player. I've once forsaken an entire kingdom, and the honor of my family, to settle a blood feud lasting for many generations. As the dust settled on a country ravaged by plots and civil war, I realised the bitter irony: Neither I nor the people I sacrificed everything to destroy could ever remember why we hated each other. Needless to say, when I got competent enough to use legend mode reliably, I got curious, and started charting the relationships between the various dwarves. I set the rules beforehand. If the branches were dead down the line, then I was ok with Mistem or Tun becoming monarchs. I found the widow Rigoth, however, alongside her aptly named daughter Sakzul Daywhip. She was the beacon of hope this fortress needed to remain strong, and I made her our queen.

I don't see them as rulers, so much as wards. If the fortress can come together and breed a new royal bloodline, nurture it, and watch it grow, then we'll have something beautiful and memorable to fight for. I greatly appreciate the tips about courtship and lovers. Sakzul is young, so I may burrow a few of the children in her beautiful room as retinue. They'll be safer there, happier too. Being within her age range, a few of them should become friends with the princess, easing the courtship process once they reach adulthood.

PS: To any of you who love the stories created by DF, I strongly recommend giving CK2 a shot. The games has some flaws, but if you can cope with dwarf fortress, then obviously starring at a map and waiting while navigating obscure menus won't be that much of a turn-off.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on October 08, 2015, 01:45:28 pm
Yeah, my friend and her husband love CK2 but to play I'd have to buy a new expensive computer, and then I'd have to drop something 500 bucks on the game itself to make it playable. Reading through the list of expansions on Steam it looks a lot like Age of Empires but if you had to buy every single facet of the game separately. Want different colored uniforms for different nationalities? That'll be 2.50 please, apiece. Want to play different countries? You'll have to buy each one you want, don't worry we've arranged them into lists, it's only going to be something like 40 bucks for everything you need to plain Spain, more like 60 to be vikings but hey, Vikings are awesome! I have a dog to feed; I can't spend that kind of money on a computer game.

Edit: It's on sale for 75% off this weekend so you can get it for 159.99. I'd only have to go one week without food.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on October 08, 2015, 03:05:08 pm
You really just need the base game and possibly two worthwhile expansions thought. But yeah, the game does require some large processing power after a while, and paradox doesnt go cheap on the DLC machine.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on October 09, 2015, 11:50:27 pm
CHAPTER 85: Feast
Years 145-146
Killcount: 78

Spoiler (click to show/hide)
When we left off, a very powerful forgotten beast had just survived our greatest contraption, only to kill itself. While it's easy to focus on the anticlimatic fate of Om Liceugly the Fatal Grave, I'd like to direct your attention to the cheetah east of the trap. This cheetah (let's call her Shirley) is a cub born and raised in the HAVEN deathtrap. Her parents were war animals meant to attract forgotten beast, and in time Shirley and her sibblings were destined to do the same. Recent events have changed her life drastically. Shirley is now a test subject.

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See, the cheetah cubs ran away after being exposed to the deadly dust. Unless I know they are non-contagious, nobody is allowed to retrieve the corpses, or pasture Shirley and her brothers. Our young heroine is so far untouched by the effects of the syndrome, but her sibblings are quickly beginning to rot away. I can't risk an infection. Not if I can avoid it. This is a great time to do some dwarven !!science!!.

Stage one, parts of the subject's skin and organs begin to rot

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Spoiler (click to show/hide)
Stage two, the fever forces most of the blood to move toward the damage organs, inflating them. Major arteries slowly emptying.

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Stage three, the subject is looking like crap.  Blood has left the circulatory system entirely, leaving the subject pale. Blood is now concentrated inside the tissues, instead of inside the veins. Major organ failures all over.

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Stage four: As the fever dissolve the tissues, the blood concentrated inside the cells is no longer contained, and begins to pour all over the ground. Skin and tissues no longer able to contain liquids.

Stage five, the subject slowly dies from internal drowning, brain failure and major generalised accelerated necrosys. This is the saddest and most painful death I can imagine.

Who the fuck programmed this game.

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I can't wait to open the DOOMCAVE. It is filled with countless creatures sporting interesting and varied syndromes, and the place is covered in ashes. Truly, this will be an entertaining adventure.

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Let's hum, let's focus on something more pleasant, shall we? Our beloved mayor has learned much from the various disasters striking her obsidian generator. She claims a mechanics workshop, and drags some rocks and gems in there, beginning a mysterious project.

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Spoiler (click to show/hide)
I wish she'd have gone for adamantine instead. Whisperwhip now has a lot of cyan metal bars. The third floor of our vault is slowly filling up, and two proficient strand extractors are hard at work, refining the legendary ore. Adamantine artefacts and cumulated bars have increased our wealth to over 30 millions earlier this year.

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Spoiler (click to show/hide)
The absurdly expansive gastronomy of our cooks is also inflating our wealth considerably. The specialty of Whisperwhip is forgotten beast whatever, marinated in beer, and soaked in enough syrup to mask the maddening taste of the underworld.

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It's just a shame that the human's emperor got murdered on his way to taste the local cuisine. But hey, you can't have your cake and eat it without getting stabbed in the face repeatedly.

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And with that, our mayor Mebzuth is done building her artefact project, a schist mechanism. She names it Slothsizzled the Lucid elder, which is a surprisingly appropriate title for her. I hope she learned much from this experience, because we still have some issues to fix...

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The generator is clear of water, but someone tried to fix the problem initially by simply opening the lava floodgates. Yes, once again my plan was to hope against physics that magma would race ahead of the water and slowly cast it into obsidian, allowing us to channel it from above and disintagrate the water surplus square by square. apparently misplaced hope is now the core of magma physics, who knew. After this initial mistake, someone tried to dig out the obsidian blocking the floodgate, resulting in an obsidian boulder jamming the floodgate open. Magma quickly fills up the generator.

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We'll just dig above the pool, drop some buckets of water down there, and block the lava flow with obsidian. Then we can repair and unjam the gates, and channel the new obsidian seal from above. Sadly, water evaporates before it can do anything. I scrap the idea.

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Spoiler (click to show/hide)
My third idea is to actually remember I have installed a safety backup set of gates when the generator was first built. Don't ask why i didn't think of this earlier. With the push of a lever, the volcano is sealed. All we have to do now is let the magma leak into the overflow chamber and it'll dry up. Too bad the overflow bridge isn't magma safe, and the mechanisms melt instantly once magma flows through it. Man, magma is hard.

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Spoiler (click to show/hide)
Fuck engineering. I need a break. Ah, a werewolf, excellent. Werebeasts and demons, I understand. you just have to kill them hard enough. ber the sworddwarf understands this as well, and cleaves the creature in various bits before slicing it in half with her steel blade. He earns the title of Wolfcleaver in the process.

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Spoiler (click to show/hide)
Days later, the fortress attracts more strange creatures. this time, it's a pair of forgotten beast. The former is using deadly dust, but enters through the DOOMCAVE. The second puts HAVEN at risk, a strange gigantic alligator emanating toxic secretions. The trap won't work here. One, we haven,t pastured animals there yet after Shirley's family issues. second, the area is still innaccessible because of the awkward ramp placement. Third, the deathtrap isn't reloaded yet. It has been merely a month and a half since Om Liceugly the Fatal Grave began its assault, after all. I have a plan, but we'll need time for the whole army to mobilise.

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Oh hi, Shirley! You are exactly the distraction we need right now. Can you look as delicious as possible for a few minutes? Thanks!

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The alligator gives chase, while a child deconstruct the backdoor entrance to HAVEN. This was initially a native silver vein that we mined. It was blocked, but still serves as a maintenance tunnel into the caverns when trouble arises, connecting to a stairwell dug into a stone pillar. Fortunately for us, it is naturally straight and quite long.

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Shirley and the alligator have a small skirmish, but don't worry the cheetah cub is totally fine and alive. Once the wall is deconstructed, our gigantic foe abandons the (totally alive and healthy) Shirley, and begins climbing the backdoor staircase. The troops are waiting, crossbows ready. Before the beast can react, some dwarves charge it, while the rest unleash a splendid volley of bolts, inflicting various injuries. Leading the charge is ber the Wolfcleaver.

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Spoiler (click to show/hide)
Time is of the essence. If the beast is able to recover from this initial onslaught, it will unleash its special weapon, noxious secretions. The tropps give it no quarter, striking severe blows and critical shots at the alligator. Before the creature can catch its breath, Kogsak herself raises Smoothbaner the Patterned Dish and severs the monster in half.

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The legendary adamantine battle axe has a new mistress.

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Also, wow crocodiles have a fuckton of fangs.

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Before the maintenance tunnel is barricaded once more, I have a few jobs for the dwarves. Retrieving various corpses, and repairing the main entrance, among other things.

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I don't want the haulers to bring all the rocks upstairs, then carry them back up to rebuild the deathtrap. Instead, I turn an old set of exploratory tunnels into a decent-looking stockpile area, from wich we can swiftly reload the contraption one floor above.

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The area is excavated, and the leftover rocks are used to reload our deathtrap as quickly as possible. In the meantime, one of the peasants-turned-mechanics during the Tearchance incident entered a mood, and created an adamantine grate. The item is worth everything ever imagined twice.

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The creatures of the underworld are restless. a new foe appears, powered by deadly dust.

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I take a look at the deathtrap. It isn't fully completed, but this will do. Our newest legendary mechanic did a very good job of wiring up the machine rapidly. I order the support floor tile removed. This will be tight. The animal trainers are still pasturing the last bait animals. Just like the crocodile, this will require a distraction.

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Thob Problemflags is a legendary metalsmith returning from the adamantine mines. He was diligent enough to move leftover stones in the mine back to the fresh stone stockpile. for the fortress, it means precious minutes of extra labor. For the dedicated smith, it means death. Thob, I am so sorry.

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Spoiler (click to show/hide)
The creature is too fast, and too close. Even if Thob was to escape it, there is no safe way of closing the bridges between the hunter and the prey. We cannot risk a cloud of deadly dust in the main staircase during peak hours, nor can we let a dwarf infected by deadly dust in. The cavern is full of open space, and Thob won't be able to escape the clouds for long. The smith is thirsty and drowsy after his long trek into the mines.

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One mistep is all it takes. The cloud of dust touches Thob by a mere inch. It is all it takes. Deadly changes begin to shake the smith's body.

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Spoiler (click to show/hide)
Thob knows what to do. He declares himself a soldier in his last moments.

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Thob defeated a troll once, when the enemy infiltrated our defences decades ago. He will not go down fleeing and rotting away. He grabs his pick, and turns around. The cloud fills up with miasma and blood, then slowly disperses. I choose to believe Thob fought bravely.

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His sacrifice will not be in vain. Shasttol's rampage ends here, before the golden bridge, for the dwarves too have a deadly dust of their own.

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On the surface, dwarven merchants depart from their yearly trade, stepping over a mountain of freshly slaughtered goblins. They smile at the bloodied savannah, unaware of the disasters that almost took place in the depths during their stay.

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As they leave, a child emerges from the workshops, displaying our newest artefact, some useless wooden thing. I almost discard the thing with the rest when the artwork on this ring catches my attention. Mebzuth Keyarrow is making a plaintive gesture as she is removed from her position as outpost liason for the citadel of clutches. This happened in the later part of the year 97, when the first dwarven caravan visited Whisperwhip. Mebzuth Keyarrow. This name...

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The mayor. The mayor's last name is Keyarrow. For countless years she has been the outpost liaison for our civilisation, until her first unsuccessful journey to Whisperwhip. At her arrival, the dwarves had abandoned the initial settlement, fortifying themselves higher in the mountain. Whatever Mebzuth reported back at the capital displeased the ruleing council greatly, and she was stripped of her noble position. Three years later, she was exled to the colony that caused her downfall. Suddenly, the mayor's story makes sense. Her experience as a diplomat got her elected, but to her, Whisperwhip is and will always be the cause of her fall from grace. No wonder she gives zero fucks about her office or responsibilities. To her, the title must feel like an ironic punishment, rather than an honor.

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Looking back, I remember that the mayor took over engineering and mechanics when Dumat Constructmirrored asked her to help with a device to flood the fortress with magma. Is this what she has been slowly working toward? Is the mayor secretly planing to obliterate the fortress with some sort of complex device? I can't help but wonder if the various fallbacks of the obsidian generator are her doing, a way for her to get back at the fortress in petty ways. Regardless of her goals, the generator is once again back online after two disastrous years.

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Other projects also see completion around this time. For one, the silver 3x3 staircase now goes all the way back to the bottom of the mine that birthed it.

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Next, we've added a maintenance staircase to HAVEN's entrance, as the ramps explode with every deathtrap activation. It can only be used when the golden bridge is lowered.

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Finally, this outdoor ammo stockpile improved our thief-slaying efforts considerably. Captain Ushtuth emptied a quiver on a kobold, grabbed more bolts from the pile, and finished the quarry. The leader of the True Handles is now a legendary marksdwarf. Yes!

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Not all dwarves are satisfied with those changes. Morul the mechanic is miserable, because all his friends have died over the years and he doesn't have pants. He refuses to grab pants during Clothsgiving because he's miserable. Help yourself, girl. I order about 60 more trousers hoping she,ll grab one of them.

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Hey look Morul, more pants!

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Nope, she's too busy tantrumming.

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There are more important dwarves to take care of, anyway. While overseeing the adamantine spire, I realised something important: each layer is accessed from a single tiny tunnel, and could easily be sealed off. with a single block, each layer of the adamantine spire could be converted into a grandiose tomb for the royal family. Each one a unique room, with hectic designs created by the cyan tendrils. I order our worksforce to smooth and engrave the adamantine spire immediately

Note: after much research, adamantine doesn't really improve the value of the room. A masterwork engraving is 120, a constructed/smoothed wall is like 2 to 8. That means that there isn't really any difference in value between a granite and adamantine room, despite what I was led to believe. I don,t care, this is a badass idea and we are rolling with it. In time, I hope, generations of the new royal bloodline will each have a unique tomb deep within the earth, level upon level of dwarves resting peacefully. right next to them, a hollow tube filled with demons and horrors from the underworld, from which they are miraculously sheltered from. A great symbol for the monarchs of this fortress, if there ever was any.

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More pants arrive in Whisperwhip, ready to find new owners. Morul the mechanic will not be one such owner, sadly. She is found dead, dehydrated. at first i assume she went mad and let herself die. The truth is far more... ironic.

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Morul, in her fury, trashed part of the bridge she was on. She fell in the pit, and slowly died there as a result of her shifting moods. I order a floor built over the broken bridge, because I'm lazy.

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Also, someone made an adamantine crossbow. It is decorated with adamantine cabochons, spikes of raw adamantine, and pictures of an adamantine grate in... silk. Riiight. It will make for a terrible bashing weapon, but act as a very light item for any ranged dwarf. Since all our soldiers are both marksdwarves and melee fighter, I let people decide who will wield Vesselscribes on their own.

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New target practice, people! Perfect timing. The soldiers station themselves down in the caverns, and wait for the flying megabeast to close in on their position. Sadly, the deathtrap is still unfinished. we'll have to take this one down ourselves. The plan is to stash the soldiers near a giant open area, and shoot the creature as it flies over the cavern floor. Damaging the creature will force it to plummet down and hopefully die, before it can come into melee range and use noxious vapors.

Dwarves are... not really good at following plans.

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Zulban, Knight of the Citadel and sister to the queen, wanted to show off, and let the creature move next to her before attacking. Everyone sort of let this happen instead of shooting. After the battle, she and her friend Tun experience some mild symptoms, and check in at the hospital. After a few days, Tun announces that she is now fine, and go back to her room to chill. I watch patiently as Zulban slowly recovers. She is a tough dwarf... Tougher than Tun, in fact, so her recovery is imminent.

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Or so I believed. After a week, Zulban's lungs give in to the infection, and she dies a slow and miserable death in her hospital bed.

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To my chagrin, Zulban's corpse is carried to the military crypts; I couldn't finish any of the royal tombs in time. As she is laid to rest, her squadmates recall the list of her kills: Eighty notable kills, including a rock and two forgotten beast, the last of which got the best of her. Zulban has been in the army for over 40 years, outliving any of her allies save for Rovod, the half-alive champion. The Knight of the Citadel has lived through he great wars, the end of the civil war, and countless sieges. She has withnessed the death of more megabeasts than the world knows of. She has fought alongside all the great heroes, from Princess Asmel and her brother, to the Bronze general, without forgetting the Orions, Immortal-D and so many more. And now, her watch is ended.

Her death affects me in ways i cannot describe. How could a toughened dwarf such as she fall prey to this syndrome, when Tun the soldier/strand extractor got over it so quickly? has our medical staff failed her, focusing on a lesser dwarf when Zulban needed their help?

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The truth is revealed shortly after. Zulban never stood a chance. Tun claimed to be fine, but never made it to his room, dying on his doorstep. His body has just been found, missing for a week.

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A commemorative feast is organised by the queen, to honor her dead sister, killed on duty. The vanquished foe Aco cannot be cooked, for it is made of gems, but plenty more forgotten beasts were destroyed during the year. they are doused in syrup and beer, and served to the whole fort. In fact, forgotten beast roast is all that's coming out of the kitchen nowadays. The cook admit that the Whisperwhip no longer has any plants, nor meat, for it has all been cooked into fabulous meals. All that's left in the pantry, beside prepared meals worth a galaxy, are beer and syrup.

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And without plants, beer too is slowly on the decline.

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I kinda like the idea of eating nothing but forgotten beast marinated in sugar and beer, so I put the pre-designed farms to use. We'll be making just enough plump helmets to keep the booze stockpile afloat. Potash and skilled farmers should be able to produce enough with those little plots to sustain the fortress. We have 4000 units of syrup, and we need two to make a stack of 350 forgotten roast, so we'll be good on that front i think. I want nothing but the roasted corpses of nightmare monsters in our cellar. The 50 year anniversary of Whisperwhip approaches, and we will feast to our succes...

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First, bait. We have animals, but we also have a thousand querns. The magma-proof ones we can't dump, so we'll use as scratching poles for oversized demons. I have like half a hundred of them installed in the traps for good measure.

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Next, a grand project begins. To use the spire as a resting district for the royals, it must first be sealed from the caverns. Silver bars are hauled down to make walls. Miner create new tunnels. Woodcutters clear paths. Idlers carry things back inside. We are truly vulnerable at this time, for many of the workers are exposed in the caverns.

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Using the trap as a gateway would be counter-productive. A new tunnel will be dug, connecting to the entrance of HAVEN from the east.

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Even more workers join the project, retrieving enough adamantine to fill the third level of the vault. Over 700 bars will soon be stockpiled under the forge. The engravers smooth and decorate the leftover stone, creating what will be the first of the royal mausoleums.

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Masons have been building the walls around the digsite in their free time over the years. they are now ready to create a dome that will seal the adamantine spire from the third cavern layer.

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Why there are pools of pig blood scattered across the project site, I don't even dare to ask.

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Shorast the child enters a mood, inspired by all the activity. She gathers a forgotten beast shell, then stops. We have everything she needs, but she'l grab none of them. I produce spare copies of the item she asks, even going so far as making weird pewter bars and adamantine cut gems to fit her preferences. Still, she refuses to obtain anything new. She will go mad, I fear.

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The vault filled, i send the miners to dig silver (we ran out) and marble. to avoid pointless zig-zaggy corridors, I create a more stylish excavation zone under HAVEN's hall. In time, we can reuse this area to create something, like maybe a quern hall or a statue garden. Who knows.

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Finally, the main course arrives. A giant plated flying spider with a poisonous sting. It can go anywhere, it is highly resilient, and it can trap anything in its webs then infect them with its syndrome without meeting any resistance. we could activate the machine for skypigs. We won't. This is a special date for Whisperwhip. It deserves a special foe. I order the troops downstairs...

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Oh and also the duke is chillin in the trap. There's also that. He's protesting against the installation of querns inside this device, I bet. Tun, get the fuck out now.

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The beast is quick as lightning. it flies around the underground lake, up over the trap, and begins to fill the enclave with webs, eating the war lions and wardogs one by one. Have fun, absolutely oversized and terrifying spider, soon you will be the meal. Commander Bembul informs our armorer that now is not a good time to retrieve the corpses of our fallen.

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The beast is distracted, flying one urist over the machine for skypigs. the perfect angle. the troops move a bit further, still on station, and unleash a first volley of bolts. People all over the thread have stated that dwarves cannot be both ranged and melee. They can't do it, they say. Today we prove them wrong. True Handles, Gracious Flights, Joyous Orbs, fire at will!!

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Ok, that's... bad. We can do better. Hurry before the beast gets bored of the pets. Or, yaknow, murders them all.

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The spider eats a dog, and in the process a great shot right in the left wing.

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One marksdwarf in particular is lining perfect shots. the spider's cephalothorax is injured, mixing strange ichor with webs and wardog blood down in the trap.

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The dwarves reload. The beast is now enraged, and grows tired of the dogs. It stares at the soldiers further down below...

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...exposing its heart to our snipers. The beast flinches.

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In a great display of disregarding physics, our marksdwarf of the day lines up a shot againsts the stunned spider and sends a gigantic wing flying upward into the trap's stone catwalks. The monster falls to the ground with great tremors, sending the second wing falling away.

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The beast is faint. The massive body took a beating while falling down, and now the crushed arachnid parts are leaking strange blood all over. the dwarves ponder their next move. Should they go around and finish the creature off before it heals? It doesn't matter. Our foe is soon vanquished, bleeding out from the fall. a shame this tactic could not be applied earlier, to save poor Zulban.

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The terrific shots are credited to Ushtuth's cousin, Nish, who receives the nickname of Wingless Nish.

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The two wings have been flinged in different directions. One landed in an unreachable part of the trap, the other lays at the bottom of the contraption. The creature will be filled with beer, roasted and served with syrup. the wings, i decide, shall remain there as a monument to this important victory.

As the latest forgotten beast bleeds out in the caverns, the calendar switches over to a new, important date. It is the first of granite, 147. Exactly half-a century ago, on this very day,  Whisperwhip was founded. Dumat construcmirrored moved to this strange savvanah to found a shaky colony, mislead by a power-hungry queen. With this latest kill, the dwarves of the Citadel of Clutches have vanquished exactly ten percent of the world's terrifying forgotten beasts. This is only the beginning...

Map archive link: http://mkv25.net/dfma/map-12530-whisperswhips (http://mkv25.net/dfma/map-12530-whisperswhips)
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on October 10, 2015, 01:15:21 pm
I was going to tell you that you know dwarves can't switch between weapons right? But I suppose I'll hold my tongue. Though I still think if they'd had to melee they would have beaten at the thing with their crossbows...  :-X

So does the final battle mean you're planning a suicide attack on the 30 monsters in Doom Cavern? Ha, 80 is only 10% of the world's monsters? How did you achieve that? Did you fiddle with the world gen settings?

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Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on October 10, 2015, 07:56:04 pm
I was going to tell you that you know dwarves can't switch between weapons right? But I suppose I'll hold my tongue. Though I still think if they'd had to melee they would have beaten at the thing with their crossbows...  :-X
Everyone basically has a masterwork steel crossbow at this point. Those whop forget bolts get to use their normal weapons, those who bring a quiver will act as ranged dwarves. Steel isn't the best metal for bludgeoning weapon, but there are various material types that silver won't be able to get through.  It's not the best setup ever but in time of crisis any two dwarves that show up at a battle can act as a ranged + tank setup.

So does the final battle mean you're planning a suicide attack on the 30 monsters in Doom Cavern? Ha, 80 is only 10% of the world's monsters? How did you achieve that? Did you fiddle with the world gen settings?
There are about 820 forgotten beasts in the world. Plus three dozen titans, some rocs, and a ton of bronze colossus. The only missing trophy is an hydra, altho those are fairly rare, many died to bigger, tougher megabeasts. I genuinely don't know what happened at world creation. A friend decided to show me how to play the game after we came back very drunk from the bar, and most of the process is still clouded in mystery. I vaguely remember bribes of conversation like:

 ''Do you want this to be high?
-What does it do?
-I'm not sure. It doesn't really matter honestly.
-Ok put it to high''

And bam, a thousand megabeasts roaming the Windy Realm. I only recently learned that this was slightly superior to your typical world.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on October 10, 2015, 10:32:33 pm
So in all the fortresses I've played I can only remember facing 4 forgotten beasts (possibly because the whole time I played 34 I only found a cavern once, and when I was a kid and played I usually ended up flooding the fortress frigging around with farm irrigation). Three of them were while playing that glacier fort while reading this and copying your play style. I used to not know what the beast meter did either and would leave it alone, until I realized that turning it to low would make the age change from something other than the age of myth occasionally (not since 40.24 though it seems). I'd do that and barely ever see anything. After reading Whisperwhip, I turned the meter to high and stared in year 5, figuring it was an unusually young fortress combined with a high number that led to so many monster encounters. I don't exactly remember the name of this world since I was mostly experimenting and didn't expect to play it long but I think it's called The Enchanted Plane (which is a name I've gotten before, kind of disappointing) but it has 243 forgotten beasts, not counting titans or weird night creatures.

So that's why I'm mystified as to how you got 820. That doesn't even seem like it should be possible...... Maybe with the largest size setting? Does size effect it? I can't even remember how big the Enchanted Plane is. Large, maybe.

Oh, btw, my friend called while I was counting beasts and I ended up giving him a Whisperwhip highlight reel (Floods, titans, Ollin Bookdear, Skypigs, goblins, giraffe fiend, Lady Asmel, too many animals, Kel, beast attacks, FPS problems, syndromes, army dead, Rovod the immortal, retaking the caverns, machine for skypigs, adamantine, main character dying, exploding animals, Modesty's insanity, Immortal - D and I-D the second, new queen, you can actually equip dwarves with crossbows and melee weapons and have things work out, 10% WTF) with an abridged Doomforests aside. I have a cold and now I can't speak above a whisper and it's your fault, sir.

He admires your ingenuity and unwillingness to use the wiki. He says we should all learn from you and that people who are willing to make mistakes and then fix them go far in life. So you've got that.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on October 11, 2015, 12:29:50 am
So that's why I'm mystified as to how you got 820. That doesn't even seem like it should be possible...... Maybe with the largest size setting? Does size effect it? I can't even remember how big the Enchanted Plane is. Large, maybe.
That could be a factor. I'm guessing the number of events is tied to the world. So a world trice as large as your would probably generate around 700-800 megabeasts as well. People probably don't go that far in size to avoid lag, especially in those newer, fancy versions where the world doesn't become static past the first embark.

I have a cold and now I can't speak above a whisper and it's your fault, sir.

He admires your ingenuity and unwillingness to use the wiki. He says we should all learn from you and that people who are willing to make mistakes and then fix them go far in life. So you've got that.
Sorry about that. Thanks for the nice comments, miss Lalonde.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on October 14, 2015, 07:19:12 pm
CHAPTER 86: The lone gunmen
Year 147
Killcount: 82


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''Avoid the webs! Grab those dogs and keep them outside while the weavers collect the silk!'' Shouted commander Bembul. Over the last years, the vacuum left by the death of the previous overseers had dragged him to the middle of the fortress's politics. Duke Tun was too busy requesting infintie querns and hunting to lead, and their new queen, no matter how lovely she was, remained an elevated farmer with no decision-making abilities. As the main authority figure for the army, the task of directing Whisperwhip's efforts had passed to the ex-cook. This made a lot of sense; the fortress was after all shaped and propelled by conflict.

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For most of a season after the half-century celebration, Whisperwhip bloomed. No real incident happened, save for a kobold thief. the matter was quickly resolved when half a hundred war animals abandoned their pasture to give chase. Bembul directed the workers as they slowly built a roof and solid walls around the spire tunnels. Pure silver, leading to cyan riches deep underground. Soon, it had been decided, those excavated layers of adamantine would become a grandiose crypt.

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Sure, the workers got threatened at some point by a feathered alligator, but the wolfcleaver and the prince made short work of it, bashing and slicing the creature to bits. The tanners rejoiced, turning the creature into backpacks.

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It was at the end of spring that things took a weird turn, to say the least. A single creature would soon bring Whisperwhip to its knees. It began with this little forgotten beast, a snail composed of flames. The commander gathered the troops, and created a defensive perimeter. As soon as the snail moved, it would trigger their overwatch and give them a free volley. Bembul briefed his men. ''it may lack any special abilities, but flame creatures can hurl fireballs, be ready to dodge it!'' Words came to them soon after, a messenger warning of a meager ambush. ''Send the Golden Labors, they can deal with a few goblins'', said the commander, dispatching the new recruits without a second thought.

The messengers returned, as the army's core was still stationned in the first cavern layer, waiting for a chance to strike.

''Commander, we need reinforcements! The Golden Labors stand defeated!
-I'm sorry what.''

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''Three goblins, sir, they are stationned atop the remains of Dogshatter Hill. We cannot reach them.
-Can't captain Kubuk simply grab a crossbow and fire at them? People carry a ranged and melee weapon in this fortress for a reason. there are ten of them, surely one of the recruits remembered to bring his quiver.''

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''About that, commander. Captain Kubuk positionned herself atop the unfinished wall to get a good shot, but then dodged right into thin air and smashed her skull on the ground. She fell right below the ambushers. One of her squadmate made the same mistake, but he dodged on our side of the wall.
-Ugh. Recruits. Captain Ushtuth, you have the caverns. Joyous Orbs, redeploy to the surface!''

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Bembul reaches the surface with his squadmates, and is briefed on the latest details. Kubuk is slowly dying on the other side of the wall, and the goblins will kill her quickly enough. He orders his soldiers to dwarf the wall.

''Shoot at them, and draw their attention! Doctor Melbil, you'll need to get in there and retrieve captain Kubuk while she can still be saved. We'll distract the goblins.''

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Young Meng follows around behind the doctor. He has something to say.

''What's the matter, little boy? Is Timy stuck down the well?
-...Yes.''

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It seems that Meng's mother Erith tried to retrieve Kubuk's quiver and then dodged into the chasm. For the daughter of Lady Asmel, her decision-making in combat sure is disappointing.

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Dragging her out won't be easy. Just like a fabled fire monster of old, the remaining goblin Amxu is right on the edge of the region, and crossbow fire flies right through him. His own attacks are soon depleted, as the goblin empties his quiver and just... stands there. Workers won't go near him. some of them tried to build a ramp, but got too scared. Still, they must save Erith...

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''Dig a new tunnel!'' yells Bembul. The miners get to work, and bypass the goblin by excavating a new tunnel from one of the grand dinning hall's food supply. Erith is saved, and swims back toward the fortress. ''Sorry guys. Still, that was a good swimming exercise right there!''

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Stunned and unconscious captain Kubuk was dragged to the hospital by the chief ragdoll engineer, Dr Melbil. Bembul barges in the hospital, asking about her status.

''She'll be fine, don't worry. Probably won't be able to fight so well, but her life is no longer at risk.
-How long before she can walk and grasp a weapon?
-Oh, it's hard to say, this could be a week, or a month, or never, I can't exactly...
-No seriously, get her up now, we need her outside immediately
-Commander, this is hardly a good idea...''

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''I don't care if it's a good idea or not!'' interrupts the commander. ''I've told everyone that the items outside were forbidden. All of them but Kubuk's weapon, which -- due to ancestral and obscure dwarven customs-- only she can do. People went outside trying to grab it and put it in a bin, and then dropped all our bins outside because they are scared. We are currently defenceless.
-Well, commander, I would suggest that you find a way to kill this goblin before the whole fortress becomes paralysed. Now let me work.''


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The commander initiates two plans to dislodge the goblin.

''Masons, begin some scafolding and expand the western wall upward three floors, then build a platform. Smiths and siege engineers, begin the construction of more ballista ammo and parts.
-Sir we don't have any siege engineers.
-Well kid you are the siege engineer now. GO!''


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''Miners, start a new tunnel going under dogshatter hill, then dig straight up. Once you reach the surface, the carpenters will slowly build a staircase up, and resume work every time they become afraid and flee their duties.''

The commander looks at the taskforce, and adds ''And use the new tunnel instead of going around the walls, you idiots. The hill is now restricted terrain!''

(See, I told you I'd make use of this whole ''traffic designation'' knowledge thing)

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Back at the hospital, Dr.Melbil writes down his report. Kubuk will require extensive surgery, and won,t be out for weeks at least. There also seems to be a new syndrome circulating in the fortress and killing pets, and some people are throwing tantrums because of the general state of panic. The goblin called some reinforcements, and the newcomers are not out of arrows. People in the courtyard are getting shot at, and pets are getting sniped.

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At least, Lady Asmel's grandson is now save and sound; the surgeries were a success!

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In a fit of wisdom and heroism, Zulban the cook decided to use the tunnel while carrying a bin, and overcame the terror long enough to retrieve Kubuk's main weapon.

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She was promoted to the custom title of ''Fearless bin User'' and given a new, larger bedroom for her bravery. Now dwarves are no longer rushing outside to gather the weapon and dropping more bins around in the process. everything is correctly forbidden, including every single item inside every single bin.

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Just in case, one of the weaponsmith in training went out of his way to create new weapons, so the fort would have means of defending itself until the situation was solved. A new adamantine spear is created, of artefact quality. The art is simple, but since everything or so is made of raw adamantine, nobody will complain.

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Some citizen have reacted to the current events in less stellar ways. datan went out of his way to smash the golden gate guarding the main entrance to bits and bars. Good job, bro. ''I'd have him hammered, but we need every dwarf we can right now'' comments the commander. It's unclear why Datan is miserable at the moment. He has a few complains, but nothing exceptionally desolating happened to him. His psychological evaluation states that he rarely feels discouraged, so he's really just having a mild case of the ''being a fucking bitch'' at the moment.

The metalcrafters rebuild the golden gate with the leftover bars. Far in the background, carpenters finish the staircase, after a month of trouble. The army descends (ascends?) on the goblins and bring order back to the fortress.

*   *   *   *   *   *   *   *   *   *

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Much like the fortress itself, Captain Kubuk recovers from her wound, alive but barely functional. She must rely on a crutch to move around, crawling around the fortress as she goes. ''She will remain in the army'' announces the commander. Kubuk's training will make her strong and tough, balancing the negative effects of her injuries. normal jobs would simply leave her as an inefficient cripple.

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The armorers aren't cripple, but they are are inneficient. Whisperwhip now counts three legendary armorsmiths dedicated fully to their craft, yet none of them care to finish the steel items comissioned. They are either on break, or drinking, or sleeping. It's fine guys, the survival of our soldiers totally doesn't depends on your work.

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Speaking of soldiers, Commander Bembul and his men are spending all their time in the river, slowly learning how to swim. Bets are made, about who would be the first to surpass the level of dabbling swimmer. Wingless nish seems promising, and surpasses the skill of Squiddwarf within three months of training.

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The human caravan appears during summer, and much crap is traded for needed goods. The merchants offer 200 brewable plants, many iron/bronze/gold items to smelt, and various gems. The fortress has little time or workers to spend on strip mining, yet improving items is always good. Those gems will decorate items to beautify some rooms. As for bronze items, the commander is planning something that will require countless bars, but that's too early to reveal. With those fruits and berries, the brewers will be able to rebuild a sotkcpile of booze, instead of relying on mass-farming.

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The most knowledgeable humans are taken to the bottom of the earth, into the adamantine spire.

''Do you have any idea what this strange patch of grey material is?
-Sorry, dwarf friend, I have never seen such a thing. truly, it is an unknown material...''


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It seems that the residents are not unanimously happy with the new queen. Many of them, especially children, were raised with stories of the necromantic queen Cog Floorquest and her blood-sucking heir. They make artwork about the overthrown ruler as often as they can, to remind everyone of the usurpation.

Despite those little events and slices of life, 6 months pass by. But warfare never rests for too long in Whisperwhip...

*   *   *   *   *   *   *


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''... in the caverns, commander. A towering butterfly with noxious vapors. Thankfully it is trapped behind some fungi.''

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Fall is coming to a close when the messenger brings news of the latest forgotten beast. The first layer of the caverns is at risk. Bembul thinks for a moment, and orders the soldiers to mobilise on BASE1's bridge. ''Idiot, it's a butterfly, trees won't stop it. It's in the name for Kadol's sake!''

Just so, the towering butterfly circles around the stone formation, and heads toward the Machine for Skypigs. The mechanics ask about the trap activation.

''Not yet. We can handle this one. ''

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The war animals in the enclave are doing a decent job of tearing the forgotten beast appart. One stray war dog runs away, feeling numb and pale from the noxious secretions.

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The army holds its collective breath as the potentially infected dog runs past them all. After a few moments, the soldiers assume they are fine, and stop freaking out. ''We are moving out, people'' announces Bembul. ''Long route around the enclave.''

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''Stay stationned! Everyone who gets a clear shot starts firing bolts at the butterfly, but nobody goes in melee! Let the animals take the hits!
-Fuck this, it's gotten shot enough time already. your archers suck, Imma chop it's head off! announces Lady Grace
-Kogsak, you stay here with the rest!
-You're not the boss of me!
-...I'm the militia commander and your godamn father!''


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Kogsak gives essentially zero fucks. I mean, she bashes people with an iron bow, what did you expect. Lady Grace runs straight at the giant butterfly and swings Smoothbanners at it a few times, bringing the beast low. For the legendary adamantine axe, that's a sweet three megabeast in a row.

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For Kogsak, that's... something else. ''Dad, I feel all numb''

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The commander has little time to deal with this issue. News from the surface arrive to BASE1, about a tricky situation. The human caravan haven't left yet, the dwarven merchants are her, and a horde of goblins are hot on their trail. The soldiers rush upstairs, and Kogsak is sent hastily to the hospital.

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Bembul first orders the True Handles to move out and secure a path for the caravan, but it is way too late. Upon seeing the situation firsthand, the commander orders all troops inside, to bunker up and wait for the enemy. The dwarven merchants are for the most part dead, and only a single soldier remains, fighting a desperate battle across the whole map. there is no way in hell those dudes are surviving, and Bembul will not risk men needlessly. his mind is preoccupied by the fate of his daughter, struggling with a disease they don't fully understand. Some soldiers disagree with his orders.

''I didn't sign up to let dwarves die on my watch. that's not what my friend ID the second would have done.'' Captain Ushtuth dashes out, her crossbow ready to fire.

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She reaches the western front. the situation is dire. Thirty goblins, chasing down a lone hammerdwarf and two defenseless merchants. She screams at the merchants, telling them to run toward the safe path she located. As her crossbow let loose of the first bolt, attracting the greenskins' attention, she starts to fully realise the mess she jumped into. Suddenly the situation is reversed. She is the lone gunsmen atop the hill, keeping all the goblins occupied.

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The two merchants run eastward, atop the northern hills. A third of the goblin division give chase, the rest start to surround the two fighters. Stepping over dead dwarves and trashed crates, Ushtuth tries to keep her distance, shooting bolts at the nearest targets while staying out of counterattack range. she enters a martial trance, her dodges and shots alternating in perfect unison. It won't be enough to save her ward, however. The hammerdwarf is overrun by invaders, dragged to the ground and savagely dismembered by the horde. Ushtuth is now alone, with the whole army between her and the fortress...

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The Tactical Hills erupt into a bloody battle. Dwarven merchants running for their lives, trolls rushing in from the southern gate, being reppeled by human guardsmen, while the main dwarven troops are guarding the western gate from the largest invading force...

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Bembul mounts a solid defence. Good soldiers surround him. The Wolfcleaver Ber is swinging shield and sword at everything in sight, cleaving opponents as easily as butter.

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From atop the unfinished wall, Wingless nish has taken position, providing cover fire and slowing the goblin's advance.

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The trolls have breached the southern gate. War animals flood down the hill, trying to stop them, but the giant creatures are more than a match for a few dogs. They begin tearing the pets into shreds. Until...

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Kogsak appears from the golden gate, alive and well.

''I'm still a bit numb, dad, but I can fight!''

She rushes to the southern gate, Smoothbanner still soaked from butterfly blood. Trolls begin to fall from her onslaught. Some soldiers notice the tide turning, and decide to abandon the defence to support Ushtuth...

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Of the two merchants fleeing across the hills, one remain. his friend fell prey to the rampaging goblins, who are still hot on his trail. A steel-clad figure hails him, slicing a path through goblin infantry. ''Follow me, I know what I'm doing!'' urges the blood-soaked killer.

The merchant is all too happy to oblige. He runs down the hill, with the gate in sight. countlesss corpses are scattered across the hill, still fresh from his savior's carnage, but more goblins block the entrance, locked with Bembul's squad.

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''We'll have to hold our ground here, and wait for an opening. Stay behind me!
-Why yes, of course! May I have the name of my savior?
-I was born as Olin. But my mother was once the militia commander of this fortress, so I'd like to honor her memory. You may call me Drokles the second''


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Further west, Ushtuth is slowly running out of energy. Her adrenaline-fueled martial trance slowly dies off, and she begins to slow down, giving more and more ground to her invaders. She is about to give up when she notices a shining beacon across the battlefield, sunshine bouncing off shining steel.

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It is Ducim, one of her three surviving squadmates. Her parents were both soldiers, and died courageously against mighty beasts. It is said that ducim herself was born in the midst of battle, while her mother was fending off a siege; thus they call her the Battleborn. She joined the leadership of ID the second when he came of age, and trained under him. Ducim aims her crossbow, and guns a goblin trying to surround her captain.

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From the southern hill appears Oddom, the Everseing Blames. He joined the army to honor his father, Zasit the mighty, whose killcount was second only to the warrior princess herself. Oddom plans on surpassing his father one day, and this field full of goblins is one step toward his goal. He opens fire, helping ducim in gunning down each goblin one by one, while captain Ushtuth retreats. The three of them begin circling the goblins, focusing each foe that tries and get too close to one of them. Even spread by dozens of urists, they act as a single unit. Their coordination is amazing to behold.

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The goblins begin to run. They are shot in the back like the treacherous scums they are. The three lone gunmen look at each other, look at the pile of corpses, look at the dismantled wagons and the scattered goods. ''Time to report back to the commander'' Ushtuth simply says, grabbing a quiver from a fallen guard.

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''Carry those back with you, they are dwarves and deserve a proper burial...'' she adds, pointing at the fallen guards.

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The troops return home. The fallen merchants are given a proper ceremony, their surviving companion making a short and touching speech to the memory of his deceased friends. Commander Bembul gathers the whole fortress outside, save for brewers and smelters. He goes over the list of goods and corpses, and reminds everyone of what will be dumped, melted or stored. His squad is to stay here, ready to thwart any ambushes that would endanger the haulers. The courtyard is full of dead dogs and dismembered trolls. there are five wagons scattered over the savannah, over a hundred dead goblins. Hundreds of loose arrows and bolt waiting to be collected, enough scrap copper to be reforged into a castle, and scattered goods farther than the eyes can see. ''There goes our next two seasons of work'' reflects the commander. This will be a long year.

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''Hey dad look at my shield. Look at it dad, my shield is amazing! Imma give it a name! Imma call it... Dorennarir! Yup, that's the name of my shield now. HEY EVERYONE LOOK AT DORENNARIR, THAT'S MY SHIELD LOOK AT IT!

...A very long year.





Spoiler: ooc notes (click to show/hide)
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on October 14, 2015, 10:27:53 pm
The lone gunmen is kind of a pun.  8) I like it. And hey, Kogsak did do something! The comedy relief squad are shaping up after all.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Catsquidcat Overlord on November 14, 2015, 04:18:14 pm
I have been thoroughly enjoying this so far, I am looking forward to the next post.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on November 17, 2015, 02:31:19 pm
CHAPTER 87: Breadcrumbs
Year 148
Killcount: 85


A full season is what it took to clear most of the mess. The army intercepted a few thieves and ambushers during this period, preventing any misfortunes. Haulers worked day and night to retrieve (read: dump) most of the stuff left by the caravans. Why they still took the time and effort to bring so many trinkets to Whisperwhip, commander Bembul would never know. For reasons unexplained, the human caravan from the last year still lingered in the courtyard, its guards alert and ready for trouble. Fighters in search of glory and battle, no doubt. Their help in fending off thieves was much appreciated. As long as they stayed, the soldiers of Whisperwhip would have an easier time defending the gates against smaller forces.

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His daughter Kogsak now sported an adamantine breastplate of legendary quality, created by the armorer-training program. In time, they may have a warrior fully-clothed in artefact garbs.

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Lady Grace was now as swift as her name suggested. During the most recent Forgotten intrusion, the soldiers took position and shot the flying invader down. Kogsak was the first upon it, climbing down the ramps at lightning speed and landing a decapitating blow before the creature could ever react.

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The locals were so confident in her ability to kill things that this woodcutter didnt interrupt his work as a battle raged a few urists to the north. He just chopped down fungi trees like it was nothing.

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''It's just a forgotten beast'', the woodcutter said. He'd seen plenty die over the years, and hardly gave a crap anymore.

Or was it? There were still creatures out there that could humble any dwarf, no matter how long he's lived in Whisperwhip. Lord Commander Bembul was marinating in his swimming area when the news reached him, of a new foe sporting deadly dust entering the upper caverns.

''Fetch the captains, and prepare for a defensive stand. We'll use the traps, but I want the soldiers ready in case of trouble.
-Sir, the captain, she's... she's given up on everything.
-Kubuk? Yes, after her fall, and injuries, I can see how she'd be miserable
-No, sir, not her...''


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It was captain Ushtuth. The will to live had left her just like that, without warning. One of their best soldiers, a veteran of many battles, and the greatest marksdwarf to live. Melancholy was not a new sight in Whisperwhip. The poor captain would soon be dead, just like that.

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Ushtuth simply stalked the graveyard, making her way to the shrine of Olin Bookdeer, her childhood heroine. Olin herself let herself die of thirst instead of watching the children fight each other. Both girls joined the army in their teenage years, and fought monstruous creatures, going out of their way to defend the innocent. In the end, even their death would mirror each other. It was a sad kind of poetry, one the Lord commander had no time for right now.

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A massive cyclopean ankylosaurus was assaulting the fortress, armed with deadly dust and solid plating. The army was facing a powerful foe.
''Human guards, the caverns are under attack! You have the courtyard!
-Understood, sir!''
replied a tall, sturdy human woman.

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''So, what's the situation here?'' he asked as he reached BASE1. People were obviously in a panic. Some woman was whinning about her child, another about a pet. They came to their senses and explained:

''Commander, we were working on a side-project when the beast arrived. A sort of... pillar. We wanted to drop buckets of water over the fire sources, to maybe retrieve some of the gear left by commander Drokles the first.
-I did not approve of this.
-Well, there it is still. Now the children and pet are out there!''


He knew what he should be saying. What Ustuth would have wanted him to say. But he had to make tough calls, for the fortress.

''We can't risk it. If they can't run fast enough...''

Captain Ustuth would have ran out there. She would also have died, but... she would have tried. Is that why she gave up on life? Because she knew such decisions were bound to happen?

*   *   *   *   *   *   *

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''A kobold, ma'am!'' screamed one of the merchants. The creature was sneaky, but not enough to trump the fine nose of a pregnant water buffalo cow.

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''You heard the little dude, that's our time to shine!'' declared Or, self-appointed leader of the human soldiers.

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The humans had given chase. A few decades ago, the Lavender Empire was at war with this dwarven civilisation. Now, eager fighters were swarming to the capital to join the various fights. Gain glory, gain experience. Or was such a person. She led the charge, and her squad charged across the prairie.

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''Better than fucking training!'' she yelled, as her spear went through the bugger's skull. She smiled for a moment, then turned her head to the south, to see another fight scene.

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''Qulla be damned, I didn't come here to get outdone by a fucking leopard!''

*   *   *   *   *   *   *   *  *

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''What part of lure it to the trap did he not understand?'', a worker complained. A legendary weaponsmith took it upon himself to carry a llama down in the caverns as bait. that part he accomplished brilliantly. Then he spotted a block left by the construction team, and went to pick it up right under the beast's nose. Now the llama was running lose, useless, and the weaponsmith was sure to die.

''Send a dog closer to us, before the last bridge. Run as soon as the dog is pastured.
-Dad, I'm bored, Imma get a drink or whatever.
-Kogsak, no we need to...''

But Kogsak was gone.

*    *    *    *    *   *   *    *    *
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Odok was running for his/her life. The poor dwarf was simply picking up bits of goblin arms, when a bunch of full-sized, non-chunky goblins assaulted him. (or her). He ran, and ran, winded and tired, but he could not stop. He had to reach the walls.

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Thankfully, Kogsak was looking for a drink nearby. She was very, very fast. Swift as only a fully-trained dwarf wearing mostly adamantine could be. She took a full day to finish her drink, then valliantly charged outside.

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Odok is saved at the last second by the furious onslaught of the captain.

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Yet, at this very moment, a master thief comes out of the shadows and commits a gruesome murder. The child Ushrir has been struck down...

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The master thief escapes. There will be no mercy for his companions left behind. Smoothbanner the Patterned Dish begins a deadly dance, chopping limbs and head alike, as a cook would slice a fruit.

*   *   *   *   *   *

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''So what did I miss. You guys still luring that ankylosaurus to the trap?
-Kogsak, be more respectful, our best weaponsmith has just died.''


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The beast goes for a dog, then a chicken. Slowly, but surely, it makes its way to the trap.

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''Hey, hold the fucking phone, that's my chicken!'' announces an offended Momuz. He disappears into the smoke.

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''Nobody moves.'' orders the commander. ''He's taking the bait. One last dog and he'll spot the trap.'' Many have died, but the beast is too dangerous to be let loose. Should it spread its dust into the trap without entering it, or run into the fortress first by wandering around, many more would die.

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The dog is dead on the spot. The forgotten beast has now noticed the war animals pastured nearby.

''Do it.''

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The deed is done.

''Refill the trap!''

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''...And the animals, I guess''. They'll need a new weaponsmith as well, but he doesn't say that out loud.

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One of the soldiers is taking the death of captain Ustuth harded than expected. He lashes out on the most precious dwarf of the fort, a highly-skilled strand extractor named Listat. The poor dwarf's lungs are crushed on impact, tainting the cyan vaults with blood. The widowed Sazir, world-famous artist, is now the only strand extractor of Whisperwhip.

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The adamantine already extracted is put to good use. Someone has created an artefact shield.

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The murderer spent too much time down in the vault, tantrumming. In a fit of ironic punishment, the gods let him die of thirst moments before he reaches the booze depot.

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''Get your shit together, we have a new foe'' announces the Lord Commander.

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The beast is sniped before it can reach BASE1.

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Not a moment too soon, either. The goblins are back.

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''By Kadol, where is my daughter this time?''

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''Chill, dad, I'm getting a drink from the topmost level of the furthest tower.
-...''


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''And, hum, now I'm off to sleep, really.''

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''Hey commander, I'll be in the caverns, hunting or whatever!'' declares Tun Circleoiled before crawling to the depths.

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''Are you kidding me?!? Captain Or, we'll cover the south gate. Take care of the trolls moving in from the north!
-Understood, little dude!''


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Hammer lord Thikhut is ordered to deliver the monthly note. He's had enough. They all know querns are not to be exported. ''Who would buy them anyway?'' He snaps.

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In the middle of all this war and tantrumming, it seems that the only miner left to venture to the spire and retrieve adamantine is Tulon, who's missing his entire left arm.

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''He'll be fine,'' says the doctor. ''His ability to grasp is only ''somewhat'' impaired.''

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The newest law-giver comes to deliver a notice to the rogue guards. He dies before he can make it, tho. Captain Or and her men remain in the courtyard, and greet the newest bunch of merchants and guards, who don,t quite understand why they are still here. From atop the tower, the savannah has been replaced by a new biome; Whisperwhip is located at the earth of a Blood Biome.

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Lord Commander Bembul meets with doctor Melbil, to hear about Thikut's condition:

''I'm afraid he'll never calm down completely. he's been assigned to HAVEN, but he won't listen to any doctor orders to move there. he's just, breaking shit.
-We'll keep him close, just in case.
-Oh, but on the bright side...''


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''...We've finally located the hammerer's finger that was misplaced in the latest siege.
-...''


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''Everyone is very psyched about it. The medical staff is throwing a party as we speak.''

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This conversation is interrupted by two peasants carrying a wounded farmer.

''He got shot in the chest at point blank while hauling spare helmets'', they explain. The poor lad will not live through the night.

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Thikut, his second in command, has finally snapped. During training, he turned around and raged, shooting an innocent farmer before being chopped into pieces by Ber the Wolfcleaver.

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Ber and his pal simply resumed sparring over his dead, bleeding body.

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This place is going to shit, reflects the Lord Commander. So many good man losing their mind in a single season. Bembul muses over the condition of his army while admiring Thikut's steel crossbow. He used it to bash two forgotten beasts to death in his career. Up to this point, he never really gave any signs of sadness or depression. It all happened so fast...

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The nobles too are getting restless. they now have new demands. The mayor seeks to have a copper door installed in her bedroom.

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Her wish is fulfilled quite literally.

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The dwarven traders want the two human caravans to vacate the trade depot. They can't access it. Bembul explains to them why this isn't a problem by unleashing 50 war animals and a squad of human soldiers on  single goblin.

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A furnace operator went to get a drink and forgot her baby in the... river. Good parenting there. she can't get to it because of the currents, so the baby's been there for a month. The baby was told he had permission to use the river as a water source, because babies are dumb like that.

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''So, commander, I *may* need a crystal glass window in my underground throne room.
-Are you serious, Tun?
-Quite.''


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''We can never have enough adamantine around, sir!'' says Sazir the artist. ''Look what we can do if we have more. I told One-arm Tulon to stop being lazy and get more ores.
-Shouldn't you guys be making pairs of gloves, instead of only left gauntlets?
-You know nothing about art, Lord commander.


Doctor Melbil has some demands as well, altho his make more sense.

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''We need soap. We have fat lying around, but the only barrels remaining are... out of reach.''

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''I'll get your barrels, doctor.''

The Lord Commander gives orders to animal trainers, masons, and miners. It is time to retake DOOMCAVE.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on November 17, 2015, 11:19:07 pm
Let's be clear, Doom Cave is the cave with some twenty odd monsters crawling around in it? I guess I've become hazy on Whisperwhip layout because why do you need to retake it order to get the, apparently, only fat left in the entire fortress?

I love how initially Whisperwhip's defining feature was it's inability to equip its soldiers and now you're looking at possibly outfitting someone entirely in artifact grade adamantine armor. I do have this sense that artifact adamantine breastplates might possibly be cursed.

What's the current population of the fort and how many soldiers are left in the militia?
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on November 17, 2015, 11:41:36 pm
Let's be clear, Doom Cave is the cave with some twenty odd monsters crawling around in it? I guess I've become hazy on Whisperwhip layout because why do you need to retake it order to get the, apparently, only fat left in the entire fortress?

I love how initially Whisperwhip's defining feature was it's inability to equip its soldiers and now you're looking at possibly outfitting someone entirely in artifact grade adamantine armor. I do have this sense that artifact adamantine breastplates might possibly be cursed.

What's the current population of the fort and how many soldiers are left in the militia?
Yes, DOOMCAVE is the second cavern layer, with 30+ forgotten beasts in them. The population is sitting at 167 as of this update, and we have... 11 soldiers? Plus a squad of recruits throwing themselves down walls. This does mean the forgotten beasts outnumber the trained soldiers 3 to one.

This one little stockpile contains all the forgotten beast tallow left in the fortress. I don't have to grab it, but ignoring pointless deadly fights providing minimal rewards is definitely not how the Wilted Sack rolls at this point. I could easily grab a few animals, and butcher them, but then I'd have non-FB meat lying around and that's just silly. So instead we'll murder more forgotten beast for very vague and shaky reasons. The result will be entertaining. (http://i.imgur.com/lqxs4Bq.jpg?1)
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on November 18, 2015, 01:54:58 pm
Let's be clear, Doom Cave is the cave with some twenty odd monsters crawling around in it? I guess I've become hazy on Whisperwhip layout because why do you need to retake it order to get the, apparently, only fat left in the entire fortress?

I love how initially Whisperwhip's defining feature was it's inability to equip its soldiers and now you're looking at possibly outfitting someone entirely in artifact grade adamantine armor. I do have this sense that artifact adamantine breastplates might possibly be cursed.

What's the current population of the fort and how many soldiers are left in the militia?
Yes, DOOMCAVE is the second cavern layer, with 30+ forgotten beasts in them. The population is sitting at 167 as of this update, and we have... 11 soldiers? Plus a squad of recruits throwing themselves down walls. This does mean the forgotten beasts outnumber the trained soldiers 3 to one.

This one little stockpile contains all the forgotten beast tallow left in the fortress. I don't have to grab it, but ignoring pointless deadly fights providing minimal rewards is definitely not how the Wilted Sack rolls at this point. I could easily grab a few animals, and butcher them, but then I'd have non-FB meat lying around and that's just silly. So instead we'll murder more forgotten beast for very vague and shaky reasons. The result will be entertaining. (http://i.imgur.com/lqxs4Bq.jpg?1)

I don't want to be a spoil sport about this, but you could make soap out of rock nut oil if you've got some lying around or if the next caravan brings any rock nuts. That's like a compromise between the having slaughter a non-FB and needing to retake Doom Cave with 11 soldiers. Unless.... You have some clever plan up your sleeve?
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on November 18, 2015, 02:06:07 pm
I don't want to be a spoil sport about this, but you could make soap out of rock nut oil if you've got some lying around or if the next caravan brings any rock nuts. That's like a compromise between the having slaughter a non-FB and needing to retake Doom Cave with 11 soldiers. Unless.... You have some clever plan up your sleeve?
I honestly had no idea what that ''oil'' option for soap was. Sadly, we do not have any. The constant surgeries on the champion Rovod are draining soap supplies rather fast, so 10 FB worth of tallow is actually an interesting thing to retrieve. My current goal is not to retake the entire caves, but to at least secure the antechamber where the Deadly Dust Osprey named Xun resides. It is separated from the DOOMCAVE by a artefact floor hatch, which is well worth a few deaths. I need it for the next part of the plan which involves... hum... turning our enemies into sentry guns.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Sanctume on November 18, 2015, 02:34:09 pm
I don't want to be a spoil sport about this, but you could make soap out of rock nut oil if you've got some lying around or if the next caravan brings any rock nuts. That's like a compromise between the having slaughter a non-FB and needing to retake Doom Cave with 11 soldiers. Unless.... You have some clever plan up your sleeve?
I honestly had no idea what that ''oil'' option for soap was. Sadly, we do not have any. The constant surgeries on the champion Rovod are draining soap supplies rather fast, so 10 FB worth of tallow is actually an interesting thing to retrieve. My current goal is not to retake the entire caves, but to at least secure the antechamber where the Deadly Dust Osprey named Xun resides. It is separated from the DOOMCAVE by a artefact floor hatch, which is well worth a few deaths. I need it for the next part of the plan which involves... hum... turning our enemies into sentry guns.

One of my favorite things to do in a fresh embark is to have 3 extra rock nuts.
Rock nut -> Quern / Millstone Jug = Rock nut paste.
Rock nut paste + Jug -> Screw Press = Rock nut oil (and I think Rock nut cake).
Rock nut oil + Lye -> Soaper = Rock nut soap.
The issue with lye is that lye+bucket -> barrel is no good, so make a Lye stockpile with 0 barrels.

I believe the only fruit that can be pressed it Olive fruit, not the Olive pit.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on November 18, 2015, 08:55:32 pm
I don't want to be a spoil sport about this, but you could make soap out of rock nut oil if you've got some lying around or if the next caravan brings any rock nuts. That's like a compromise between the having slaughter a non-FB and needing to retake Doom Cave with 11 soldiers. Unless.... You have some clever plan up your sleeve?
I honestly had no idea what that ''oil'' option for soap was. Sadly, we do not have any. The constant surgeries on the champion Rovod are draining soap supplies rather fast, so 10 FB worth of tallow is actually an interesting thing to retrieve. My current goal is not to retake the entire caves, but to at least secure the antechamber where the Deadly Dust Osprey named Xun resides. It is separated from the DOOMCAVE by a artefact floor hatch, which is well worth a few deaths. I need it for the next part of the plan which involves... hum... turning our enemies into sentry guns.

One of my favorite things to do in a fresh embark is to have 3 extra rock nuts.
Rock nut -> Quern / Millstone Jug = Rock nut paste.
Rock nut paste + Jug -> Screw Press = Rock nut oil (and I think Rock nut cake).
Rock nut oil + Lye -> Soaper = Rock nut soap.
The issue with lye is that lye+bucket -> barrel is no good, so make a Lye stockpile with 0 barrels.

I believe the only fruit that can be pressed it Olive fruit, not the Olive pit.

And I'm pretty sure that rock nut cake is edible. I always try to switch over to oil soap eventually, because tallow soap is gross IRL and I'm... weird like that. I stopped making my dwarves eat quinoa after my mom made me some.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on November 20, 2015, 08:41:57 pm
I am proud to announce that, thanks to single-handedly succeeding where our entire military has failed, the duke's lion has been promoted to nobility, and received his own royal bedroom.

All hail Syrupcaught!
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Catsquidcat Overlord on December 02, 2015, 09:26:42 am
All hail Syrupcaught. King of Wisperwhip, eater of megabeast steak and dwarves, and destroyer of Goblins.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on December 02, 2015, 12:02:12 pm
I am proud to announce that, thanks to single-handedly succeeding where our entire military has failed, the duke's lion has been promoted to nobility, and received his own royal bedroom.

All hail Syrupcaught!

I just spent five minutes looking for a youtube clip of a guy from around here who does a history show delivering his tagline "I'll tell you the story, on the next episode" but apparently I'm searching for the one thing that is not on youtube.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on December 02, 2015, 10:29:27 pm
Im afraid the next chapters will have to wait. They are played and ready to be written, but my video card just stopped working. My motherboard doesnt have built-in display, so this is a mess. Something to do with the beta drivers for the windows ten release causing a clusterfuck with non-win10 systems. Don't worry, the save is fine, it will just take some time to fix. I cant display anything so I need to borrow another graphics card in order to uninstall the drivers and do some crap with the BIOS. Hopefully this will solve it. If not... I'll have to invest in a new card, which won't be right now, because I need to buy gifts and shit, and Im already saving up to purchase a piano.

I swear tho, it will be worth it. Sadly, I don't want to give away too many... ''spoilers.''
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on December 03, 2015, 02:34:46 am
Im afraid the next chapters will have to wait. They are played and ready to be written, but my video card just stopped working. My motherboard doesnt have built-in display, so this is a mess. Something to do with the beta drivers for the windows ten release causing a clusterfuck with non-win10 systems. Don't worry, the save is fine, it will just take some time to fix. I cant display anything so I need to borrow another graphics card in order to uninstall the drivers and do some crap with the BIOS. Hopefully this will solve it. If not... I'll have to invest in a new card, which won't be right now, because I need to buy gifts and shit, and Im already saving up to purchase a piano.

I swear tho, it will be worth it. Sadly, I don't want to give away too many... ''spoilers.''

Totally off topic, you play the piano?

PS- Sorry to hear about your computer troubles. I didn't understand a word of what you typed but I surely sympathize. I know what that's like. I've finally got all the pieces for my new computer but the bitter irony is that I've been having dizzy spells since pretty much the day my adapter arrived and I haven't been able to muster the wherewithal to assemble everything and see if it works. Good luck!
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on December 04, 2015, 06:31:28 pm
I now have more details. My graphics card is utterly dead, after 10 months of existence. I'll be getting a new one when I can find a good deal, so that probably meams no updates until after the holidays. That is, unless I find a sale that matches the boxing day prices.


Totally off topic, you play the piano?
I started a few years ago, playing on and off. I started taking classes a few months ago, and since then I've been playing 3-4 hours a day. I've reached a point where I can see the limitations of my current keyboard, and I seriously need an upgrade.

I've done a a few things in the past (https://www.youtube.com/user/Tauposaurus/videos), altho that was before I had any idea of what Musical Theory was about, so I wouldn't go as far as to pretend this is accurate. I'm planning to do more, once I have some idea of what I'm doing.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on December 07, 2015, 10:56:13 pm
I now have more details. My graphics card is utterly dead, after 10 months of existence. I'll be getting a new one when I can find a good deal, so that probably meams no updates until after the holidays. That is, unless I find a sale that matches the boxing day prices.


Totally off topic, you play the piano?
I started a few years ago, playing on and off. I started taking classes a few months ago, and since then I've been playing 3-4 hours a day. I've reached a point where I can see the limitations of my current keyboard, and I seriously need an upgrade.

I've done a a few things in the past (https://www.youtube.com/user/Tauposaurus/videos), altho that was before I had any idea of what Musical Theory was about, so I wouldn't go as far as to pretend this is accurate. I'm planning to do more, once I have some idea of what I'm doing.

Ha, Taupsaurus. I'm glad you had something to keep you occupied while you try to rescue your computer.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: FallacyofUrist on December 07, 2015, 11:58:41 pm
Wait. An update?

Oh wow. Very nice. And more forgotten beasts. Why am I not surprised.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on December 08, 2015, 02:47:02 am
Wait. An update?

Oh wow. Very nice. And more forgotten beasts. Why am I not surprised.
Given the current title, it would be rude of them not to show up...
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: 0rion on December 09, 2015, 03:10:16 pm
Holy shit, is this thread still going on !?! Like, one year after it began ? I'm amazed by the performance...

Is this the same fort as the one from the beginning ? Is Orion still alive ? :D
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on December 09, 2015, 04:03:05 pm
Holy shit, is this thread still going on !?! Like, one year after it began ? I'm amazed by the performance...

Is this the same fort as the one from the beginning ? Is Orion still alive ? :D
This is, indeed, the same fortress that began in August of 2014. I'm afraid Orion had... let's call it an accident? I honestly can't remember how your specific dwarf died ( so many died) but it's probably safe to say that your death was 1-heroic, and 2-incredibly violent and gruesome.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: 0rion on December 09, 2015, 04:56:25 pm
This is, indeed, the same fortress that began in August of 2014. I'm afraid Orion had... let's call it an accident? I honestly can't remember how your specific dwarf died ( so many died) but it's probably safe to say that your death was 1-heroic, and 2-incredibly violent and gruesome.

And both points are a good death for a dwarf. At least the heroic death (in every way). Let's say the 2nd is common.

It's kinda amazing you stuck with this fortress for all this time. I think my longest one was about two months old before I abandon it.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on December 12, 2015, 08:50:21 pm
By control-F'ing the thread, I was able to trace back some relevant facts about your Dwarf, Orion! He was promoted to the rank of Military Commander in Chapter 65.  :D

...He was also reported dead in Chapter 67.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on December 12, 2015, 11:19:00 pm
By control-F'ing the thread, I was able to trace back some relevant facts about your Dwarf, Orion! He was promoted to the rank of Military Commander in Chapter 65.  :D

...He was also reported dead in Chapter 67.

Can I have a dwarf die in Whisperwhip?
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on December 12, 2015, 11:20:05 pm
By control-F'ing the thread, I was able to trace back some relevant facts about your Dwarf, Orion! He was promoted to the rank of Military Commander in Chapter 65.  :D

...He was also reported dead in Chapter 67.

Can I have a dwarf die in Whisperwhip?
What kind of Doomed dwarf would you like?
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: 0rion on December 13, 2015, 10:56:28 am
By control-F'ing the thread, I was able to trace back some relevant facts about your Dwarf, Orion! He was promoted to the rank of Military Commander in Chapter 65.  :D

...He was also reported dead in Chapter 67.

Well, he did survive a mega-beast before falling to the goblins. Thank you for pointing to the relevant chapters ;)
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Catsquidcat Overlord on December 14, 2015, 01:11:09 pm
Hey is Squid Dwarf still alive, I did send him to the start of the fortress for a reason, I would like to see if he succeded in his mission to outlive everyone else with his amazing Squid Dwarf powers of awesomeness.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on December 14, 2015, 01:58:14 pm
Hey is Squid Dwarf still alive, I did send him to the start of the fortress for a reason, I would like to see if he succeded in his mission to outlive everyone else with his amazing Squid Dwarf powers of awesomeness.
Miraculously, Squiddwarf is still alive and well! He's the resident bookkeeper, and most ancient resident of the fortress.

...Dude has seen a lot of shit.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on December 14, 2015, 05:00:07 pm
By control-F'ing the thread, I was able to trace back some relevant facts about your Dwarf, Orion! He was promoted to the rank of Military Commander in Chapter 65.  :D

...He was also reported dead in Chapter 67.

Can I have a dwarf die in Whisperwhip?

I don't really have any preferences. Maybe one of the hapless animal trainers? If there are any animals left after the various syndromes.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: squiddwarf16 on December 14, 2015, 07:52:32 pm
Awesome! Still kicking!
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Catsquidcat Overlord on December 15, 2015, 08:10:58 am
MINION I HAVE A NEW MISSION FOR YOU, since your last suicide mission was to my surprise such a success, your new mission is to eliminate the dwarves food supplies, by eating it all, one piece at a time, DO NOT FAIL ME!
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: squiddwarf16 on December 15, 2015, 02:39:34 pm
You got it boss!
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on December 16, 2015, 03:07:27 am
I'm buying my new graphics card tomorrow. The next chapter should be up by next Tuesday, at which point the full irony of everyone checking in on their dwarves right now will be fully unveiled.

I swear, it'll be worth the wait.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on December 21, 2015, 05:45:45 pm
CHAPTER 88: Pandora's Hatch
Year 149
Killcount: 88

Spoiler (click to show/hide)
''Commander Bembul, why the hell have I not received my crystal glass item yet?
-My lord we... have we not been over this yet? We can't make crystal glass.
-Can't, or won't?
-...Both. Anyway, I gotta go, I think I hear another forgotten beast or whatever!!!

Spoiler (click to show/hide)
Truth be told, the commander did not care much about the new beast. It was unremarkable, and would be dispatched without issue. No, he was simply too focused on the new offensive project to care about insane noble demands.

''How's our latest mood creation?'' he asks the forge operators along the way.

Spoiler (click to show/hide)
''Meh, it's a mace. Not a good choice for combat, but adamantine mace could prove valuable for beatings.
-Is everything ready downstairs?
-Yes sir. we are sending in the nearest kid for deconstruction.
-The ki-- nevermind. You may proceed.''

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The volunteer gets to work. Soon, the block wall is removed. A pile of war animals are standing nearby, ready to cover his escape.

Spoiler (click to show/hide)
The kid escapes without issue. Behind him, the bridge is raised, sealing the war animals with whatever lurks below. A giant Osprey spreading bleeding dust occupy the hatch area. Beyond that, the DOOMCAVE.

Spoiler (click to show/hide)
The Osprey seems not to care. The animal zone is removed, in hope that the animals will wonder mnearby and attack it.

Spoiler (click to show/hide)
To speed up the process, the animal trainers grab the pets and move the closer. According to the notes left by overseer Modesty at the time, the fiendish bird has no eyes, and thus can be approached safely, as long as dwarves don't go over the center wall. The beast wandered here while hunting down a dwarf years ago, and simply remained there after it lost its prey, unable to find a way back. Beyond the monster lies the legendary artefact hatch of the fortress. Many decades ago, it adorned the bedchamber of the Bronze General himself. now, it serves to restrict traffic from the hatch to DOOMCAVE itself.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Below, a normal world's worth of forgotten beast lurk, waiting for a chance to fight the dwarves. Or maybe they simply aim to see the surface. some may want to avenge their fallen brethren. It matters little at this point. the beasts and the dwarves are now mutual enemies, preying and hunting on each other. There will be no end to this conflict until either race dies out.

Some of the inhabitants can sense the pets on the l;evels above. They gather under the hatch, yet dare not go through it for some reason. Some are in perfect shape, others... less so.

Spoiler (click to show/hide)
Some reckless fisherdwarves have heard that the lower levels are reachable. Three of them rush downstairs, and get in range of the blind Osprey. They run away without disturbing the beast any further, but soon their blood start to cover most of the fortress.

Spoiler (click to show/hide)
One of the foes lurking below decides to pounce on the hapless dwarves trying to control the war animals.

Spoiler (click to show/hide)
Guki climbs up the hatch  and charges at the dwarves...

*  *   *   *   *   *   *
''Well, fuck them, if I can't get a crystal glass window in my office, imma go hunt something. that'll change my mind.''

*   *   *   *  *  *   * 

Spoiler (click to show/hide)
At this very instant, Duke Tun Circleoiled reaches the hatch area, and headshots Guki the forgotten beast, tearing the beast down instants before it can unleash a deadly attack. He points at a nearby, panicked worker.

''Hey, you, stop faffing about and roast me that thing''.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
The area is evacuated promptly. The animals are left there, while the injured, bleeding fisherdwarves are carried to the hospital.

This Osprey is as clueless as it is dangerous, reflects the general. I guess my plans will work nicely.

''Open the hatch once more, and close the drawbridge.'' he orders.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Many of their foes are trapped in distinct sections of the DOOMCAVE. The flyers, however, are free to roam the entire level as they please. It is they that the commander fears most.

We'll use their eagerness and mobility against them. If his plan works, the greatest clusterfuck known to this fortress will occur, and various beasts will be killed by collateral damage. Once the fliers are out of the way, they'll be able to methodically reclaim the DOOMCAVE, swat-team style.

Few can resist the call of flesh and battle. Half a dozen beasts gather under the hatch. three of them remain there, three climb up. They spot the animals. Chaos ensues.

Spoiler (click to show/hide)
The bleeding Osprey is a terrible foe, but its attacks work over time, not instantly. The pets are able to withstand some blows before falling. In fact, generations of natural selection has discarded the most disease-prone animals from the gene pool, leaving very tough and hardy felines and dogs. The Osprey doesn't care about friendly fire. How could it? He's blind. the three beasts who climb up end up in the middle of his deadly dust.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The animals can't bring Xun down, but they are inflicting heavy injuries on the Osprey. in turn, xun's duist is causing other beasts to bleed.

Spoiler (click to show/hide)
Downstairs, another creature with deadly dust is going apeshit, hoping that its attack will go through the hatch and hit something. This foes uses a more... concussive form of dust, which sends creatures flying against obstacles. A dog ends up downstairs, as well as some lions. Various beasts try to get at them, but are suddenly affected by friendly fire.

Spoiler (click to show/hide)
A few slopes down, a dog is holding off against two different beasts.

Spoiler (click to show/hide)
Pictured: overreaction.

Spoiler (click to show/hide)
Obtaining details about this fight is very difficult. I mean, beside the fact that nobody is physically down there to observe it. Dust, miasma, webs and blood cover the entire battleground, so nothing can be observed directly.

The combat log screen reveal that 6 forgotten beasts are locked in combat against the various animals right now, including Xun the Osprey.

Spoiler (click to show/hide)
Another mini-fight is taking place lower in the caverns, where a war animal and a FB have been dispatched by the concussive dust. Both combatants are starting to bleed out and rot.

Spoiler (click to show/hide)
The dust downstairs clears for a moment, revealing one of the combatant. A war leopard. he doesn't have any serious injuries, but he's been both paralysed, exhausted and emptied of its blood by the surrounding aoe. The good news is, any organic forgotten beast in the fight has a chance to suffer from these symptoms as well. Oh, and there's webs absolutely everywhere.

Spoiler (click to show/hide)
A forgotten beast falls! Injuries, symptoms and a ferocious lion managed to bring it down. The lion also died horribly from various diseases and health issues. still, good job team war pets!

Spoiler (click to show/hide)
As the silverfish is alive, but he's now been converted into a pufferfish.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Lerine the flying spider monster is carving a path through various pets, fighting in a corridor filled with vomit, blood, extracts, webs, miasma and corpses. Its entire body is now red, with some blue eyes and something ressembling a rotting brain.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Xun the Osprey finally calms down, after an enraged battle taking place all over the hatch room.

Spoiler (click to show/hide)
It is covered in dents, bruises, and leaking blood from all over his body.

Spoiler (click to show/hide)
Faint, Xun's blood loss may very well be his downfall, since no single injury seems potent enough to land a killing blow. Its healing properties are not to be taken lightly, however.

Spoiler (click to show/hide)
The last alliance of lion and cheetahs gather to the north, ready for another round. they know (possibly) that they must go all out against Xun to keep the blood flying, lest the beast eventually heals its injuries.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Here's Tolto. It's essentially a chunk of amber with wings. he has absolutely no way of injuring anything, but he somehow can withstand the syndromes around him. He also likes to basically put webs everywhere. He has a very decent weaponizing potential. Orders are to lock him up and use him if possible. assuming he survives the frey.

Spoiler (click to show/hide)
A quick look downstairs reveal that... stuff... is still... happening.

Spoiler (click to show/hide)
Xun the Osprey is still struggling to finish his opponents. They are immobilised by Tolto, and thus cannot swarm their enemies. But Xun is unable to finish them off thanks to his cycling bunch of injuries. his profile description reveals that he now looks like the most terrifying bird in all creation. Lerine the spider sits on the hatch, but a rotting everything prevents much actions from taking place.

Spoiler (click to show/hide)
In this gigantic mess of an offensive, a novice armorsmith got inspired and created a new adamantine breastplate. The commander ponders... could a squad equiped with ranged weapons and adamantine gear outrun and kite deadly dust creatures, given the right battleground?

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Outside, a goblin thief is spotted... atop the wall? there is little chance that he makes it down alive. The commander dispatches some miners to the spire. ''The time has come to use some of our candy. we'll outfit one marksdwarf squad with adamantine gear. One-arm, get as much as you can!''

Spoiler (click to show/hide)
The situation downstairs is growing stale. xun is slowly healing, the lions are slowly bleeding out. Some creatures return to... whatever it is they like doing, altho they bear the scars of the clusterfuck. The hatch is closed. only three beasts remain trapped above the hatch: Lerine the spider, Tolto the amber chunk, and Xun, the blind off-putting osprey. It is a shame that the monster has no sight, for it could have been killed with a mirror at this point.

Spoiler (click to show/hide)
''Expand the vault! Add a fourth layer, people!'' explains the overseer. One-Arm's team are bringing in some decent amounts of raw adamantine ores.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
''And it seems that we have a new friend. A flyer, for what I can guess.
-I'm on it, sir''
replies Wingless nish.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Wingless Nish is true to his name. The beast hurls a ball of fire. Then it goes down, plummeting into the trap.

Spoiler (click to show/hide)
...And then the ball of fire hits the militia commander right in the face.


*  *   *   *   *   *   *   *   *   *   *   *

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Bembul wakes up in the hospital. The fortress is eerily quiet. He gets out, ignoring the few infections still affecting him. his upper body fat is gone, but he can still walk, and he bets, hold his weapon.

Kogsak. Kogsak would have taken over after I fell. Bembul goes to his daughter's room.

There he finds a lion.

''What the fuck.''

The Duke's voice comes from a corner of the room:
''Don't you ever knock? this is Lord Syrupcaught's room.
-It belongs to my daughter.
-Hum, no. i had to clear it up to to please our newest noble, the Chancellion.
-What.
-You see commander, a chancellion is very much like a chancellor, except for--
-I meant WHERE THE FUCK IS EVERYONE AND WHY IS THERE A LION IN THE NOBILITY!''

*   *   *   *   *   *   *   *   *  *

Spoiler (click to show/hide)
Ok, so after you got a serious case of being on fire, Ber the Wolfcleaver and your daughter charged into the pen, and dealt with the forgotten beast.

Spoiler (click to show/hide)
Some of them wanted to get some training done...

Spoiler (click to show/hide)
Spoiler (click to show/hide)
But Prince Mistem said it would make more sense to strike at our foes while they were weak.

Spoiler (click to show/hide)
The mayor suggested we use your designs, to build traps and lure Tolto into webbing them, so the next wave of forgotten beast would get trapped. that way we could use them as sentry guns.
What.

Spoiler (click to show/hide)
The law giver of the Crimson Empire was very impressed by her projects when he visited the hatch hall where three live forgotten beasts still lurked, like five meters away with nothing to stop them.
Again, what.

Spoiler (click to show/hide)
So then we figured, why not build a hole around the whole thing and dig a little slit to fire a ballista at those guys? Yakknow, to attract their attention.
...

Spoiler (click to show/hide)
Prince Mistem liked the idea so he built the bridge himself.
The bridge.
Yeah, to... protect the ballista against dust clouds once it fired. Mayor said a pressure plate in the corridor would activate it as soon as the operator left to recharge.

Spoiler (click to show/hide)
So the plan was... We'd lure Tolto into webbing a bunch of cages by putting animals in fron of them. Then kill Tolto or enclose him with bridges or whatever. then build a new corridor to DOOMCAVE.  We'd trap Xun the Osprey, or anything else with deadly dust, and use bridges and a dog to gas invaders and other organic beasts with the pull of a lever.

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Then, we started building a sort of kiting range, where adamantine-clad warriors with crossbows could be station-moved out of range of dust-spewers, without engaging directly.
That was my idea, if I recall.
Yeah, well, it was a good one, so we followed along.
How did it go?

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Oh we never got to that part, a one-eyed squirrel arrived and killed like all your dudes.
WHA---
...Except the Battleborn, he got kicked into a cage. The squirrel just webbed everyone and then dropkicked them in the head across the entire cavern.
BUT--

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So obviously we tried to raise the bridge.

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But it failed and the squirrel killed like 25 people on the spot. I called the recruits, those ''Golden Labors'' led by captain Kubuk.

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But I realised they wouldn't fare any better than the more experienced soldiers, so I just went down and hunted the beast myself
what wait how--
Oh because I'm the greatest assassin and hunter in the entire world. I just, like, don't have much time for that anymore, because I have to make sure we never run out of querns.

*   *   *   *   *   *   *   *   *   *

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''And that's the story of how everyone died and I gave your daughter's room to our new Chancellion.
-That's... terrible!''


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''Well, it's not all that bad. nobody important amidst the civilian died. We've sealed the kiting area, along with the three monsters left inside...''

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''We are getting the Battleborn out of his cage as I speak...
-Good. He's one of our best. Who else survived?
-Wolfcleaver Ber is still around, as well as two others in your squad. Captain Kubuk's squad never made it to the fight so they are still alive. In fact, it happened so fast they are still on their way there as I speak''


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''Oh, and I began adamantine gear production. Our greatest armorers are to start with ten adamantine breastplates, hopefully of masterwork quality. Needless to say, i told the miners to get as much adamantine as they could.
-Good. At least there's th---
Wait what was that noise? (http://i.imgur.com/ILXH2df.jpg)

Title: Re: Whisperwhip: a megabeast steakhouse
Post by: squiddwarf16 on December 21, 2015, 07:19:26 pm
Lol we all gonna die probably. It was inevitable.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on December 21, 2015, 07:26:56 pm
Lol we all gonna die probably. It was inevitable.
It is at this very moment that everyone resurfaced to inquire about their dwarves. I was like ''This is awkward''.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on December 21, 2015, 09:24:41 pm
Lol we all gonna die probably. It was inevitable.
It is at this very moment that everyone resurfaced to inquire about their dwarves. I was like ''This is awkward''.

Well we all had to get in there for the big finale. If finale there is to be. I don't suppose you can seal it off?
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on December 21, 2015, 09:31:07 pm
Thankfully, the way to the spire is now through a very long and insulated passage. The spire was breached very deep (25 levels down or so) so the clowns have a loooong way to go before they reach us.

I have enough material right now for two more chapters, so this isn't exactly the end, but it's definitely not the most optimal situation ever.

In the next updates, we'll learn why hell is very terrifying and unfriendly. We'll also learn not to get attached to any character.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: De on December 21, 2015, 10:59:41 pm
Thankfully, the way to the spire is now through a very long and insulated passage. The spire was breached very deep (25 levels down or so) so the clowns have a loooong way to go before they reach us.

I have enough material right now for two more chapters, so this isn't exactly the end, but it's definitely not the most optimal situation ever.

In the next updates, we'll learn why hell is very terrifying and unfriendly. We'll also learn not to get attached to any character.

For serious though, didn't you have like three chambers of adamantine ore? Wasn't that enough to equip the whole fortress?

I'm having that problem with attachment with Icehold. I have a sinking feeling everything I've done to try and stop the "main" characters from going crazy has actually made things worse. On the up side, Honeymoon is a god damn rock. We're all going to murder each other in the halls and she's just going to go back to her filing.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Immortal-D on December 21, 2015, 11:07:39 pm
/popcorn :D
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on December 21, 2015, 11:13:10 pm
I'm having that problem with attachment with Icehold. I have a sinking feeling everything I've done to try and stop the "main" characters from going crazy has actually made things worse. On the up side, Honeymoon is a god damn rock. We're all going to murder each other in the halls and she's just going to go back to her filing.
Well, until someone butchers her pets, that is.

In any case, each layer of the vault hosts about 200 wafers, so we had over 600 (a lot is stockpiled in the forges themselves, so a new layer was required for that). Unlike normal bars, you need to pay the full price for each item, as opposed to one bar for each 3 size the item has. We have a lot of adamantine right now, but it'll go down absurdly fast once we start crafting it. For example, a full squad wearing adamantine armor and a weapon to match is close to 400 wafers (where it would cost about 120 steel bars). Since we had three squads or so, I wanted to grab a bit more to cover the cost of making 10 adamantine breastplates (90 wafers just for that). I was tired, I tried to do multi-level extraction and made a slight mistake in my design. The hollow tube was breached about two weeks after the squirrel was killed. It was an untimely, if hilarious event.

/popcorn :D
There shall be a great deal of dwarven !!SCIENCE!! in the next years. Hopefully there shall also be next years.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Catsquidcat Overlord on December 22, 2015, 08:42:34 pm
Squid Minion, FOR BONUS POINTS, EAT ALL OF THE CLOWNS COMING TO YOU EAT YOU, SURVIVAL OF THE HUNGRIEST.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: squiddwarf16 on December 22, 2015, 11:26:53 pm
Its a !!XDrawingX!!

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Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Dozebôm Lolumzalìs on December 23, 2015, 02:28:39 pm
Thankfully, the way to the spire is now through a very long and insulated passage. The spire was breached very deep (25 levels down or so) so the clowns have a loooong way to go before they reach us.

I have enough material right now for two more chapters, so this isn't exactly the end, but it's definitely not the most optimal situation ever.

In the next updates, we'll learn why hell is very terrifying and unfriendly. We'll also learn not to get attached to any character.
Insulated, huh? The demons do get very toasty, I guess.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on December 23, 2015, 06:14:57 pm
Its a !!XDrawingX!!

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You are not in the middle of the battle, but this is quite accurate otherwise...
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: FallacyofUrist on December 27, 2015, 11:02:06 pm
Clearly you must make a tunnel connecting the demons to the forgotten beast cavern.
Happy fun time.

Also, if I'm not already dwarfed:

Please dwarf me up as a crossbowdwarf named Plato.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on December 27, 2015, 11:29:49 pm
Clearly you must make a tunnel connecting the demons to the forgotten beast cavern.
Happy fun time.

Also, if I'm not already dwarfed:

Please dwarf me up as a crossbowdwarf named Plato.
Yes, a... soldier. We hum... There will be a new chapter by Tuesday to explain why we are currently short.
Title: Re: Whisperwhip: a megabeast steakhouse
Post by: Taupe on December 28, 2015, 02:55:36 pm
CHAPTER 89: Running from evil (https://www.youtube.com/watch?v=qURei6svd90)
Winter of 149
Killcount: 93

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''Well, that's ominous'', remarks the dwarf as the pick strikes through the cyan stone, into a hollow chasm of sorts. ''I found a secret passage!'', he reflects, in the instant before the screams. They fill the spire, the hole, his mind. Now he knows why they've been following strict mining patterns, and he also knows why ignoring them to mine more adamantine was a bad idea.

He can hear them coming from below. The whole fortress can.

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''Alert! Alert state!'' screams Sazir Skybook, as he bumps into other dwarves on their way down. ''I made a mistake!'' yells the cook. Below, the rumbling, and the screams. The dwarves don't ask. They turn back, and run.

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''Seal it! Seal the tunnel!'' scream some.

''Wait for us!'' another is heard begging.

''We're all gonna die!''

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A mason looks at his son: ''We'll build one part of the wall, and let in as many people as we can into the fortress.''

''You won't be able to close it in time.'' says a familiar voice.

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''Someone has to hold them'', adds the militia commander.

He's lost his daughter, his men, his friends. If someone has to die to hold the tide and evacuate the citizen, it will be him.

''I'll meet the enemy head on. As soon as the last civilian is inside, finish the wall.
-Not without me! says Ber, the wolfcleaver.
-Nor me! says the Battleborn.
-Then we die together, announces the commander. Or live trying.''

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''Charge!'' yells Ber, tearing through a salt-like creature as it ventures forth toward Whisperwhip. the lone creature shatters under his blow, like any creature Ber has ever faced.

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The commander follows. Those Salt Demons are the first, or the fastest, of the incoming army. Are they mere scouts? reflects the commander, as his weapon flies through another foe like butter.

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Another Salt Demon charges at ber, who dodges the initial blows before falling over and hitting a wall. Before the monster can land any more attacks, the wolfcleaver grabs his trusted sword and carve the foe into bits. ''They aren't so tough'', he reflects as he stands up.

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Some of captain Kubuk's squad have joined the fight before the hole was sealed. Truth is, the chaos happened so fast, they genuinely believe they are here to stop a giant one-eyed squirrel. Alath the hammerdwarf lands a blow against a Salt Demon, tearing apart a leg. the beast in return kicks him so hard that his bone shatters. The Salt Demon follows with some quick charges, and more kicks, leading Alah to lose hold of his weapon. How can a creature so fast and volatile pack such a punch? wonders Ber, who is close by. He finishes the Salt Demon, before the creature can land a killing blow on alath. the poor lad has been kicked all the way down into the tunnel, into some of his friends. This was not meant to be. This is one of his first actual fight. He never prepared for this.

Alath regains consciousness and vomits a bit. He crawls back toward the fortress.

A freshly constructed wall awaits him. he wants to hit the wal and ask for help, but his arms are broken. He knows he ain't returning, unless the commander wins.

''Oh god, the fire, why!''[/i] he hears one of his childhood heroes roar with agony. Now he knows he isn't coming back. He can't join the fight, but he can still help in his own way.

''Is anyone on the other side? He asks faintly
-Yes, I am here! respond some unknown dwarf.
-Listen to me. And take notes. Here's what we are facing...''
Alath begins.

*   *   *   *   *   *   *


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The commander is charging ever foward, trying to meet foes before they can be joined by their slower friends. The Salt Demons are indeed but scouts. they are fast and disposable, yet incredibly potent when it comes to kicking and breaking bones. A charge and a few blows can take down even a trained soldier, if he can't perfectly block all the tackles. But the real foes we saw... were those Red Devils. Giant, inflated and bloated dinosaurs with strange plate-like armor and a tail full of solid stones attaches to it. The entire creature is made of flame. I'm sure we could land some killing blows against it but... they are hurling some fireballs in the corridor. as soon as more than one appeared, dodging became impossible. We can only block. slowly the corridor is filling with smoke, and patches of fire and burning objects are pilling up left and right.

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Commander Bembul manages to take one down, but all around him, fire. Out of nowhere, as if immune to the flames, a creature made of snow starts to assault him. he's still on fire, and dodging more projectiles, but in the end, he is able to take down the Snow Creature. Another Red Devil appears, and the commander eventually take him down as well. He won't go anywhere after that. his entire gear is starting to melt and burn.

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The demons are no longer alone. They are coming in pairs, in groups. I can hear them laughing. The commander is overhwlmed, but they don't attack him. they just... stare, as he finally burns and falls to the ground, in front of them. More Red Devil step over his lifeless corpse.

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With them come the Filth Devils, twisted reminders of our oldest true foe, Rifi the filth humanoid. has he returned to the depths and resurfaced to torture us once more? I dare not ask. This beast can hurl beams of frozen, toxic and filthy extract. I can't tell what symptoms it carries, but I can hear bones breaking and objects flying whenever it hits something. They have wings, and can use them to grapple. Ber is surrounded. Behind him, I hear more demons, something that looks like a giant Pterosaur Brute.

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Oh, by Armok, there is miasma and blood everywhere... everyone is burning...!

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My friend Obok was the last one to hold them. I know I'm next, right around the corner. The beasts are relentless, a perfect mix of brute force, fast and agile skirmishers, and countless debilitating artillery soldiers. Even with our history, this is... nothing like anything we've faced before.

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Towering over all, I saw those giant Pterosaur Brutes, a gigantic demon surrounded by an aura of death and decay. Behind, I think i can hear the sneaky and blood-freezing hisses of a Tarantula-like Brute.

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I think we initally killed about 14 of the fiends, the easiest types, before they swarmed us and grouped.

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The price was steep. Everyone is dead...

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Vabok, never open this wall. I beg of you.

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In a few moments, you will be one of the three surviving soldiers in charge of saving this fortress...

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You must seal the fortress, before more monsters come...

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They are everywhere... They keep coming...

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OH GOD IT'S HERE!

*   *   *   *   *   *   *   *

Vabok Boltrisen steps back from the wall. He does not need to hear Alath's last moments, for he knows every scream will be engraved into his nightmares for the rest of his life. Vabok rushes upstairs, hoping to escape the screams and the roars.

He is not ready for what also lies upstairs (http://i.imgur.com/OaZoy22.jpg)
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: FallacyofUrist on December 28, 2015, 07:45:08 pm
The game hates you.
~~~
... if you don't have an experienced military crossbowdwarf, I'm fine with you dwarfing me as a new recruit who uses a crossbow...
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: De on December 28, 2015, 07:57:55 pm
The game hates you.
~~~
... if you don't have an experienced military crossbowdwarf, I'm fine with you dwarfing me as a new recruit who uses a crossbow...

I've had that thought myself. I seem to attract invasions when I play DF. People say sieges are basically not existent in 40.24 but I get multiple ones every year in most forts I play. I think FBs and Megabeasts smell when it's Taupe at the keys and they traverse leagues upon leagues to find him and face him.

Assuming you survive the dragon, any chance of funneling the demons into the Doomcave to have their fun with the FBs?
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on December 28, 2015, 08:32:58 pm
Assuming you survive the dragon, any chance of funneling the demons into the Doomcave to have their fun with the FBs?
I've played a bit past this point, so I have enough material for another chapter soon-ish.  This should cover my initial plans regarding hell, the retaking thereof using various crazy shenanigans, and the first step of what I call ''Project Flashfire''. Having no soldiers whatsoever doesn't mean we'll be avoiding fights, it just means the fights will get weird.

Many people have suggested that I connect the DOOMCAVE to hell, which won't occur for now since I've already taken different steps to solve the issues at hand. My main concern with the suggested idea is that I'm aiming for some siege engine galore, and the current demon corridor is quite perfect for that. Unleashing the demons against the FB would deny this opportunity. Most forgotten beasts are sealed by trees in various quadrants of the caverns anyway, so I doubt there'll be a fight as spectacular as people hope for.

Coming up next in Whisperwhip: !!SCIENCE!!

Ps: De has already been dwarfed as an animal trainer. There's also a crossbow training facility planned in the future, and I'll name the leader of this operation Plato as requested.

EDIT: I was operating under the assumption that the forgotten beasts are irrevocably stuck. Truth is, further examination of the DOOMCAVE reveals that they are in fact only stuck there because they can't fly. Demons can fly, so about 22 forgotten beasts would be reachable to them if I connected the two regions. That's interesting...
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on December 31, 2015, 08:28:07 pm
Spoiler (click to show/hide)
Dear readers, allow me to celebrate New Year's Eve by skipping ahead in time a bit to present this specific screenshot.

You know what it does.

Place your bets.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Catsquidcat Overlord on January 13, 2016, 08:49:42 am
Minion You Best Be Eating Those Clowns, They Are Even Bringing You The Salt First And Are Killing Themselves With Other Food. DO NOT FAIL ME.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on January 16, 2016, 03:04:54 pm
CHAPTER 90: The Doomforests agenda
Winter of 149
Killcount: 93

''I'm taking charge'' announces the mayor.
''You can't --'' starts Duke Tun.
''I'm taking charge.''

It was time to solve the fort's problem, the mayor knew. With !SCIENCE!

''We are taking down the demons'', she adds.
''But... we don't have any soldiers!
-Exactly, they won't get in the way.''



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She grabs a few mechanisms, and head outside:
''Open the gates!
-But there's a... dragon...
-Yes, imma need it.''


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It was a fine beast. The dwarven therapist of the fort claimed it was almost three centuries old, which was about twice the age of basically the world itself. As far as dwarves wee concerned. I'm pretty sure I can build some cages before it gets here. I'm pretty good at cages.


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The last time she built cages in a hurry, it was to fetch some rutherers. One of them attacked her, she remmembers. And for what? the rutherers produced no offsprings in decades, and their training was shaky at best. the mopst important part, however, was that they attacked her in the past.

''Hey, you, animal trainer!
-My name's De'
', replies the dwarf trying to battle-train a lion nearby.
''Ok, well. Go fetch the rutherers. Bring them to the new tunnel.
-What new tunnel?
-Oh, also dig a new tunnel. to hell.
-...''


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''Tun, I'm busy building the cages so a dragon doesn't eat us.
-Yes, but what about my crystal glass window? For my underground office, yaknow.
-Oh, I'm definitely working on it right now!
-Really.
-No, obviously not. Grab a pick and dig toward hell.
-I'M the duke, you can't--
-Diiiiiiiggggggggggg''


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''Make it spirally and hum, I guess engrave it and such'' she explains casually to the miners she just ordered toward hell. ''We don't want the demons to think we're uncivilised.''

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The traps are finished by a split second.

''Well, time to build some levers!'' the mayor announces. ''You, De, grab my dragon and bring it to the new tunnel''

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De was a simple animal trainer. He arrived in Whisperwhip only ten years ago, when he heard the new capital had many war animals to train. He was still adjusting to the insanity of the metropolis, but as a dwarf for strives for excellence, like his late uncle Firsal, he wanted to prove himself. So he obeyed the mayor's orders, no matter how insane they sounded.

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The ''New tunnel'' as it was simply called, was well underway. The mayor left notes for the mechanics and animal trainers, indicating locations for traps, cages, and bridges. ''--rutherers should go right after the cyclop'', the animal trainer overheard. He dropped the dragon cage where he was told, only to be interrupted by manager Stukos. ''Hold on a sec, lad, I need to cover the floor with an image of three backpacks first, yaknow!''

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Next, he was told to stash a horde of war animals in a dead end. In the background, he could hear the sounds of metal and the clicks of stone mechanisms. the bridges and lever-linking was progressing smoothly. ''--tis okay, I read about something like this from a place called Doomforests'' He heard the mayor explain.

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''Ok, that's three bridges operational, we'll be ready for phase one as soon as I finish linking the rutherers''

There wasn't much to do for the animal trainers at that point. He'd seen a cyclop, some rutherers, various war animals, and a dragon being hauled and lever-linked to the new tunnel. Deep inside, he knew what was going on.

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Under the leadership of the mayor, the casual insanity and imminent feeling of doom had somehow amplified to a pure, refined atmoshpere of batshit. Some people were disregarding orders to create useless artefacts out of priceless hell-made metal...

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While the Duke himself was going crazy and throwing tantrum.

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...In his sleep.

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''Damn queen, with her fancy tomb!'' he mumbled in his sleep, kicking the sheets left and right.

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''Hey, guys, I made a priceless pair of adamantine boots and--''

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''I DON'T CARE ARGHHH!'' yells the duke, flinging a bucket of cleaning water at the armorer.

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''Disregard all this.'' the mayor explains to a novice miner. ''Your job is to dig a hole in the wall, and then retreat.
-Isnt that... dangerous?
-Oh, no. No. Not at all, no.
-Are you... sure?
-Of course. See, using my frame-perfect knowledge of engineering, I shall close the bridge behind you as you retreat. the countless war animals will zealously jump through the hole and distract the enemies while you safely make it out.
-I'm not sure
-It's okay, we've done countless simulations''


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In my head.

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Well, that... could have gone better, reflects the mayor.

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Ok, so. Sure, the demons had utterly destroyed the miners and all the war animals without suffering any retaliation. And sure they sort of overwhelmed the first bridge faster than she could raise it, leaving the cyclop cage unlinked and useless. But boy, did they learn new things! One, demons are fast. Two, some of them can siphon blood out of their victims, despite looking very harmless physically.

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And three... remember back in the days when some of the soldiers began flashing, and then exploded in a strange brown cloud? Well, now we know it's actually a cloud of boiling blood mist, which explodes from the body when it reaches a certain temperature, thanks to both a syndrome liquifying the organs from the inside, and the subject being externally on fire. Dwarven !SCIENCE! sure is amazing.

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''By the way, HAVEN is currently haunted by the recruits who died against the demons a few weeks ago'' mentions old Edzul on his way to the catacombs.

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''They are also haunting the strand extractors'' he adds.

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''FUCK THIS PLACE'' yells the duke in the background.

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Ugh, maybe placing some fucking querns in his tomb will solve it?

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The effort is countered by the announcement that a few war animals have gone missing. Such is the price to pay for scientific advancement, and the mayor wished Tun would understand.

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Still, memorialising the fallen before they make all the strand extractor kill each other would probably be wise.

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''FUCK THIS TIGERMAN!'' Tun screams, punching the once-mayor tigerman diagnoser. The mayor smiles. That's what he gets for taking my office once.

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''The elves are here!'' informs a peasant.

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''Also the goblins are here.
-Ugh, just close the gates and let them work it out.''


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''They'll be fine.''


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''By Armok, who put querns in my tomb? Now the stockpiles will be too low! We need... more... querns... make... more''

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''This is... too much. The quern count... it's useless... the quern count is too low. We'll never have enough''

*Tun Circleoiled, Duke, is stricken by melancholy''

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The duke starts to mumble incoherently, and wanders the fortress, counting querns again and again, sobbing.

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''Congratulation, Inod, you are now the Duke!
-But I.... where is my fa--
-Good day!''


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Enough politics, it was time for phase two. three. Stupid useless cyclop.

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''The time has come to unleash the might of our mighty RUTHERER ARMY against the meager forces of hell.''

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''I shall pull the lever!'' announces the new Duke. Inod ventures downstairs, across the bridge and into the lever-pulling alcove. You gotta respect a noble who likes pulling lever.

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ONWARD, MINIONS!

Leading the army of fierce rutherers is Arrugshameb, alpha male and killer of dwarves. Today he shall repay his blood death by slaughtering countless dem--

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Oh.

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Hum.

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Scratch that.

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Also in the background the cyclop sort of liquified and evaporated from his cage. So, that happened.

''We just need bigger monsters. Phase three will be the dragon, and after that we can just double the animal count, or use the collossus, or...''

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De interrupts the mayor.

''Well, I'm not exactly proficient in dragon training yet, but I'm fairly sure breathing-fire is not going to change the tide against hell. We have no soldiers, and goblins are swarming the countryside. The dry, very flamable countryside. I'm sure we can find a better use for our special resources...
-I see. Alright, take the dragon upstairs, we'll just... weaponize the DOOMCAVE.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Gwolfski on January 17, 2016, 01:44:56 pm
I would like a dwarf that is not likely to die.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: FallacyofUrist on January 17, 2016, 07:05:48 pm
Best. Update.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on January 30, 2016, 01:09:11 pm
CHAPTER 91: On the safe handling of Megabeasts
Summer of 150
Killcount: 93

''This is the beginning of a new era for Whisperwhip!'' The mayor was getting good at speeches. ''New projects, new nobles, new objectives, new weapons, new foes...''

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''...So to commemorate the start of a new era, someone please pick up the old duke's corpse and entomb it kthx.''

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To prepare for what's to come, a lever is pulled, and hell is double-sealed, just in case accidents happen...

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The mayor has noticed something unfun regarding the legendary FPS counter. It is running low.

''Everyone who isn't a mason or a trainer or a mechanic, get to dumping!'' The fortress didn't need 350 quivers, for example.

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Two dwarves had been put in charge of ''special projects''. The first such dwarf was De, the dragon-handler. Using a complex succession of bridges, rooms and fortifications, the fort would soon be equiped with a dragon-weaponizing system. Using various levers, the outside would be revealed to the dragon, who would then breathe and scorch the countryside. Antechambers were planned to retrap and retain the dragon without exposing it to the dwarves, if need be. There would also be 4 different dragon-deployment rooms, to move the dragon around and respond to the movements of invaders.

The whole thing had been codenamed ''Project FLASHFIRE''.

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Whisperwhip was at war with hell (among other things) but that didn't stop forgotten beasts from showing up. They had no soldiers. they sure weren't gonna chicken out regardless.

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''Activate the Machine for Skypigs'' she simply points out.

The dust flies off, spreading cloudified blood streams everywhere. ''94''

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The mayor allows some citizen to exit the fortress to re-arm the traps and retrieve items. Where are those dwarves going, nobody knows.

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The goblins keep massing up outside. Soon(ish), they would know the wrath of Whisperwhip's advanced weaponry. Possibly.

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She would take care of the lever-building herself. This special building would house 4 sets of 3 levers, each controlling one of the four FLASHFIRE station.

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the second project was overseen by a low-profile dwarf called Plato. The fool volunteered as a crossbowdwarf. When the mayor explained that they had no crossbow squads (or any squads really), he also volunteered to form one, and train them. Then the whole thing escalated into a collossus-powered bronze-crafted mandatory training program for the whole fortress, because blah-blah-blah-dwarves.

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''M'am, it stinks to rebuild the traps.
-I know it,s not the coolest job but--
-No I mean, there are actual corpses there.''


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''Ok well, replace the very dead animals by somewhat non-dead ones I guess''.

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''This is coming along nicely'', explains Plato. ''We sure learned from the mistakes of the last Colossus operation''

This new building would have failsafe bridges and antechambers to prevent everyone from going batshit and paralysing the fortress.

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''Well, it WOULD, if the workers you gave me weren't busy with pathfinding, webs, and retrieving baby animals'' complains Plato.

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''A ghost is still living in my room in HAVEN'', complains the elder citizen of the fortress.

Ugh, those people.

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She pulls a lever.

''Everyone, just... go expand the new tunnel toward the DOOMCAVE''.

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That should keep them busy.

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Despite all those complains, work on the outside projects was coming along nicely. The new courtyard was no longer an empty waste of space, but instead a vast complex dedicated to trading, engineering, and war animal training.

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The dwarves were as busy as ever. Despite the excitement of the special projects, re-arming the traps remained a priority. It was a slow process, but micromanagement could speed it up to a point. Thankfully, the nearby rock stockpiles left from mining operations helped too.

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Yet, there was only so much the dwarves could do against back-to-back attacks.

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It was another forgotten beast.

''What's the trap status?
-unfinished, I'm afraid. We could try to separate it in time, but...
-Do it fast, but send the army if it fails.
-The...army?
-Oh right.''

She goes to the hospital.

''Captain Kubuk, wake up, I need you to do some commandeering, and also maybe some frontline defense too.
-But my leg is...
-Nobody needs legs to fight, that's a myth. Isn't that right, dr. Melbil?
-Absolutely right, mayor.
-There, you have it.''


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Well, good thing they have like, half a soldier left, because someone forgot to replace the corpses by non-corpses.

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A young recruit reports to the surface. ''So hum, both Commander Kubuk and the beast are dead?''

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''Captain Kubuk killed it?
-No, actually I... I defeated the beast with a lucky blow while it was busy eating the commander.
-Good job soldier. What's your name?
-Vabok, but...I'm... not even a soldier, only a recruit who showed up late to all the fights.
-Well, according to Elder Wand logic, you defeated the monster who defeated the commander, so that makes you the new commander!
-I don't think I'm fit for... I mean, my only assignments so far were to withnes the horrible, horrible deaths of two different commanders.
-Well, isn't that a great character arc you're having!
-But I--
-Good day!''


*   *   *   *   *   *   *

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After much effort, the tunnel leading to the DOOMCAVE was mostly complete, including smoothing and engraving. ''We want the demons to know that we are calling the shots, and that we are badasses'' explains manager Stukos as he shows the mayor around. Apart from the standard images of people eating elves, or fucking backpacks, many engravings depicted war heroes, legendary foes, and important battles. A corridor connecting hell to 30 megabeasts, illustrating 50 years of wanton slaughter and warfare. If ever there was a thing that could sum up Whisperwhip in a nutshell, that was it.

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''Did you know that Squiddwarf himself was once in the army, as a captain no less?
-I did not!'', replies a surprised mayor.

Yet it was true! The engraver and bookkeeper of the citadel of clutches had once served as a squad leader, back in the chaotic times of the civil war.

''Not only that'', continues the manager, ''but he's volunteered to open the pathway between the two areas!''
-That's... brave and very stupid appreciated!
-Something to do with ''his master telling him to fight and eat all the demons''....
-That's... well, we all have our quirks I guess.''


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Over the weeks, the goblins had abandoned their besieging efforts, for a time. A group of dwarven traders sneak up toward the fortress, reaching sight of Whisperwhip from the Lone Gunmen hill.

''Ugh, let them in, we can't afford too many corpses and items littering the countryside. Not with the dropping FPS''

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''Clothsgiving!'' A peasant wearing rags dashes outside as the caravan enters the courtyard.
''Clothsgiving!'' yells another dwarf.
''CLOTHSGIVING!''

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Armokdamn it...

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''Come on people, use some fucking wheelbarrows!'' Such an item is added to every single stockpile in the fortress. Old Edzul is first to showcase how efficient they are.

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As Clothsgiving unfolds, various giant animals are hauled inside Whisperwhip's walls, while an eager armorsmith creates an artefact adamantine chain greaves. Whatever will they do with these new toys, the mayor isn't sure yet. She just wants to go back to the special projects.

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The great battle is nearly at an end. Fearing not the great forgotten beast that lurks a few urists away, Squiddwarf has carved a path toward the DOOMCAVE. This path is for now sealed by a bridge. soon, two levers will be flipped, and the greatest battle in the Windy Realm will unfold...

Soon.

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Ugh. I'm sorry, giant beast of unknown origin, but if you wanted to be part of this story you should have chosen the second cavern layer.

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Don't


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Interrupt.

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With mister 96 out of the way, it's time to block off the New tunnel. get on it, manager Stukos.

The dwarves are now isolated from the chaos that will soon take place.

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In the second cavern layer, known to the dwarves of the Wilted Sack as the DOOMCAVE, twenty-nine megabeasts dwell. They have gathered there over the last two decades, waiting for a chance to strike against the Citadel of Clutches. The dwarves too, have prepared for this battle for a long time, but their hopes and dreams have been crushed by a giant squirrel just a years ago.

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It matters not. the residents of the DOOMCAVE will have their fight. A new army of challengers have appeared recently. Accidentally unleashed from the cursed adamantine spire, a swarm of mismatched demonic fiends is gathering in the recently-dug staircase.

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It's on.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: FallacyofUrist on January 30, 2016, 02:41:33 pm
Brilliant. Cliffhanger.

Any chance you could post a post with the stats/abilities/entry messages of all the forgotten beasts that are going to fight?
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on January 30, 2016, 03:14:42 pm
Brilliant. Cliffhanger.

Any chance you could post a post with the stats/abilities/entry messages of all the forgotten beasts that are going to fight?

I don't think that's possible at this point since part of the fight has already taken place. I could, I guess, do so for the remaining contenders. If that's any consolation, most if not all forgotten beasts fighting against the demons were documented as the fights progressed. We'll be able to see relevant information about them in the next update when their injury page is displayed.

As a sidenote, the list of casualties includes a lake.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: FallacyofUrist on January 30, 2016, 06:50:33 pm
Je ne comprend pas.

Okay, seriously? How- how- a lake?
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on February 24, 2016, 07:47:15 pm
CHAPTER 92: Teline's tale
Winter of 150
Killcount: 96

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It's on.

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The lever is pulled. Slowly, the forces of hell erupt from the freshly excavated tunnel, and pour into the DOOMCAVE, spotting their first opponent.

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A white banshee charges, and avoids a blow, landing the first strike of the confrontation. A bruise, merely.

The forgotten beast will now answer with its mighty special attack!

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Breathing... fire.  ::)  Really, dude?

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The demons are obviously impervious to the FB's attack, and counterattack with various glancing and brusing kicks. Clearly, everybody was kung-fu fighting. The forgotten beast becomes enraged!

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Its ribs get kicked so hard, that the beast's brain is destroyed in the process. Ooooookay. I don't even get a chance to look at its profile.

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Xun, the beast that Squiddwarf narrowly avoided while opening the tunnel, is next to attract the demons' attention. Show us what you can do, Xun!

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Xun breathes fire.  ::)

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The dwarves turn their attention away from the fight to re-arm the lower trap, and place new bait. As soon as this is over, they return to Xun's wrestling match...

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...to find it struggling against a Pterosaur Brute and a Filth Devil. The fortress has become a Godzilla movie. Xun is able to soak most of the physical hits, but...

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Filth devil extract and vapors from the Pterosaur Brute are slowly rotting its body away. Xun's own attack, breathing fucking fireballs, is obviously useless against the demons.

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The syndromes tear appart Xun's being from the inside, making him weak and vulnerable. Soon, he can't defend against the demons' attacks anymore, and they begin to tear him to shreds.

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Soon enough, a second beast is no more.

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East of Xun's miasmatic corpse, a third beast decides to use a different strategy. It begins to fill the area with thick strands of webs.

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The beast has nowhere to go. It has never moved since its arrival in the DOOMCAVe. the demons are able to reach it thanks to their flight ability, but they get entangled by the webs. A pterosaur brute is caught by them, and crashes to the ground, before engaging with this annoying creature... The fiend has not suffered any real injury from the fall.

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Meet Aste, a towering sauropod.

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Aste's feet is bruised by the fiend attack. Soon enough, it begins to rot. Truly, those demons are terrifying.

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With nowhere to run, aste tries to keep the foes at bay using more webs.

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A white banshee plummets to the floor, shattering on impact.

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More demons pile up on Aste...

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The beast has no chance of surviving. the combined syndromes start to wreck havoc on its body...

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Leaving behind a rotting pile of horror and pus...

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And finally a corpse.

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Outside, the dwarves partaking in Clothsgiving have left some copper bins filled with adamantine gear lying at the very opposite side of the map, and nobody cares to pick them up. A third such bin lies at the entrance of the fort, and none of the 40 idlers seem intend on solving that issue.

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The sound of a crashing body echoes through the earth. A second foe, a Wraith of Steam, has been killed by Aste's webs.

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Distracted by this tremor, none of the dwarves notice the goblin ambush sneaking inside the fort.

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None, but commander Vadok, who stands on the very end of the courtyard, with exactly zero marksdwarf experience...

He shoots right at the mayor. The mayor dodges out of the way.

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This initial shot flies through the courtyard, and runs straight through both brain and helmet, destroying the goblin in the process.

Good job, Vabok.

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The goblin's friend runs out of the marksdwarf's way, and heads straight into 90 war animals in the process.

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A third one runs the other way and encounters 10 human soldiers chilling on various stockpiled caravans, floating over 50 buffalo calfs

''Animals trainers, pick up the dogs! Non-animal trainers, pick up the goblin bits!''

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Pobe, a human fighting lady, has finally earned herself a title from all her skirmishes with the goblins. Pobe Morningbows the Mysteries of Sweetness.

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The copper bins are still an issue. we don't want adamantine artefacts to fall prone to any thieves, do we? Two approaches are attempted. One bin is channeled, the other is surrounded by logs top prevent access, giving us more time to think of a new solution. Part of the content is designated for melting, which will hopefully prompt a dwarf to carry them back inside.

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At least the bin at the entrance has been taken care of.

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Wit the ambushes out of the way, construction of the bronze collossus pen resumes. The roof is being installed as we speak! Platop and Vabok can't wait to begin their training... altho Vabok is already quite skilled for a dabbling soldier.

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Wait no, here comes another one... save meeeee!

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Thanks, Plato. I'll make sure to reward you by ordering the remaining slots of your equipment to be made out of pure adamantine.

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You also get promoted to militia commander out of a sudden, altho I'm not sure why. I'm also not sure why a forgotten beast getting caught in a cloud of flames 50 times counts as a general anouncement, but it serves to remind us of the fight taking place below.

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Using advanced trigonometry, our bookkeeper Squiddwarf was able to count the demons remaining in the spire part of the underground. 39. The rest have moved upstairs, to the DOOMCAVE.

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As, a forgotten beast, is engaged in a fight with a Red Devil. Unleash your power, As!

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As breathes fire.  ::)

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The surrounding cavern reflects the silverfish's condition: scorched, barebone and mostly lifeless.

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Some lesser demons shows up, and attempts to killsteal his comrade with a few ill-placed kicks. It is only a matter of time before As is consumed by the flames.

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Well, there you go.

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The battle has been raging for two months now. A new year has arrived on the calendar, and a famous dog is laid to rest, one of the few creatures in Whisperwhip to successfully live a full life.

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The bins have been taken care of...

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And our two military commanders (?) are training on nearby thieves while the pen is being conencted to the right levers.

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The result is simple, but quite stylish. A building fully built out of bronze. Bolts can be placed nearby for quicker training. One lever frees the beast, the other seals the arena to allow workers to retrieve various items without causing a commotion.

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Oh, and a new forgotten beast was destroyed by the bait in one of our traps. Good job, lions.

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The new year brings forth a large wave of underground wildlife. Bugbats and maneras and gnorlaks, oh my. The demons begin their hunt. Blood, bones, flames and miasma soon fill the DOOMCAVE.

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Even the lowly Salt Devils whom can be defeated with just one well-placed strike, are able to take down full-sized ogres on their own. How foolish our plan to use war animals was...

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On the spring of 151, 24 megabeasts remain in the DOOMCAVE.

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Every one of them will suffer the same fate, altho the gruesome details will obviously vary. If anything, these isolated encounters will tell us more about the various syndromes. Most demons have one, and fortunately for them, they are imune to all curses and sicknesses. The outcome of this conflict is now clear: Unless a champion of the RNG gods marches forward, the demons will win, for no syndrome will ever be able to take them down, no matter how powerful it may be. The chosen one must thus sport a metallic body, and a deadly dust attack that inflicts physical damage.

To the south, one beast is about to change the layout of the DOOMCAVE. It is not the champion the megabeasts need, but it is the champion they deserve.

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Why, yes, before you ask, it does breathe fire.  ::)

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Okgush the slug has been locked in a battle against a red Devil for quite some time. Neither can injure the other, for they both use fire-based attacks, to which they are impervious.

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As the fight goes on, heat begins to build up, and slowly evaporates a nearby lake.

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Where there once was a two-levels deep bassin, only a half-level of water remains. In many parts of the lake, the water is shallow enough to allow spore trees to grow.

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A 2/7 layer of water remains in the pond, where there once was a gigantic underground reservoir. The whole thing is filling up with trees and corpses and blood.

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To the north-west, near another lake, a special beast has engaged a pterosaur brute. Teling is a giant humanoid made of clear glass. It may sport a weak spittle attack, but it also lacks any inner anatomy, meaning that it is immune to the syndromes of the fiends.

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For the first time since hell was breached, one of the tougher demons is getting injured! This pterosaur brute is in poor shape. most of his blows glance his opponent, and the giant, clear humanoid is immune to its rotting extract. slowly but surely, Teling is beating down on his foe with spit and punches.

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Back at the lake, various fiends pile up on the giant slug.

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The beast is laid to rest. Over the following weeks, water from a nearby river will slowly refill the dried lake.

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Teline, meanwhile, is still battling his pterosaur brute foe.

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Further west, at the southern edge of the DOOMCAVE, a cluster of four forgotten beasts has been located by the armies of hell.

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Kuluk, a beast made of phyllite, shows great promise... until his foot is severed in a single blow by the assaulting demons.

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Even the combined might of 4 forgotten beast is not enough to slay a demon faster than its syndrome will kill you. Soon, only a single beast remains in that area: Aco, the crystal glass humanoid. It has the perfect combination of body and special attack. No organs, no flesh, and a deadly dust cloud.

Why yes, Aco's deadly dust only effect is to set things on fire.  ::)

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Speaking of fire... The lake is refilling. Everything around it is now a charred landscape, filled with burning corpses and clouds of miasma.

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Despite all these setbacks, Teline hasn't given up. He's still punching and spitting on his opponent. One by one, scars and wounds start to stack up on the fiend's body.

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Time passes as Teline faces his relentless foe. The dwarves have completed the bronze collossus pen, and the creature is released, ready to act as a live target.

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One of the FLASHFIRE station is also operational. as soon as goblins show up, the device will be put to the test. The dragon is placed in the station, and a bridge and walls are designed behind it, in case it goes wild. the beast's cage is linked to a lever, waiting for greenskins to be set free.

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As castles and engineering projects are erected, Teline continues his unending fight. Will his foe ever die?

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As for Aco, his deadly dust propelled the assaulting devil away, leaving him alone in his dwelling. For now...

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Amidst all this chaos, a semblance of normality resurfaces. Of the slug's corpse, nothing remains. The fire has devoured it entirely. The nearby lake is once more full, and only the spore tree forest at the bottom of it remain to tell the tale...

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Single-minded, relentless, the clear glass giant and his opponent tumble downwards, landing atop a pile of lion skeletons. They both get up, and continue their duel.

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Above them, two devils find a path through the antechamber, and descend (ascend?) on the three forgotten beasts living there. these creatures are slaughtered effortlessly. Even Xun, the nightmarish Osprey, is put to rest in a few blows. This section of the cavern belongs to the forces of hell, now.

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Time passes... on the surface, impervious to the conflict raging downstairs, the dwarves put the remaining touches on the FLASHFIRE station.

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Aco's presence doesn't remain unoticed for long. The foe it knocked away returns with some friends. Sadly for these lesser fiends, the deadly dust is enough to smash them against the walls, ending their life.

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Teline's duel is interrupted by some lesser devils as well. It matters not. The glass giant is single-minded and keeps bashing on the pterosaur brute.

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Until one of them annoys it too much, that is. Teline takes a bit out of the demon, splattering its essence across the cavern floor.

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It is too much for the pterosaur brute! it flees the battle, leaving one of the lesser fiends behind to occupy Teline. The demon climbs back to the upper levels of the caves, and begin his search for reinforcements.

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Upstairs, the dwarves begin to train. it seems that Plato is not the healthiest of soldiers, sadly. in the past, a brush with beast sickness left him quite debilitated. he can't even find the training pen, and instead stations outside the gates.

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Spoiler (click to show/hide)
If he can't get it together, we'll recruit his eleven years old son in his stead once the lad reaches adulthood.

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Oh, what's this? the pterosaur brute has retreated long enough to find two friends. Together, they dropkick Teline another level down, amidst more skeletons.

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After months of battle, Teline was able to rip away the Pterosaur brute's shell. that must have been a waking call for the fiend.

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Spoiler (click to show/hide)
In time, no doubt, it will heal all other injuries, leaving behind horrific scars. the shell shall remain there, forever, a testament to Teline's bravery.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Indeed, Teline could hardly keep one foe at bay. The combined attacks of two pterosaur brutes overwhelm his defenses, and he is caught off-guard. The demons wrestle his hand away from him.

Spoiler (click to show/hide)
It is an epic battle, but one the glass giant has no hopes of winning.

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Without a word, Teline the mighty falls to his knee, which is a polite way of saying he's now missing a foot.

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I never thought I'd sympatize with a forgotten beast in my life... Yet, with each part of Teline that flies off, I also die a little.

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Romanceblister emerges from the pit, followed by his friend. There is nothing left for them there.

Spoiler (click to show/hide)
Rest well, Teline.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: DDDragoni on February 25, 2016, 02:58:22 pm
I finally decided to read through this after seeing the link in your sigtext several times, and all I can say is holy shit, this is incredible. From skypigs to querns, Forgotten beasts to Clowns, this is amazing. Just imagining the incredible battle in the Doomcave...
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on February 25, 2016, 05:13:37 pm
I finally decided to read through this after seeing the link in your sigtext several times, and all I can say is holy shit, this is incredible. From skypigs to querns, Forgotten beasts to Clowns, this is amazing. Just imagining the incredible battle in the Doomcave...

Welcome aboard! Would you like a dwarf?

I would like a dwarf that is not likely to die.
Spoiler (click to show/hide)
Ask and ya shall receive! Gwolfsky is not the most talented of dwarves, but he is the among oldest dwarves born in Whisperwhip, having survived nearly 50 years. As the leader of the furnace Operator Union, he is unlikely to ever die (first). the furnace operators are working in the core of the fortress, away from danger, and all their other labors are disabled, including hauling and construction.

Spoiler (click to show/hide)
Oh, and the demons killed a second lake. This one isn't connected to the map's edge, so it'll remain dead forever.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: DDDragoni on February 25, 2016, 05:32:51 pm
I finally decided to read through this after seeing the link in your sigtext several times, and all I can say is holy shit, this is incredible. From skypigs to querns, Forgotten beasts to Clowns, this is amazing. Just imagining the incredible battle in the Doomcave...

Welcome aboard! Would you like a dwarf?

Sure thing! Anyone will do.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: FallacyofUrist on February 25, 2016, 07:50:00 pm
So many possible sigs.
Oh, and the demons killed a second lake.
For instance this.
Without a word, Teline the mighty falls to his knee, which is a polite way of saying he's now missing a foot.
Or this.
~~~
As usual, an incredibly good update.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: TheBiggerFish on February 25, 2016, 10:45:42 pm
Oh fine, me, I'll PTW this.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Sarrak on February 26, 2016, 12:34:55 am
Magnificent update. I really like how FB struggle against inevitable.

I forgot if I requested a dwarf or not. Anyway - dwarf me! I want to die!
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on February 29, 2016, 11:00:06 pm
Oh fine, me, I'll PTW this.
I wasn't sure if that meant you wanted a dwarf or not. I went ahead:

Spoiler (click to show/hide)
TheBiggerFish is an old fisherdwarf who moved to Whisperwhip with many of her family members. Her father was the administrator of a fishery worker business. Her brothers and sisters are fishery workers. Her cousins are fishery workers. It truly runs in the family.

Sure thing! Anyone will do.
I closed my eyes and gave you, litterally, anyone.

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DDDgragoni is also an old dwarf lady (mostly because every male or young dwarf dies) Five of her 6 children died, along with the father. her youngest daughter was the fort's legendary strand extractor, until she got sort of decapitated by a ghost. DDDragoni has poor linguistic abilities and terrible analytical abilities, so it is possible that she didn't convey the best possible survival tips to her children.

I forgot if I requested a dwarf or not. Anyway - dwarf me! I want to die!

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Congratulation, you are... DDDragoni's youngest (and only surviving) child! Surely, your request will be fullfilled shortly.

The next update ( Ageless mutant ninja turtle ) won't be for a while, as things are moving rather slowly. (Blame the demons)
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Gwolfski on March 03, 2016, 10:45:27 am
I want a dwarf that is unlikely to die.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on March 03, 2016, 10:53:02 am
I would like a dwarf that is not likely to die.
Spoiler (click to show/hide)
Ask and ya shall receive! Gwolfsky is not the most talented of dwarves, but he is the among oldest dwarves born in Whisperwhip, having survived nearly 50 years. As the leader of the furnace Operator Union, he is unlikely to ever die (first). The furnace operators are working in the core of the fortress, away from danger, and all their other labors are disabled, including hauling and construction.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Sanctume on March 03, 2016, 11:05:49 am
Whisperwhip.  I've heard of it, glimpsed it in passing, and can only guess it's savory flavors. 

Mmmm, steak, and I think of a fine Cabernet pairing.  It gets better with age.

If I sit down now and start consuming, it may not satiate because of the short time of one sitting. 

Alas, I hold of the temptation for now, and wait a while for a big appetite, and even larger sitting time for unhurried consumption.

WTGWQTA (waiting to read when quality time available)
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on March 22, 2016, 11:45:53 am
CHAPTER 93: Ageless mutant ninja turtles
Spring of 151
Killcounts: 97 (us), 13 (them)

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The caverns underneath Whisperwhip, now known as the DOOMCAVE, are the host of a terrible battle, unprecedented in scale. Teling the mighty glass humanoid has fallen, beheaded by a pterosaur brute jaw...

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...While his kin Aco has isolated himself in the south, repelling any demons coming close with his fire dust attack. The demons seem to be out matching the forgotten beasts by a long shot, and yet... Whisperwhip has no shortage of newcomers. Sooner or later, a mighty beast will arrive, champion of the RNG gods, ready to take on the fiendish army.

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Some lesser demons have perished, but the core of the army remains intact. Save for a lost carapace, all the tougher, solid demons remain intact. Over 80 of them are now dwelling in the DOOMCAVE, leaving behind a token force of snow demons to guard the adamantine spire.

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Facing them, only sixteen forgotten beasts. Those that remain are either locked away, or too far to be noticed.

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Only Aco's location is known to the demons, yet the beast's dust keeps the lesser demons at bay. The tougher brutes have mobilised much further north, where they surrounded the giant Teline. In tuime, they will descend upon his brother. For now, tho, Aco remains as healthy and alive as a glass-object stalked by the legions of hell could ever be.

 **** ****** *****

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Away from this chaos, the dwarves of Whisperwhip prepare their next project, led by their mayor and chief engineer. They rush outside while the goblins are absent, first chopping down a group of trees to the west...

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Then, the miners get to work, levelling the side of this hill, digging through the black sand dunes. More trees are designated for chopping...

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The underground is melting, and the courtyard is overran by breeding caravan animals, but the dwarves are not bothered... They keep digging.

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The soft sand gives in easily. Soon enough, they can retreat behind their walls, leaving a sandy corridor where there once was a hillock. In time, the surrounding grass will overrun this freshly-dug area, allowing the fires from project FLASHFIRE to spread past the western hill.

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To celebrate, a new artefact bone rack is placed inside the princess' chambers. May it keep her non-batshit.

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With everyone back inside, the dwarves are ready to continue their engineering projects. More obsidian will be needed...

*  * * * * * ** *** * *   **  *

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Deep below, Aco has engaged a large group of enemies... Let's take a look...

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Nope, not here, altho this place looks like a mess.

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Okay, more bones and charred remains. Where is Aco?

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Woops, too far left. Here's four hiding forgotten beasts, yet to be noticed by the horde... Salt, donkeys and spiders, nothing I'd wager my money on at this point...

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Ah, there's Aco, locked in battle with a fire devil. The beast is immune to fire punches, and replies by launching dust clouds around it.

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I think... stuff... is happening?

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Pieces of a fire devil are expelled from the various layers of smoke. Apparently Aco is winning. Fire devils are poorly equipped to destroy a 30 feet tall glass giant.

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The devils are immune to the fire components of the deadly dust, but the knockback is crushing them against stone pillars. Their frail, fiery body are doomed to collapse.

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If the dust simply set stuff on fire, this fight would absolutely never end. It's like watching Guild Wars PvP all over again.

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The smoke has cleared. Aco is left alone once more, the ground around it covered by living flame corpses.

***  **** *** ***  *** ***

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One level above, a giant viper wanders toward Whisperwhip. It slides around for a week or two.

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Please, mister viper, channel your predatorial instincts and attack our animals. As long as this beast is in the caverns, we must watch it. We only have one chance to take it down.

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No, no, Don't go into my obsidian generator. Bad snake, bad.

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Gwolfsky, chief of the furnace operator union, decide that now is a good time for his team to hide in the forge, smelting low-quality bolts. The lad is one of the oldest dwarves born in Whisperwhip. He was trained in furnace operation by the duchess Stukos herself.

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After a few weeks, the viper finally heads toward Whisperwhip. It bypasses the main trap. Quick, seal the tunnel!

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Instead, it runs into the so-called snake-crusher, once created when another forgotten snake made it past the bridge. It was actually the first trap built by the Wilted Sack, and was used only once. It was put back in use a few months ago, as a failsafe to the main attraction.

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Awww shit, the beast is powerful indeed! Its bite is lethal, taking down the baits before we can activate the trap. Unlike the three-levers setup of the main traps, the snake crusher only has one trigger.

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In any case, the snake trap bait got us enough time to seal the entrance of BASE1. the beast turns its attention to the main trap instead...

Spoiler (click to show/hide)
*Click*

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Blood for the blood god, as they say.

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A single cheetah survived the trap. It is pale and probably infected. It is too late to cancel operations by the time I notice this. the dwarves are already busy cleaning up this mess. Unbeknownst to me at the time, a pet walks by the infected cheetah, bringing back a new pet plague into the fortress.

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Winter is finally upon us, and all the dwarves are busy with smelting or clean-up duties. Most of the year went by smoothly for the dwarves, away from the conflict taking place downstairs.

*** *** *** *** *** ***

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Now a great archer, fully geared in adamantine armor, Vabok trains. He remembers the deaths of his squadmates, back when Whisperwhip still had some sort of army. He knows that, in time, the fortress will strike back, and he will lead the assault. A few years ago, they were caught by surprise. Now, they know much about the demons, their strengths, patterns, and weaknesses.

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Spoiler (click to show/hide)
Those lesser demons are fast, very fast, and deadly. But a steady aim will take them down, Vabok knows. With each shot he takes at the Bronze Colossus, he feels more confident.

Spoiler (click to show/hide)
Yet the demons are deadly in their own right. Even without trying, they have vanquished a second lake. Fire devils are the scariest of the lesser fiends because of their long-range, flaming attacks. Those will have to be dodged, or blocked.

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To complete his equipment, a moody dwarves creates a pair of adamantine grea

*Game crash*

...Of adamantine leggings. Shoot.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
it seems that Thikut, pet owner, caught the syndrome carried by the forgotten Viper after her pet came in contact with an infected cheetah. her head is now... Her head is rotten? Armok's bloody fuck that's hardcore and horrible. I guess now would be a good time to craft some soap, huh.

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Some dwarves are quite concerned about a possible outbreak. ''I came here to carry on our family's fishing business'', says TheBiggerFish, ''Not to literally rot here!''

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''I'm not that stressed out, but I wish this disease didn't kill my remaining child!'' says DDDragoni, a rather simple-minded old lady.

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Her surviving son Sarrak shares her doubts. Deep inside, he knows he'll probably die in a horrible fashion anytime soon.

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The staircase is filled with blood, including her own. TheBiggerFish freaks out. ''When did that happen? I'm so lost, this place is a mess!''

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A new announcement goes through the fortress. A forgotten beast!

''Relax, says the mayor, it's in the DOOMCAVE where there are countless demons kept away from us by a single hatch cover. Everything is fine!''

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''And this OTHER forgotten beast? The traps will take care of it, y'all.''

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''M'am the mayor, the beast is perched on top of the wall and spits on our animals
-It'll work anyway. Just lower the bridge and lure it inside, and hope our timing is good.
-What but wait...''


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''Told you''

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''See, it worked. We gotta stay on top of our game, unless we want the demons to win. They have 16 points!
-Mayor, I don't think this is a game...
-Sixteen! That's a lot of points. Anyway, I'm off to complete my project to set the whole world on fire using a poorly trained dragon, kthxbye.''


Spoiler (click to show/hide)
And just like that, a new forgotten beast wanders into the DOOMCAVE. ''Ugh, another free points for the demons''

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Spoiler (click to show/hide)
Lomifo is ambushed by filth devils. Usually this would be over quickly, but the giant tortoise is able to withstand a few blows. It contracts a syndrome, but manages to keep fighting, where many others just died horribly within the minute.

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A few important parts are broken, and it's head is now rotten. ''Just like you, Thikut!''. The tortoise doesn't give a fuck. It wants to brawl.

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Wait a minute. It's horn is rotten? I don't even...

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Not only is Lomifo eager to keep fighting, he's actually giving chase. The filth devil decides to leg it. With it's wings. ( It has no legs. ) A strand of webbings stop the demon dead.

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The first fiend cannot dodge. Lomifo grapples the filth devil and supplexes it into bits.

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Lomifo begins to beat up on a second fiend.

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A named salt devil shows up, eager to help his friends. Finish your drink before moving on to the next sentence.

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Spoiler (click to show/hide)
The rotting, half-destroyed husk of a giant tortoise interrupts its current battle, and leaps backward graciously, drop-kicking the salt devil in the face. It casually returns to his waiting foe.

Spoiler (click to show/hide)
Here's the sad news for Lomifo, but awesome news for everyone involved in project FLASHFIRE: The moss and fungi covering the ground are on fire, and this fire just crossed the entire DOOMCAVE. It eventually reaches the battleground where Lomifo and some filth devils are brawling.

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Lomifo's gigantic pile of webs catches fire.

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Lomifo is now a melting, rotten husk of a giant tortoise on fire. It responds by casually punching a demon in the face.

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Speaking of plagues and syndromes and surprising animals...

''We are now quite knowledgeable bugbat trainers'' announces De. ''Also most of our livestock is rotting alive, just throwing that out''.

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In any case, the beast Lomifo certainly doesn't give a fuck. To counter the fact that it was set on fire by its own webs, the tortoise decides to... spit out more webs...?

(it's not very effective)

Lomifo has fainted.

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Lomifo has been on fire for two weeks now. the filth devils are piling on top of it, scoring glancing blows over the incinerated yet still alive body of Lofimo.

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The only thing that can kill Lofimo right now is loss of blood. well, not so much ''loss'' as much as ''all of it was systematically set ablaze and evaporated'' but you get the point. In what can only be described as awesome irony, in Lomifo's final moments, an injured fiend falls from a web and dies, giving the beast the nickmake of ''Ashenburials''. It dies shortly after, amidts a field of ashes.

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Spoiler (click to show/hide)
It's demise occurs right below the obsidian generator. The hauling dwarves can only imagine what kind of terrifying battles occur through those obsidian walls...

Lofimo was tough, but doomed to fail. Altho it fought bravely and ...graciously...(?), its organic body was a liability. At this point, the mayor had a fairly good idea of what they really needed to defeat hell. it was time they tried something different.

Spoiler (click to show/hide)
Like giant robots, of course. (http://cdn.collider.com/wp-content/uploads/pacific-rim-poster-banner.jpg)



*   *   *   *   *   *   *   *   *   *

OOC notes: So, yeah. in the next chapter, the fortress becomes Pacific Rim. That won't be for a while, tho, as I have a lot of stuff to do. Various birthday parties, finishing Daredevil, running Clobbermountains into the ground... I'm also wanna start uploading piano covers to Youtube. Next update won't be for another month. The gameplay is mostly over, but These updates are quite time-consuming.

On the plus side, this thread has reached over 20 000 views! Thanks everyone, for sticking with the dwarves of Whisperwhip!
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Cerol Lenslens on March 26, 2016, 11:15:21 am
PTW. I've been reading this during my breaks at work for the last couple of weeks until I caught up a day or so ago. It's absolutely amazing.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Blitzgamer on March 31, 2016, 02:53:05 pm
what would really help this fort is the battlefailled bone blocks mod
please dwarf me as a blue loving male dwarf
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on June 03, 2016, 07:47:15 pm
CHAPTER 94: Pacific Rim
Winter of 151
Killcount: 99 (us) 14 (them)

Spoiler (click to show/hide)
Bronze collossi, of course! They are the perfect creature to take on hell. They lack any anatomy, they are made of solid metal, immune to essentially all syndromes, and they are HUGE, Y'ALL.

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A few modifications to the new tunnel will allow this new toy to be unleashed right into the DOOMCAVE, thanks to a leftover bridge that wasn't destroyed.

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''You, right there, military person!
-I'm Vabok. How can you not know who I am?
-All military is the same to me.
-We have two soldiers!
-Whatever. Just, step back from the giant robot, I need this thing in one piece.''

Spoiler (click to show/hide)
''Now bring this dude to the new tunnel, so that I can wire his cage''

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the merchants figure this is probably the right time to get the fuck out of here. Through... the river? Ok, whatever guys.

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It's been a while. I have no idea why I have this picture of a Lye-maker hauling 30 z-levels while paralysed from the waist down and missing an eye. Oh well, carry on, little fella.

Spoiler (click to show/hide)
''So I know a few more things about dragons now'' announces De, animal trainer. ''Like, did you know they are angry, terrifying creatures that hate us?''

Spoiler (click to show/hide)
Hum, we don't need the dragon right now. what we need now are homogeneous giant monsters. Like the forgotten beast Aco over there, a glass golem. For now, it endures, facing nothing but lesser spawns.

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we can,t count on nature's worst creations to do a good job, tho. Aco is clumsy and isolated. It is time to release a totally different giant homogeneous creature:

Go... Amo!

...totally different I tell you.

Spoiler (click to show/hide)
Lower the bridge!

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march forth, my greatest (borrowed) creation!

Spoiler (click to show/hide)
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A lesser demon is ambushed and begins the fight by... removing a toe from the colossus. What.

Turns out giant robots are actually clumsy. Dude can't score a single hit.

Spoiler (click to show/hide)
Oh wow now he lost a finger. Stop failing ugggh!

Spoiler (click to show/hide)
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He takes out a lesser demon's leg and loses a second toe in the process.

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Finally, a kill! This salt demon is destroyed, leaving the entrance tunnel littered with piles of bronze bits and salt.

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Let us celebrate by declaring a new holiday! Collossus rampage day shall therefore be an official day off for all dwarves. Conveniently, it so happens to fall on the new year's celebration, making the logistics much easier to handle.

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Humans simply cant deal with a double-holiday. some of them proceed to go stark raving mad, or berserk. Even their horses are unable to precess this event.

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Still, some of them celebrate by rampaging and punching their horse to death. That's the spirit, kids!

Spoiler (click to show/hide)
Spoiler (click to show/hide)
An armorer is inspired by the holiday spirit, and ventures into the forge for a special project. More adamantine gear is always welcome.

Spoiler (click to show/hide)
Meanwhile, downstairs... It seems that part of the DOOMCAVE has evaporated completely. we shall rename this body of water to lake ''error 404''.

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East of lake Error 404, battle rages. A pterosaur brute is getting pummeled by the Bronze collossus Amo.

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A steam devil joins the frey, flanking the opponent. Is this the same pterosaur brute who lost its shell against a previous glass monster?

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The shell is hard to find. More demons join the frey, filling the area with smoke.

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Things are happening. bits are falling off. Stuff is potentially dying. Demons are joining the fight. slowly, the place fills up with more corpses and oversized bodyparts, and the fight withdraws into the entrance corridor.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Some demons are mostly outmatched in this fight. The haunts of tear, for example, mostly grapple and drink blood from their victims. they are unequipped to deal with a 10 story monster made of bronze, and get mostly bullied around.

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The whole fight degenerates into a katamari machi of wrestling where about the size of a small planet made of monsters is currently rolling around in an underground complex, banging against small and exhuming about 10 different types of deadly attacks, to which everything in it is immune.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Some lesser demons are removed from the mix (aka: killed) and the ball of doom slowly rolls toward he south. some Pterosaur brutes lead the assault, as clumsy as it may be, and they suffer some moderate injuries. They are tough, however, and will not die unless a severe, direct blow to their mysterious weak spot is delivered. No pterosaur brute has ever been killed so far. The collossus is mighty and tough, but he is dumb as shit and randomly attack whatever he sees fit, unable to deliver a killing blow to the greater devils.

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A pile of goo and ashes and flames and filth is left behind as the ball slowly ventures to the south.

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cue 300 pages of battle reports pretty much like this one...

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Reading normal reports is becoming complicated, thanks to ten thousand million things being on fire.

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Despite this clusterfuck, i'm told that Whisperwhip is now worth a whooping 50 million dorfbucks.

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Hey, I found the shell! At the very least, two Pterosaur Brutes are now missing their carapace. A filth devil has also been destroyed, and there are living flame bits all over the place.

Spoiler (click to show/hide)
Life in the fortress has been forever change. For every message about production jobs we receive, there are also 50 of them regarding stuff on fire, or enraged demons. I guess its hard to tell the dwarves to ignore whats going on downstairs. If an overblown anime was taking place in your basement, you'd be gossiping about it too.

Spoiler (click to show/hide)
A bit of !!!SCIENCE!! for ya: it seems that even tho demons cannot burn, nor can their remains, it is theoretically possible for parts of them to melt under extreme heat. Ladies and gentlemen, we have discovered the temperature at which demons melt.

Spoiler (click to show/hide)
Amo has lost 17 toes/fingers in the process. Now it just flings big fingerless fists at peo...

Spoiler (click to show/hide)
Wait no he,s actually strangling this dude what the hell what what what. How is he... He doesn't have any fingers left!?!

Spoiler (click to show/hide)
Oh hey, an adamantine cap, that's cool.

Spoiler (click to show/hide)
To the south, a wraith of steam has discovered the four dormant forgotten beasts. It was destroyed before it could land a significant blow. Good on you, donkeys and spiders and whatnot!

Spoiler (click to show/hide)
UH, OH! The Tarentula brute finally joins with its minions... This monstruous fiend has so far kept away from any fight, and I have no idea hat it's abilities are, appart from being poisonous, terrifying, and a webber. It interrupts a week of useless strangulation. (!!SCIENCE!! fact of the week, you cant strangle devils, especially if you lack 9 of your ten fingers)

Spoiler (click to show/hide)
Amo knocks the Tarentula Brute away, and proceed with its strangulation hobby. The other demons are scoring minor, glancing blows. I almost wish one of them knocked the giant away so he'd switch to a more useful attack.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The initial panic that occured when hell was breached is definitely over for the dwarves. Many of the idlers are tired of this state of stand-by, and seek distractions. A large group of miners and haulers are dispatched to gather ores and flux stone. Gwolsfky assembles the guild of furnace operators and begins smelting. A small taskforce of masons remain on standby to refill the crushing traps.

Spoiler (click to show/hide)
The tarentula brute is getting annoying. Amo the collossus let go of his ''grip'' and start shoving the beast around, shattering the chitin protecting the demon.

Spoiler (click to show/hide)
A flame devil begins poking the giant, inflicting no damage whatsoever with its fiery touch. It is dispatched after a moment, cloving its burning body asunder.

Spoiler (click to show/hide)
I take a look at the reports by Squiddwarf. According to his bookkeeping, 46 demons have been slain so far, out of about 100. sure, most of them are lesser demons, but that's still a minor victory. Three filth devils (medium fiends) and a Tarentula Brute have recently been slain. the elusive and fierce Pterosaur brutes remain undefeated, despite some shells being removed. Those demons are truly the most terrifying of the horde.

Spoiler (click to show/hide)
Amo the collossus lies upon a pile of corpses, among which a tarentula Brute carcass, shred to pieces. Apparently, the metal giant is now missing an ankle. Oups. Looks like the Tarentula brute wasnt such an easy prey after all.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Many stronger demons are piling up, preventing the collossus from retaliating, and tearing it appart. Within moments, the beast loses two eyes, two ears, a nose, and most of its limbs. It seems that the damage caused by Amo has come to an end. No further demons will die to its hand (unless someone falls over it I guess). still, destroying this massive magical statue could take a while, as the core is solid and near-indestructible.

This gives me an idea. He may yet act as bait. If most nearby demons are busy with the remains of this statue, there could be some major things to be done by using this distraction. Reclaiming the spire, perhaps? Still, this is pretty risky. the statue could die at any moment, or some devils could disengage and seek easier preys. There is also the problem of four-snow devils occupying the center of the spire. We'd need to defeat them., and I,m not sure we can.

Spoiler (click to show/hide)
I give Vabok a call, and tell him to mobilise. It is time we put his 30 million dorfbuck worth of adamantine gear to the test. it is time for Vabok to avenge his numerous fallen comrades.

Spoiler (click to show/hide)
Be ready to venture downstairs, buddy. The time has come to fight back against hell, one demon at a time.

Spoiler (click to show/hide)
Or in this case, two. No demons can join the frey, for the artefact hatch cover is sealed at the moment. Time to test our might....

Spoiler (click to show/hide)
Ugh, goblin siege... what a terrible timing. Our entire militia of one is locked downstairs with a group of demons. It's time to test operation FLASHFIRE, I suppose.

Spoiler (click to show/hide)
''Get the dragon in position!
-Ma'am, the dragon ran into the potash-making facility.
-Uggh, get it back!''

Spoiler (click to show/hide)
demons of snow are fast and deadly in close combat, but they are frail, and lack a ranged attack. Vabok unleashes a few bolts and scores two kills. A good thing too, for he would have died a horrible death had they come a few tiles closer. With a friend and some good accuracy, he may be able to station at the north of the spire tunnel, and take on six snow demons before they can reach him. In order to do this, we will have to unseal the tunnel and quickly patch the hole leading to the new tunnel. failing to do this quicjkly will unleash hell into the fort. This is risky. If only one demon makes it inside, this will spell doom for Whisperwhip. Is adamantine worth it? There is little time for decisions. This option is forever gone once the decoy that is Amo the colossus dies.

Spoiler (click to show/hide)
Project FLASHFIRE is a disaster. The dragon cannot shoot through two layers of fortification, and so refuses to set fire to our foes. the next, dangerous solution will be to move the dragon in front of the gate, and lower it. Hopefully he will set fire to most goblins. should he fail, he'll probably get damaged heavily and the goblins will swarm the fortress. we have one locked-away soldier to stop them, and a bunch of human guards and war animals atop the hill. Is this safe?

''Yeah, hum, we sort of lost the dragon again after we removed it from the little gatehouse''

Can you guess where the dragon went?

Spoiler (click to show/hide)
Why, in the Armok-damned Quern Hall, of course. The room's legendary soothing effect on animals must have drawn the dragon there.

Spoiler (click to show/hide)
The beast ignores the trainer meant to shackle it, and runs all the way to the forges. it takes about a week to drag it back to the surface, at which point it is showing signs of semi-wildness.

This whole plan is becoming rather sketchy. Many bold moves await the Citadel of Clutches, but an ill-advised decision will inevitably destroy the fortress for good.

Spoiler (click to show/hide)
Retaking the spire is possible, but the death of amo, or a somewhat alert demon, or any amount of dwarven lazyness will doom us all.

Spoiler (click to show/hide)
Even if we succeed, our only competent soldier will have to snipe four demons of snow to secure the spire. Even if he succeeds, the bottom of the spire has not been revealed. there may be more demons in hell, waiting to spawn or swarm the fortress.

*   *   *   *   *   *

Spoiler (click to show/hide)
Finally, we have a chance to destroy most goblins invaders, but a stupid move on the dragon's part, or poor timing, will lead to the slaughter of many. here's a screenshot of me attempting it, however keep in midn that I had to change the heat sink of my cpu and many crashes happened at this point. I'm honestly not sure what happens after this exact very moment, nor am I sure I want to retry it. It may be smarter to revamp project FLASHFIRE and create small guard towers where the dragon can shoot down and then be locked using bridges, without relying on fortifications.

In any case, I'm quite sorry for the lack of updates. I had a small case of ''my basement caught on fire'' and I had to repair my computer in the process, and then wait for a lot of repairs to get electricity plug. I also had a small concert to prepare for, leaving me little to no time for videogames. On the bright side, you can follow the link in my signature to find my Youtube channel, where I'll be uploading music covers periodically, if that's a thing you like.

This was a weird chapter to play and to write, but i think we probably all learned a thing or two about demons and/or megabeasts and the way they interact.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: De on June 27, 2016, 02:45:06 am
I was bracing myself for Whisperwhip to be dead, but nope it's still here too. I'm glad I'm not the only person to accidentally set a computer on fire, I'm assuming something like that happened?

It's interesting how DF sets up this scenario where gradually you learn that macho heroism is overrated and the only true solution is giant convoluted traps and specially made gear.

You mentioned letting the dwarfs go idle more often so they could make friends and potentially breed. One computer ago I had a go at dwarf breeding and it's quite a lengthy process. Even if you let your dwarfs all idle in your meeting hall, the odds of them actually bumping into their friends and having a conversation is pretty low. They have to be occupying the same tile. I resorted to locking my duchess into a four tile burrow with one of her friends. It took about five years but they did fall in love. No idea how long it takes to get them engaged or married.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on June 27, 2016, 09:05:16 am
I was bracing myself for Whisperwhip to be dead, but nope it's still here too. I'm glad I'm not the only person to accidentally set a computer on fire, I'm assuming something like that happened?

It's interesting how DF sets up this scenario where gradually you learn that macho heroism is overrated and the only true solution is giant convoluted traps and specially made gear.

You mentioned letting the dwarfs go idle more often so they could make friends and potentially breed. One computer ago I had a go at dwarf breeding and it's quite a lengthy process. Even if you let your dwarfs all idle in your meeting hall, the odds of them actually bumping into their friends and having a conversation is pretty low. They have to be occupying the same tile. I resorted to locking my duchess into a four tile burrow with one of her friends. It took about five years but they did fall in love. No idea how long it takes to get them engaged or married.
Duck tape, the true matchmaker :s
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: NCommander on June 27, 2016, 10:05:47 am
I was bracing myself for Whisperwhip to be dead, but nope it's still here too. I'm glad I'm not the only person to accidentally set a computer on fire, I'm assuming something like that happened?

It's interesting how DF sets up this scenario where gradually you learn that macho heroism is overrated and the only true solution is giant convoluted traps and specially made gear.

You mentioned letting the dwarfs go idle more often so they could make friends and potentially breed. One computer ago I had a go at dwarf breeding and it's quite a lengthy process. Even if you let your dwarfs all idle in your meeting hall, the odds of them actually bumping into their friends and having a conversation is pretty low. They have to be occupying the same tile. I resorted to locking my duchess into a four tile burrow with one of her friends. It took about five years but they did fall in love. No idea how long it takes to get them engaged or married.
Duck tape, the true matchmaker :s

Best way to do it is with a pre-honeymoon chamber. Two beds, two statues, two compatible dwarfs. Worked for me. Can take up to two years to actually get a marriage but it does work.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: FallacyofUrist on June 29, 2016, 06:58:10 pm
An update?

YESSSSSSS.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: MoonyTheHuman on July 01, 2016, 08:36:15 pm
Dont just dorf me, do you have spare goblin prisoners? 'Goblin' me as one, make sure he is not killed.
Otherwise, ill be a mechanic
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: GLaDOSauR on September 25, 2016, 09:07:23 pm
This better not be dead...I refuse to allow it!

The Cliffhangers must stop!
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on September 26, 2016, 07:10:36 pm
This better not be dead...I refuse to allow it!

The Cliffhangers must stop!
While the fortress is not dead, I sadly have very little time for video games at the moment; I'm honestly not sure when there'll be a next update. My plans are to use dragon-fire to blockade the surface, allocating every dwarven resources to the final confrontation with hell, in whichever form it takes. It's fair to say that the story of Whisperwhip will meet it's end after the legion of demons has been crushed, or has crushed us. We won't be striving for multi-generation stories or megaprojects, not anymore. I just don't realistically have the time to push the save in that direction. Many players would simply push a lever and let the demons wins, or flood shit with magma, but I think the fortress deserves a more serious and climatic ending.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: GLaDOSauR on September 26, 2016, 08:01:21 pm
This better not be dead...I refuse to allow it!

The Cliffhangers must stop!
While the fortress is not dead, I sadly have very little time for video games at the moment; I'm honestly not sure when there'll be a next update. My plans are to use dragon-fire to blockade the surface, allocating every dwarven resources to the final confrontation with hell, in whichever form it takes. It's fair to say that the story of Whisperwhip will meet it's end after the legion of demons has been crushed, or has crushed us. We won't be striving for multi-generation stories or megaprojects, not anymore. I just don't realistically have the time to push the save in that direction. Many players would simply push a lever and let the demons wins, or flood shit with magma, but I think the fortress deserves a more serious and climatic ending.

I'm very glad that this won't just fizzle into eternity.  :) 
Will look forward to the finale!
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Catsquidcat Overlord on October 06, 2016, 08:21:47 am
I am very GLaD that your brought this up. 
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on October 08, 2016, 11:47:25 am
Since people brought this up, here's a quick overview of what the fortress is at.

*After much tweaking, project FLASHFIRE is operational. (http://i.imgur.com/KjLnpz9.jpg) The goblins don't like it, but I do.
-A bridge retracts, cutting access to the fortress while giving sight to the dragon. If he engages, he ends up safely trapped in the area below, the bridge seals him in, and he can be recovered. Inbetween the dragon and the outter gates are dogs and tables, attracting invaders.

*The dwarves are cleaning items, primarily  the newly-recovered chamber between cavern 1 and the DOOMCAVE (http://i.imgur.com/U9TB2TH.jpg).
-This area may now serve as a sort of trimming area by using the immortal floor grate. close it if a big demon approaches, let single little demons one at a time so our single soldier can take them on.

*Currently going through my list of options.  This is what we have available (http://i.imgur.com/FA0v0ae.jpg) to create a safe system allowing us to retake the place step by step without letting demons wander freely.
-If I can find a decent solution, I want to first retrieve the adamantine spire, to visit hell, reveal other spires, mine them, but also retrieve the high-quality adamantine and steel gear from the army, back when they delayed the demons.

If people are ok with this, I'll be going with bullet-point short updates like this, instead of gigantic updates, because those take more time than I have at the moment. Basically, I'm not sure if this project will take 6 months or 25 ingame years and I'd rather avoid going into all the small details, because 25 years of detailed update is something I can't do anymore. I'm still screenshotting important stuff, so that if details do become important later on, I have screenshots to illustrate how that came to be etc. I'm now writing explanations on those screenshots because im not sure if or when I'll be using them, and I certainly wont remember what they meant in say, a year.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Catsquidcat Overlord on October 11, 2016, 01:26:17 pm
I am fine with the bullet point updates since you don't have the time for the longer ones.  Hope you get more time for yourself and this soon.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: De on October 15, 2016, 10:30:09 am
Yeah, bullet points are perfectly understandable, especially given how long this fortress has been going on and how much your life has changed during the interim. Though I have to say, part of the joy of this thread has been watching you develop as a writer.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: RoBoBOBR on October 17, 2016, 05:05:52 am
Very enjoyable read, thanks Taupe!
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on October 26, 2016, 11:32:04 am
Mayoral engineering notes

       Still looking for a way to weaponize things and destroy hell. The main issue is that once we have a thing connected to the demons, it may be hard to ''reset'' or make safe, which could have the fun effect of hum, I dunno, wiping the fortress. The main problem with a design such as the forgotten beast trap, is that they are long and complex to reload, and demons fly, and there's many of them. The only way we could use anything as amunition is if it was not dwarf-powered, renewed itself, and was easy to send plumetting down. Stone is fun, but it's hardly efficient.

      Looking over the castle walls while improving the dragon project, I spotted our solution: Ol' Whisperhip, where I came once as an outpost liaison in the first year of this outpost. Twas before I got banished here and shit for sheer negligence. Ol' Whisperwhip was abandonned when a titan attacked, and the whole population moved into this mountainside where stone could be had, and a hole in the aquafier existed. The old fortress was never recovered because it was flooded by our poor understanding of aquafiers.

      Water! Water falls down, it can be controlled by floodgates, and it's basically infinite. Maybe we can use that? I have a plan:

1-retake ol' Whisperwhip and punch a hole through the aquafier. Use fcking magma transport to obsidian a way into this if needed.

2-Build a long hole straight down to the DOOMCAVE. Install pathway to fortress to act as bait for demons.

3-Build evacuation shaft to empty water into third cavern layer. Disregard possible consequences.

      If this works, then we can create a water flow going straight down a few dozen z-levels and crush the demons pathing to the fortress. Hopefully water has mass, I'm counting on that. For this project, we need 3 indestructible objects to avoid having demons break shit or venture where we dont want them. thankfully we have grates and floor hatches that are artefacts.

1-One grate protecting the bridge leading into the aquafier breach. dont want the demons to fly up somehow and disable this, creating infinite water leaks into the DOMCAVE (OR DO WE? KEEP THAT IN RESERVE AS PLAN B)
2-One floor hatch leading into the fortress so we can lur demons in, but seal it at the last second to stick them inside the trap. Can't have demons walk in the fortress. cant rely on lever manipulation to get timing right because this is a very tricky and dangerous bait we can't fuck up.

3-One grate leading into the third cavern for water flushing. Cant have demons break this, walk dosntairs and reach the fortress through a new cavern layern.

       to finalize the plan, a pathway is built toward the aquafier. A bridge is made, then a grate placed. a dwarf digs straight into the aquafier, DIES HORRIBLY and we close the bridge to keep water there. finally, another dwarf goes downstairs, dig into the doomcave, and flees through the artefact grate. Hopefully demons walk toward the fortress, and the waterfall will send them plumetting to the bottom of the pit.

      Wait, If we reclaim the spire and connect the flushing to fucking hell, we could technically dispose of water there, AN litterally crush demons against the floor of their own domicile. that's just so hilarious i have to risk this, fortress survival be damned.

YOLO
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Dezzo on December 07, 2016, 02:57:38 pm
Dis gon be good.
incidentally are salt demons deadly allergic to water? Would make sense if they were.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on December 07, 2016, 07:41:52 pm
I'm sure I've seen flame demons wrestle underwater so I wouldn't bet on it.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Dezzo on December 08, 2016, 01:32:19 am
Hmm... well flooding Hell should make for a good show either way!
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Catsquidcat Overlord on December 15, 2016, 11:39:16 am
BRING FORTH THE SPONGES, LET HELL DEAL WITH THAT. 
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: MoonyTheHuman on January 24, 2017, 09:35:32 pm
i refuse to let this fizzle.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: saltmummy626 on January 25, 2017, 01:13:00 am
I just came in from a long career of lurking to log in just so I could say:

Chapter 2: The Skypig = Fucking comedy gold.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Catsquidcat Overlord on May 03, 2017, 08:10:09 am
Fingers crossed this starts up again in the summer.   :-X
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: TheImmortalRyukan on June 18, 2017, 09:31:42 am
"It be Summer! Taupe! I, Ryukan, do summon thee!"
The Forumite gestures. The thread moves.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on July 02, 2017, 09:27:13 pm
I'm still on the forums here and there. I won't lie, progress isn't happening much. My will to build bigger and larger has been eroded to oblivion by micromanagement and low fps. What free days I, i find it hard to dedicate to slowly ordering the reconstruction of pitfalls and mining designation. Call it Dwarf fortress burnout.

I know this is not the satisfying ending anyone wants, nor deserve. It makes me mad as well. I know some random day in maybe a year I'll get this sting again, and dive into Whisperwhip once more, but until then I have a hard time playing. And I don't want to destroy the fortress on a whim, nor flood it with magma. I also know I don't want to force myself to play just to reach an ending, because that ending will be soulless and devoit of fun. Hell, I even considered calling it quit and isolating the dwarves from the world, but that's when I realised I had lost touch with my true goals, and the spirit of this fortress.

Until then, I'm sorry to admit that this fort is on pause. A likely long pause. For about two years, this has been most of my gaming time, and it has left my batteries empty.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Dorsidwarf on July 03, 2017, 09:42:47 am
This is a beautiful,insane creation and you should be proud of the majesty and fuckery you brought to us, there's no need to apologize. The itch to Dorf comes, the itch to Dorf goes, and that's how it is.

Thanks for all the stories you've told us, Taupe.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Bearskie on July 13, 2017, 09:51:52 am
Well if you do ever decide to return, there are some minor broken images - only if you want to fix them that is. For easy access, here are the quotes and corrected links:

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)

Also, have a pdf. (http://dffd.bay12games.com/file.php?id=13010) Warning: its huge (>300MB, 1100 pages).
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on July 16, 2017, 09:54:42 pm
Wow. You are doing Armok's work. He probably doesn't give a fuck, but i do. Great work.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: TheImmortalRyukan on July 22, 2017, 12:29:38 pm
You know Taupe, you are probably my favorite Bay12er and I consider you one of the greats. Your turn in Doomforest is legendary and this very fortress follows your progression theough the game from noob to you now. Your writing is an inspiration and I hope you keep it up here at Bay12.

Just had to put that out there
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on July 22, 2017, 09:39:55 pm
Thanks bro, that's appreciated!

Meanwhile, I know this isn't much, nor entirely related to Dwarf fortress, but  I've been writing down my progress through the early Pokemon games as Nuzlocke challenges. (https://www.reddit.com/r/nuzlocke/comments/5t3x3g/pokemon_blue_we_are_always_hiring/) It follows the same principles I used here, aka: play the worst I can and step it up once I'm deeply fucked. I've done Blue and Silver so far, so if you've enjoyed the writing in this thread, this may be relevant to some of you. The silver playthrough especially is more epic than anything like this has any right to be.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: De on July 23, 2017, 04:07:56 am
I hear you Taupe. I've started playing the latest Dwarf Fortress again after a pause of... I don't even know how long. It comes and goes. I tell my friends who don't understand that DF is like bathtub moonshine. It's kind of rough but when you want it nothing else will do. Follow your bliss man.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on July 30, 2018, 12:53:12 pm
(https://i.ytimg.com/vi/VbdfGoqOhjY/hqdefault.jpg)
I have no idea what is going on with this fortress. i have no idea what each lever does. This will be glorious.

Why is my only soldier fighting demons.

Why is the fortress exposed to several forgotten beasts.

Why is the entire landscape scorched.

Why is the main door opened and protected by a single semi-wild dragon.

Why is there a number of dead things in the five digits.

Why did this cat explode.

Why did all the cats explode.

Why do we have 900 querns?!?

Why is hell directly connected to the fortress.

Why is there a Collossus in the courtyard.

So, so many questions.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: TheImmortalRyukan on July 30, 2018, 03:22:39 pm
(https://thumbs.gfycat.com/FreeImpeccableCod-max-1mb.gif)
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on August 07, 2018, 08:47:10 pm
(https://i.imgur.com/UBPMCFF.jpg)
So little notes, so many levers...

Jokes aside, I'm slowly rediscovering how this insane fortress works. There are still two levers by the forges that I have no idea what they do. According to the map archives, they were built between 113 and 117, but a quick overview of the corresponding chapters didnt give me any hint of their purpose. I've been loading and killing the save a few times just to test things out. Apparently ''I play this fortress a lot so no need to write down stuff, I'll remember'' is a shitty archiving method, who knew.

So far I've painstakingly identified what controls the drawbridges, what seals which caverns, what makes the obsidian generator work, what seals the different parts of the fortress (nothing, good job me), the arena levers, the failed-attempt-to-gladiatorize-hell levers, and so many more (spoilers for the next chapter!)

I've almost enough to write a new chapter, but I just need time. (those blocks of text take forever to make)  I'll probably aim for about a chapter per month, give or take. However, I may have to change the narration a bit and do things from my own, exterior point of view as I rediscover this disaster of a fort. Mainly, because It's been so long and I've written so *much* about Whisperwhip that its basically impossible to simply jump back in and continue where i was, narration-wise, because so much has left my brain over time. It's not ideal, but I really don't remember which dead dwarf killed which of the 100 forgotten beasts, oron which day Clothsgiving falls (trick answer, it changes every year). If you've ever played a long RPG and quit midway, and came back years later only to reset your game because you don't even know which quests you did, or where you are supposed to go, or which stats you wanted to build, thats really close to where I am right now. So the format will have to be different the time being.

On the plus side, when I lost interest in the fortress, I took care to add detailed captions to each screenshot as to not let them go to waste. So there's that. Expect a chapter by... next wednesday?
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Sarrak on August 07, 2018, 08:51:11 pm
AWESOME!  :D
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: FallacyofUrist on August 07, 2018, 09:33:55 pm
AWESOME!  :D
I burn with anticipation!

On a side note, Sarrak, didn't you play Roll to Magic a while back?
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Bearskie on August 08, 2018, 02:19:26 am
Blimey crikey jumping peach-frogs, Taupe is back! Make sure you don't burn out this time, take updates at your own leisurely pace.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on August 20, 2018, 03:00:52 pm
Chapter 95: Priorities


Welcome back to Whisperwhip. It's been a while. It is a standart fort, populated by exploding cats, a hundred forgotten beast corpses, a legion of devils, a couple giant metallic constructs, and a dragon gatekeeper. I think it says a lot about this fortress that the goddess of murder and blood would visit the place and have an existential crisis, and somehow that's not something I remember immediately because much weirder things have happened.

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After checking the status of our monster traps, I decide to perfect our newest surface project, operation FLASHFIRE. The goal is simple, replace every soldier by a dragon scorching the savannah during sieges. Kills invaders, destroy useless items, doesn't endanger dwarves. it's perfect in theory.

In practice, the dragon has a mind of its own. every time I modify the design, he flees to observe our quern collection.

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Flashfire mkII is unleashed. Still has issues. In the first itteration, the dragon wouldnt fire because of fortifications. In the second iteration, he fires once then runs outside to do battle. He survives unscathed this time, but we can't hope for this to work every time. archers will just fuck him up.

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Our engineers work on markIII, in which two bridges and some channeling are used to contain the dragon.

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The trolls are attracted by objects. I place a bait and wait.

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The trolls are scorched, but goblins will not be baited by a table, and they dont have bows to shoot the dragon with.

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Good thing we have something to their taste. bring me some dogs over here!

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it works! Goodbye goblins.

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the tail of the invading party survives the scorching assault, and decide to leave right the fuck now.

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The project is a success, but in the process one of the bridges is totally melted by dragonfire. Something about mechanisms not being fire-proof, I presume.


********

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a minotaur! Oh no!

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The dragon is nowhere to be found. Normally I'd try to catch this creature, but anything that isnt fireproof or metalic is quite useless to my future plans, So I order Vabok to shoot him. The soldier fires once and leaves the fight. the minotaur falls over from the pain and is pilled up on by thirty war dogs that shred him to pieces. Okaaaaay, that's kinda hardcore.

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i look at the combat logs. The collossus is still alive, if you can call it that. It is mostly just a memberless husk attracting demons. this is a bad thing. As a result, my combat log is so full that anything past fifteen seconds simply gets overwritten. That's bad. Did you know that a bronze colossus is caught in a burst of flame? trust me if you didn't, the game will make sure you learn about it.

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Step one of my assault on hell plan, retrieve the hatch room. with the snow demons killed, e can claim it for ourselves once more.

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The caverns get busy.

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a forgotten beast or three make their way to the fortress. I panic for a little while, but confirm that they are either stuck behind mushrooms, or in the Doomcave.

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The efforts of our dwarves pays off, and now the hatch is reclaimed and cleaned!

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Next step: isolate the DOOMCAVE from the adamantine spire. The two have been connected to unleash demons against monsters a few updates ago, but to no avail. In the process, demons destroyed the contingency bridges, so it cannot be sealed with engineering. I send the dwarves to the third cavern layer, and have them work on some plugs.

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nothing happens. Only debris fall to the ground. The seal doesnt work. I try once more, still nothing. fuck that, we arent wasting the golem's diversion.

New burrow. everyone near the adamantine corridor. No time to waste.

Step 1: open the path to the sealed section of this fortress. success.

Step 2: Have a standby worker with masonry plug the path to the doomcave manually. Success.

Step 3: Have Vabok stationned at one hand of the corridor to shoot the 4 demons of snow that may aggro from the spire:
???

Vabok where the fuck are you.

Vabok got lost and went to the caverns instead. Abort! Abort!

Seal the hole!

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Well, that's... not optimal. Four demons of Snow just rushed in, and our soldier got lost instead of defending the corridor. The masons arent fast enough to seal the hole.

also, it appears that they are all here because of a burrow, which i created to hasten the work and have every dwarf ready and proactive.

fuck.

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The first victim is our mascot, the cheerful entertainer and novice diagnoser, our beloved Stray tigerman diagnoser. i like to think that he jumped in front of the demons to buy us time. that's what he,d do.

I'm sorry buddy.

I'm so sorry.

Vabok where the fuck are you right now. are you... are you here yet? did you get out of the caverns?

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Vabok is sleeping. not... nearby or anything. as soon as the demons attacked, he started climbing the entire fortress to sleep at the top layer of Whisperwhip. There is a reason we have several bedchambers in the way. Because an entire trip through Whisperwhip is quite the endeavor. it can take days.

Our only soldier is now to days away from the combat. Amazing.

I call our trainee marksdwarf Plato, and hope he/she can deal with this issue promptly.

Plato is dead.

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not that I blame him, anyway. amidst the several caught on fire anouncements, one can scout a few casualties racking up.

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Vabok is still sleeping.

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No worries, buddy. the fortress is doing fine while you take a nap.

Despite the grim nature of this event, I can't help but laugh out loud when i notice that our ''Chief ragdoll engineer'' is getting tossed around like a puppet.

Fun fact about snow demons. they are very frail but somehow their blows send people flying accross the room. it also conveys a special extract which basically freeze the victim's lungs and brain, and leave them there to die slowly. they dont even finish off the victims that survive. they just freeze them and watch them die ominously.

Now lets follow Vabok as he wakes up.

Vabok, go and station yourself downstairs and fight the fucking demons right now!

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He goes to the barracks... and pick the heaviest bin he can find.

He travels to the bottom of the base. At this point it's been a week since the massacre occured.

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the easiest burrow to use was the coliseum. I modify it to include booze and food stockpiles from the consession stand. The survivors are stashed there and cheer as Vabok emerges.

''Save us Vabok!''

''help us''

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But Vabok has more important tasks in mind.

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he travels all the way to the spire, and stores one weapon from the previous squad into the bin. He, of course, leaves the bin right there and venture... upstairs?

''I need to pick up supplies!'' Vabok announces.

He steps over a dozen corpses and freezing dwarves and head back upstairs.

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he grabs yet another item and stores it in a stockpile. Along the way he steps over more survivors screaming for help, more bodies, more bloodshed. But proper item storage is what sets us apart from mere animals, and Vabok understands this. He knows the line between chaos and order is crossed by disregarding stockpile management.

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At least this time he decided to use a wheelbarrow. that's military training for ya, makes you efficient.

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Alright, items are properly stored! Now Vabok can go and retrieve his military equipment. He's missing a vital part of his uniform. He enters his spare bedroom, and collects... a spare used pair of socks. I can't blame him. Have you ever had wet socks because of melting snow getting in your boots? You always need a spare pair of socks. Those are snow demons after all.

Any second now Vabok. Any second.

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Oh yes, your waterskin. Can't forget about that. Gotta have those extra two rations of booze if you are stationned down there. Silly me, how could
i forget. are you gonna grab the closest one?

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Oh... you are going out of your way to take from the last barrel in the farthest storage room. That's... a valid life choice i suppose. There's just no compromise when it comes to choosing a spirit you like.

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I AM BATTLE READY! Announces Vabok to the surviving half of our fortress. he makes his way downstairs.

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One of the demons made his way to the bottom of the mines, where he killed a bunch of dwarves. He appears to be missing.

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He was one of the three demons to enter HAVEN, now not a very friendly place. like, i dont think sending dwarves there right now will improve their morale at all.

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The fourth demon is camping somewhere in BASE1, overseeing a bunch of freezing dwarves with gleeful eyes.

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Strangely, it seems that only this demon and one other in HAVEN are still alive. The others are... dead? I have no way of knowing what took them down, since any action older than twelve seconds gets replaced by ''yo dawg the collossus is on fire!''

And now he has made it.

After two weeks of fucking around. vabok is ready to save the fortress and take down the demons. go forth, demon slayer.

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He reaches HAVEN.

..and walks past the demon of snow. He station himself in a random bedroom. The demon is there, Vabok, fucking take him on. Shoot him. you are a legendary sniper.

Vabok why are you just standing there passively.

Vabok why are you going into melee range.

Oh.

Oh come on.

You spent two weeks preparing for this moment.

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And somehow you forgot your motherfucking weapon!

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He punches, miss, gets dumped against a wall, and starts to freeze there. The demon stands there, unimpressed.

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Here's a good view of the entire battle. Click this screenshot, do not disregard it.


********

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As soon as Vabok finally chose to ''engage'' the enemy, i ordered rutile boulders to be carried downstairs.

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The lower fortress is sealed. Anyone left there is either dead or soon to be dead anyway.

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people are starting to be unhappy about this whole affair.

You know what, nish the lye maker? I'm not even mad at you. You truly deserve to be tantrumming right now.

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Tantrum at your heart's content.

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And you too, sakzul. nevermind the fact that I'm relying on you to construct a wall between us and demons, you tantrum as much as you like.

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And you too Sarvesh. You too. Everyone gets a free tantrum pass today. we've earned it. it is justified.

********

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With all the medical dwarves... unavailable, nobody remembers to feed or give water to our rotting comatose rovod, fortress champion. maybe it is for the best. He has been in this state for decades, and probably deserve a rest.

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someone dies of thirst as well.

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In the middle of a booze stockpile.

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The dwarves living in the bedrooms of BASE1 are now homeless. instead of claiming new beds, they decide to use the children dorm. They all just... pile up on the floor in fetal position and fall asleep there, instead of using beds.

Whisperwhip is safe from demons as of now, but their attack has killed half the fortress, and left the rest... damaged.

Edit: Fun quote from the last chapter:
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Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Sarrak on August 23, 2018, 12:49:06 am
I have no words for this mess ::)
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: FallacyofUrist on August 24, 2018, 12:29:01 pm
Isn't there a note to urist thread?
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on August 25, 2018, 12:33:01 pm
I'm not mad, i'm just..
 disapointed... ::)
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on January 07, 2019, 01:54:25 pm
Hey, Taupe, how's Whisperwhip doing?

Oh hi, dear reader. I am still working on this fortress, things are going smoothly!

so everything is fine?

Why, yes, the tantruming dwarves are kept in check by our war cheetahs!
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Everything is going swimingly. (but seriously, a single untrained Lye maker went berserk, killed 5 war cheetahs, struck down gwolfsky and mutilated two other dwarves before falling unconscious.)
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: applet on January 23, 2019, 12:13:17 pm
Hey Taupe,

Just wanted to say that your writing is a big inspiration to me, in fact what convinced me to tell the story of one of my own forts. It's also really cool to see you still going with a single fort for so many years.

Thanks for the stories!

PS I hope you don't mind me grabbing a sig from this thread
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: De on April 24, 2019, 10:32:32 pm
Taupe, this is my yearly check in to remind you that you are awesome.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: Taupe on July 12, 2019, 10:12:30 am
Thank you everyone!

I am working on what can only be called Whisperwhip's final chapter, or epilogue. It should be out in a few weeks.
Title: Re: Whisperwhip: a megabeast steakhouse (Circus Edition)
Post by: applet on June 02, 2020, 10:59:05 am
Taupe, this is my yearly (stand-in) check in to remind you that you are awesome.