This is an adventurer succession/landmark building game. In this 1700+ year old world, our plucky hero, Twoflower the Tourist, is a peasant with no real skills except the ability to somehow survive one scrape after another with limbs, (if not companions) intact.
On their turn, each Player will be able to choose one of the following options:
1) Use a maximum of five in-game years to build a "scenic detour" or "Iron Chef" restaurant on the Island for Twoflower to possibly visit.
2) Build a 1x1 district in the Forbidden City, attempting to complete the megastructure zoned for that area in 5 years or less
3) Unretire Twoflower for yet another "amazing journey". The destination is determined by first "finding a tour guide" (recruiting someone to be a traveling companion), then asking them about the surrounding area. The first place that the tour guide suggests that Twoflower has yet to visit becomes the new destination.
4) Any mix of the previous
Please make a copy of your "scenic detour", "City district" or "Iron Chef" save before you unretire the tourist or any other adventurers. This way, if Twoflower somehow gets killed or maimed, you can still post the copied file of your fort and your entire turn isn't just a figment of his imagination. However, other adventurers can be both maimed and killed and that save is valid for inclusion in the timeline. It's just Twoflower who is immune to the varied treachery of The Misty Isle.
Goals:
1) Using a maximum of 5 in-game years, create a "landmark", "scenic detour", "City district" or Iron Chef restaurant" somewhere on the Island.
a) Retire the site using the Dfhack procedure below
b) Post a link to the save file in the group.
2) Unretire an adventurer who is not the Tourist
a) Take a pilgrimage attempting to sample the wares of every Iron Chef restaurant on the Island.
b) Either retire once the pilgrimage is done or die trying
c) Post the save file to the group
d) Post a story detailing the journey, including a critique of the various delicacies consumed.
3) In Adventurer mode unretire the Tourist, Twoflower
a) Hire a guide (recruit a companion)
b) Change the profession to "Tour Guide" or a similar title
c) Rename the Guide with the Player's name instead. (Or another one like "Rincewind")
d) Ask that guide about the surrounding area
e) Complete the journey to the first place that is mentioned that Twoflower has not already visited.
f) Collect a "souvenir", (the more useless the better)
g) Retire Twoflower in a hamlet or town "as a peasant"
h) Post the save file to the group
i) Post your story about Twoflower's latest adventures, including a screenshot proving Twoflower made it.
(Possibly posing in front of an interesting view or with the "quaint natives/creatures" of the place)
Twoflower is not to involve himself in any fights but may stay and excitedly watch the show, cheering his hapless guide/s to victory or fleeing in terror.
Should the Twoflower die before completing his goals, then the whole thing was a daydream he had about all the adventures he could be having and the next player in line will attempt to guide this silly git safely there and back again instead. (We'd still like to hear about the dream though.)
All tour guides will have their professions renamed as such (or variations on the theme, such as "trail guide" or "body gaurd") and their nickname changed to the current Player's name.
The "Luckiest Tourist" section of the game will end when Twoflower dies of old age. At this point, all Players who wish to do so will simultaneously compete to create the best shrine/tomb for Twoflower, containing all the stuff he has collected in his life filled with wanderlust. This last turn will span ten in-game years and be voted on by the DF community at large. The save voted the most popular will be the one that makes it into the Timeline, all others will be showcased as might-have-beens.
Here are a couple maps of "The Misty Isle" and her many wonderful landmarks (circa 1727):
Mini view:
(http://fc06.deviantart.net/fs71/i/2014/035/e/6/the_misty_isle_1737__small__by_taowithit-d7556b0.png)
Full view:
(http://fc04.deviantart.net/fs71/f/2014/035/4/f/the_misty_isle_1737_by_taowithit-d75579n.png)
Platform is Masterwork Mod v4f (http://dffd.wimbli.com/file.php?id=5315), Phoebus graphics.
(Use of DFhack and other utilities OK, so long as it doesn't break the game.)
Every race has been modified to be able to produce cities, roads, bridges and towers. Furthermore, every race in the mod has been enabled, leading to quite a panoply of stuff on the map. I've left the history file on to help players situate their "scenic detours" into the surrounding area's histories better so there will be ALL SORTS of good stuff for our hapless tourist to discover. By also enabling "babysnatching" and "thievery" on all races, you'll never know if any of the orcs, goblins, elves or humans you meet will try to murder you on sight or try to sell you a fisherberry, which should make for some "interesting" journeys. Also, Twoflower starts off as a nudist. I did mention "interesting" journeys...
Turn order:
Main Players
When it becomes a Player's turn, I will send them a PM notifying them of this and update the turn list with this notification. Players will have 72 hours from that PM to confirm in-group that they have downloaded the save and intend to take their turn. Failure to post a confirmation within 72 hours of the PM bumps them out of line and it passes to the next Player (who will then receive a PM, starting the 72 hour count down once more)
Turn Duration:
Turns will have a maximum duration of one RL week (168 hours) from the confirmation post.
The save file must be posted first, followed by your posts describing the new adventures of our tourist, "Twoflower" and company.
Turns lasting more than 168 hours from the confirmation post will become "dreams" and the save will pass to the next player in line instead.
Dreams:
A turn will be categorized as a "dream" if
a) Twoflower is ever killed during an adventure or
b) A new save file is not posted by 168 hours (a full 7 days) after a Player's turn confirmation is posted to the group. (Posting your save file before the 168 hours are up is fine, though.)
While dreams are not used to advance the Tourist's age or waking experience, they are nonetheless a worthy contribution to Twoflower's overall experience and may influence him in waking life, so please post a full story of the dream turn to the group so we can share that as well.
"Iron Chef" mini-game (added September 18th, 2013)
Heroic followers of "the cutting edge" in the art of Cooking, brawny brewers with an eye for originality, crafty seekers of the rarer resources needed to attain state of the art in culinary haute-couture and those who will brave the journey to experience only the very best foods and drink - these will all make the pilgrimage to each legendary restaurant or brewery. Those few pilgrms who are able to visit all of them and survive to tell the tale will be known far and wide for their journeys, as will each restaurant's master-chefs or brewers.
With each savory mouthful of finely minced dragon egg, with each reverent quaff of apricot brandy, the stories of derring-do and near escapes become more outlandish and harrowing as all bask in the glory of the artifact mugs kept securly in their display cases above the bar...
The value of a player-created meal (http://dwarffortresswiki.org/index.php/DF2012:Cook#Prepared_Meal_Value) or drink (http://dwarffortresswiki.org/index.php/DF2012:Alcohol) will finally give adventurers a reason to sell useless crap to vendors in return for hard currency. (BEER!)
Players choosing to use their turns to build a restaurant should use adv-fort to pimp out a named shop just outside of their production facilities (ie: fortress) and sell the drinks or prepared meals to the shop owner (who should be suitably renamed "Smitty" or something like that. When posting your save files, be sure to mention the name of the shop and where its located! Players must command other adventurers than Twoflower to gather and transport the ingredients for their culinary masterpieces if they are unavailable from the embark screen. The most elaborate and the most expensive meals will be displayed with honor at the top of the first page.
It will be assumed that the other adventurers journeying to these shops will be doing so in between the times that Twoflower is having his own adventures, and will be added to the ongoing story in that manner. How often Twoflower decides to take a new trip will be decided by how often Players choose to advance his story-line in that direction. Otherwise, he'll just hang out wherever he was last retired, soaking in the local culture and driving his hosts insane with his good-natured naive curiosity.
Perhaps this dwarven cookbook (http://medievalcookery.blogspot.com/2011/08/dwarven-cookbook.html) will give you some ideas, but Rumrusher has had some others (http://www.bay12forums.com/smf/index.php?topic=129942.msg4572066#msg4572066)
The "One on One community game" (Added 20th October, 2013)
In the latest incarnation of the "scenic detour" section of the game, an embark will be chosen by popular vote and all the Players who wish to involve themselves may download the either embark save and play for a season showing what they want their dwarves do/gain/avoid, ect... or at least describe what they want "their" dwarf to do. When the Players are done, they'll just upload the file somewhere and PM me the link or their instructions. I'll take those saved files and/or instructions as the intended plans of each dwarf and combine them to build the fortress. Once each season is completed, I'll post the new save file to the group, (along with a report of the high points/FUN complete with pics) and wait for the next season's crop of plans.
(Of course, if someone fails to send me their save file or new instructions, I'll just assume they want to keep on doing whatever they were doing before, which may or may not have any bearing on the current game save's reality.)
This communal effort will end a maximum of five years (20 seasons) later, as stipulated in the rules, whereupon either a new communal fortress will be begun or the older one-person turn will occur.)
"The City" (Added January 2014)
Add a district to the thriving dwarven metropolis of "The Forbidden City" using the "nanofortress" utility to embark in a single 1x1 embark square and attempting to complete the task for which that embark was zoned.
New embarks must be adjacent to previous ones that succeeded in their appointed tasks or to the city center, the Whitecastle district. Your block will help this Dwarven metropolis grow into a marvelous home city that the hard-working dwarves of this island deserve, filled with cunning artifacts, wonders of architecture, tombs to forgotten heroes, and slavering horrors in equal measure (as is the dwarven way).
(http://fc02.deviantart.net/fs70/i/2014/035/0/6/1737___the_powerfortune_district_by_taowithit-d7555pf.png)
The Whitecastle, Crackle-pot and Powerfortune districts with the surrounding undeveloped areas as of 1737. (Will be updated as each new district is built)
When you're finished, retire the site as a city using the following method in DFHack:
1) "clean all" (improves FPS when visted again)
2) "lair".
3) Loo"k" at an individual ---> 'dfusion' --> 'adventurer tools' --> 'change adventurer'
4) "mode set" --> '1'
5) 'Esc' --> "Retire as a peasant/give in to starvation"
Rising from the clear waters of the Gimenor Sea, Frosty Mire Island "The Misty Isle" is a place steeped in historic and astounding landmarks...
Most recent save (http://dffd.wimbli.com/file.php?id=8365) (year 1737)
Game turn order:
1. Sackhead Dreaming of adventure (http://www.bay12forums.com/smf/index.php?topic=127697.msg4421842#msg4421842)
2. Timeless Bob Dreaming of adventure (http://www.bay12forums.com/smf/index.php?topic=127697.msg4453840#msg4453840)
3. Rumrusher Twoflower's first adventure, led by Greg Silkbottoms of "Falsetto Wings Tours" (http://www.bay12forums.com/smf/index.php?topic=127697.msg4494960#msg4494960)
4. Krevsin The Museum of Freecloister (http://www.bay12forums.com/smf/index.php?topic=127697.msg4541852#msg4541852)
5. Timeless Bob Twoflower seeks the Wizards of Lightningscar Tower (http://www.bay12forums.com/smf/index.php?topic=127697.msg4616848#msg4616848)
6. TheDarkStar Dreaming of Adventure (http://www.bay12forums.com/smf/index.php?topic=127697.msg4646989#msg4646989)
7. 1on1 Game
The Lonely Mountain (http://www.bay12forums.com/smf/index.php?topic=127697.msg4730085#msg4730085)
Spring & Summer 1729 (http://www.bay12forums.com/smf/index.php?topic=127697.msg4865740#msg4865740)
Autumn 1729 (http://www.bay12forums.com/smf/index.php?topic=127697.msg4872723#msg4872723)
a) Highmax28
b) 4maskwolf
c) Darkening Kaos
d) Vgray
8. Timeless Bob "Whitecastle District" 1731 (http://www.bay12forums.com/smf/index.php?topic=127697.msg4885402#msg4885402), 1732 (http://www.bay12forums.com/smf/index.php?topic=127697.msg4891952#msg4891952)
9. Rumrusher "Crackle-pot District" 1734 (http://www.bay12forums.com/smf/index.php?topic=127697.msg4926608#msg4926608)
10. sackhead 1737 (http://www.bay12forums.com/smf/index.php?topic=127697.msg4948907#msg4948907)
11. 4maskwolf Detained by RL
12. Monitor Lisard 1738 (http://www.bay12forums.com/smf/index.php?topic=127697.msg5000746#msg5000746)
Individuals of note:
Twoflower the Tourist:
A human born in 1689, he is first reported to be on the Misty Isle in 1715, settling in Touchraced. The in the early winter of 1717, he engaged the services of Greg Silkbottoms a travel guide. He stayed in Ringingwashes until the early Spring of 1722 when he began looking for the Wizards of Lightningscar Tower. The end of this journey resulted in a quest to return the bones of a hero to "his people", a mysterious tale about how of the Wizards of Lightningscar Tower suddenly dissapeared in the middle of their breakfasts one morning and Twoflower apprenticed to a gnome sorceror in a village named "Shingledcommunions" just east of Lightingscar Tower. He has studied under the sorceror for over a decade, remaining with his teacher until the present (1737), learning many forms of magic.
Twoflower is currently 48 years old.
Greg Silkbottoms
Greg Silkbottoms is a small, one eyed humanoid, with a pair of antennae, sleek black skin, and an unimpeachable work ethic. Born in 1447, Greg held a number of positions before starting a second career in 1708 as a travel guide with the "Falsetto Wings Tours" company. By 1717, his reputation was as a guide that was both courteous and quietly professional, which was when he was assigned to "Mr. Twoflower". Greg has helped Twoflower in two tours so far, their initial pub crawl that ended with the collection of a magical coin in 1717 and Twoflower's quest to find the Wizards of Lightningscar Tower in 1722.
Greg is currently a fit 290 years old.
Rumor from the drinking hall:
Some tell the tale that an iron dagger Highmax trained with back in 1732 has a strong link to his ghostly spirit. Instead of putting his restless ghost to rest with an engraved slab, the blade could be used by a mage to ensorcel his ghostly essence into a specially made anvil. The tale goes on to say that such an anvil would be able to make supernaturally keen swords at the price that those who use it are driven mad - they will become obsessed with making as many swords as possible. While Highmax's body is currently at large, having been raised by the human necromancer named Uko Tormentsheened in 1733, some say his dagger waits patiently to be found in the haunted ruins of the Whitecastle District.
There's an ugly rumor that although the hero named "Darkening Kaos" survived the rampage of the zombies in 1733, that he perished sometime later while helping to build one of the other districts of the city. The rumor goes that if he really is no longer still among the living, anyone able to find and return his body to the Lonely Mountain will be visited by a spirit of treasure, pointing out a secret cache of gold and jewels hidden there by the Mad Hermit.
OK, have genned a pocket island with 1700 years of history, then spent 15 more in-game years fleshing out a couple sites.
Here's the maps and files (http://www.mediafire.com/download/p8xp51l367tfaqg/LTE_maps.zip) used by the isoworld utility and here's the game save (http://www.mediafire.com/download/1kryt077h78b4o2/Luckiest_Tourist_EVER_-_turn_1.zip).
I used the process below to retire rather than abandon both dwarven forts. If you want your attraction to have crew or local villagers, you can use it too.
"Pick and axe v2" (http://www.bay12forums.com/smf/index.php?topic=81738.msg2169407;boardseen#new)
DFHACK: Fortress into town
1) "lair".
2) Loo"k" at an individual ---> 'dfusion' --> 'adventurer tools' --> 'change adventurer'
3) "mode set" --> '1'
4) 'Esc' --> "Retire as a peasant/give in to starvation"
"---" = type this into dfhack console
'---' = choose this option/press this button
If the "retire as a peasant" option is used, other adventurers will eventually populate the world, so they can take the place of "local celebrities" to be met by the Tourist as well. If the Tourist happens to recruit them into his entourage, that could be quite interesting as well, eh?
sculleywr: You're up.
I embarked on a necro tower hooping to make a zombie zoo but there are no necromancers in it.... so i decided to make a bridge instead
here is the location
(http://i41.tinypic.com/dde2s0.png)
i have always wanted to build a big bridge so this should do nicely
(http://fc03.deviantart.net/fs70/f/2013/212/3/f/twoflower_by_taowithit-d6g3zq4.png)
One morning, Twoflower woke from strange dreams in the middle of an unfamiliar village. He was clutching a bag of mushrooms, but seemed to have misplaced his clothing... and his memory of how exactly he'd wound up here.
(http://fc04.deviantart.net/fs71/f/2013/212/4/b/twoflower2_by_taowithit-d6g3zvb.png)
"I must have had an adventure!", he chortled to himself. "Ooh! And there was that girl... what WAS her name?"
He looked around for a minute, but saw no place to put the bag where the truffles wouldn't be ruined.
Trying to remember his dreams from the night before, he wandered up to the nearest building with the assumption that he'd probably just left his clothing in there.
...or maybe not
(http://fc06.deviantart.net/fs70/f/2013/212/e/6/twoflower3_by_taowithit-d6g403o.png)
"Oops! Pardon me!", Twoflower ducked quickly out as they stared at him before continuing whatever they were doing.
"That was a bit awkward, he thought - I must have left my clothes in the building on the other side instead.
(http://fc00.deviantart.net/fs71/f/2013/212/4/2/twoflower4_by_taowithit-d6g40x5.png)
"Er..." he stammered, "Er, have any of you seen my clothes?"
A woman in the back of the room waved at him energetically, "Twoflower! I thought you'd sleep out there all morning, you great oaf! Come in and introduce yourself to my family!"
Gingerly stepping through the door and repositioning his bag of mushrooms in a "strategic" place, he smiled shyly at the gathering. "Hello..."
The young woman's arm appeared once more over the heads of those in front of her. Pointing, she indicated the attractive older woman to his right. "That's my Ma and over there's Pa.", Twoflower shifted uncomfortably under thier stares of frank appraisal. He felt a bit like he was being measured for a holiday ham or something. "Over there's my baby sister Cindy and the middle sister Trudy. (Trudy giggled when his gaze fell upon her nubile form then was quickly whisked away with heated cheeks). "That's my younger brother Tommy and my older brother Simon.", she continued, oblivious to his chagrin. "That's Grandpa Godfrey and over there's Uncle Ambrose and Aunt Olivia."
Each in turn gave him a little wave and a smile (or in Trudy's case, a giggle).
Twoflower blinked suddenly, a bit of his memory coming back "Her name's Bobbi!", he thought to himself,
(http://fc04.deviantart.net/fs71/f/2013/212/d/0/twoflower5_by_taowithit-d6g41gx.png)
"She... I met her while I was hiking and she offered to share her lunch with me and show me some interesting sights... But how did I get here? WHERE ARE MY CLOTHES?"
Bobbi was grinning at him with satisfaction, but her mother shot her grinning daughter a sharp look before turning back to Twoflower.
"Do you know what you're carrying there, young man?" she asked him directly.
"N-no ma'am. This is my first visit to your island."
"You poor man", she replied with barely hidden laughter. "Here, when a young Eloi woman comes of age, she goes seeking the Black Truffles. Once she has found some, she shares it with the man she has chosen to be her mate and he accepts her offer by eating them with her. Those who share the Black Truffles wake to thier new life after seeing many visions. Bobbi's been on the hunt for less than a week. Such a quick find of a husband is a good omen. Welcome to the family."
Twoflower sputtered a bit, looking around wildly at the various expressions of mirth, complacency, and in Bobbi's case, infatuation.
"WHAT?!!!"
Giving him a 'significant look', Bobbi led the now thouroughly confused Twoflower out of the house by his unresisting hand.
"I... I don't remember anything about getting married!" he muttered in alarm. "You'd think you'd remember getting married..."
She shushed his lips with a gentle finger and merry eyes. "You asked me last night to show you 'around the whole island' and I shall, dear heart, for the rest of your days. I took one look at you and had to make you mine. Such pretty green eyes and such lovely brown skin! After sharing those truffles, you threw off those disgusting coverings and bared your skin to the stars as is right and natural. You followed me home and now I get to keep you!" she clapped her hands excitedly, then stroked his shoulder with affection.
"So all my clothes?"
"You left those filthy things hanging in a tree."
"And... all you islanders walk around without anything on at all?"
"Of course not! Didn't you notice that Trudy was wearing a quiver for her javelin thrower? Never mind. I know you only have eyes for me. You're SO romantic!"
They strolled through the village in silence for a bit, Bobbi stealing quick, proud glances at the man she'd caught and Twoflower still numb with shock.
"Ooo!" squealed Bobbi suddenly, "I bet The Protectress would know some good places to see. She's travelled more than any of us."
(http://fc05.deviantart.net/fs71/f/2013/212/9/4/twoflower6_by_taowithit-d6g41vp.png)
(http://fc03.deviantart.net/fs71/f/2013/212/3/6/twoflower7_by_taowithit-d6g423o.png)
"Take this crossbow and these bolts to keep you safe on your journey", the Protectress urged Bobbi. "You can return them when you come back."
"I will!" Lilted Bobbi, "Come on, oh hubby of mine!"
We're, off to see the cyclops, the Unbridled cy-clops Yor! Because because because because because! Because of the the wonderful songs it sings! Lalalalalala!
Bobbi had been skipping merrily through the grass, singing at the top of her lungs, swinging the crossbow this way and that while Twoflower kept a safe distance. Eventually, the day grew warmer and they stopped for a quick dip in a pool.
(http://fc05.deviantart.net/fs70/f/2013/212/7/9/twoflower8_by_taowithit-d6g42sw.png)
Twoflower still wasn't sure he was ready to be married, but his new "Companion for Life" certainly was a delightful traveling companion. He just wished the Islanders believed in wearing shoes. His poor blistered feet weren't used to such unprotected travel. Still, the breeze playing across his skin WAS refreshing and watching his new wife (His Wife! He was Married!) skip gaily along as happy as a bird... This mode of undress did have its pleasures.
A little after their shadows had begun their inexorable stretch to the east, he heard a high whistle. "Did you hear that?", he called to Bobbi
"Hear what?"
"A sort of whistle."
"No-oo, I was singing. I LIKE to sing!"
"You have a lovely voice, but listen for awhile and lets see if it happens again."
Smiling, Bobbi closed her rosebud lips and nodded her acquiescence.
A short while later, Bobbi stopped and crouched down, "There's something up ahead, darling. Try not to make too much noise, and we'll see what's there, OK?"
Crawling carefully through the long grass, she picked up a worn steel bolt.
"Somebody's been hunting here" she whispered to Twoflower before dropping it to the ground again. Pointing, she indicated another glimmer of steel in the grass ahead then to the steel bolt, raising two fingers. The whistle called out once more from up ahead. Drawing the crossbow taut and holding a bolt in her mouth, she motioned for them to continue.
He picked up the bolt and put it in his truffle bag to save as a souvenir. Oddly, there weren't any truffles there, just an assortment of coins.
(http://fc09.deviantart.net/fs71/i/2013/212/f/d/twoflower9_by_taowithit-d6g435j.png)
Hearing another whistle, he looked around to see where his lovely wife was, but she had disappeared into the grass without a trace. He decided to keep on creeping along in the direction they were heading, thinking that eventually he'd catch up and they could laugh about his poor outdoorsmanship skills. Still, it bugged him: Where HAD his truffles gone?
Twoflower crawled over hills and around trees for hours until he noticed that the grass was changing into a downier, bluer breed of plant.
(http://fc02.deviantart.net/fs70/f/2013/212/5/6/twoflower10_by_taowithit-d6g43e4.png)
On and on he crawled, but of Bobbi there was no sign. There was no whistling either, so he stood up for a good look around. Nothing but grass and hills as far as his eyes could see.
"Bobbi!" He called out and was answered by a nearby growl.
Twoflower immediately dropped to his belly once more, feeling his nakedness acutely.
Crawling away from the direction the growl came from as quickly but silently as he was able, Twoflower came upon a small hole in the side of the hill. More growling came from its darkened recesses.
(http://fc09.deviantart.net/fs70/f/2013/212/c/e/twoflower11_by_taowithit-d6g43pr.png)
"Alrighty then...", Twoflower thought to himself "Be vewy vewy quiet...", then changed direction away from both sets of growls heading into the setting sun. Those growls did NOT sound friendly.
More growls erupted as he carefully, fearfully crept ever westward.
Soon enough, our hero found and crossed a river containing three weird furry creatures with bills.
(http://scienceforkids.kidipede.com/biology/animals/chordates/mammals/pictures/platypus.jpg)
They growled menacingly at him but kept their distance. Shaking his head at being afraid of some strange Island water rat, he set off west once more, not bothering to creep quietly through the blue plants any longer. (His knees were all bruised up anyway.)
The afternoon had passed uneventfully and it would be evening soon. He wouldn't want to be alone out here after dark - who knows what kind of predators came out at night when water rats had beaks like birds? Topping a hill, he was confronted by a trio of huge creatures. One of them spied him and bugled a challenge.
(http://fc07.deviantart.net/fs70/i/2013/212/d/c/twoflower12_by_taowithit-d6g447d.png)
Twoflower ran for his life,
The monsters gave chase.
(http://fc04.deviantart.net/fs71/f/2013/212/b/0/twoflower13_by_taowithit-d6g44gw.png)
Diving into the river and swimming like his life depended on it, (because it did), Twoflower climbed up the far bank, put his head down and kept running. The bugling dwindled behind him as if he were drawing ahead of his pursuers, but he didn't want to slow down enough to check and be proved fatally wrong, so he just put one foot in front of the other as fast as humanly possible and sprinted on.
...Until suddenly he was sitting on his butt with a very sore noggin.
(http://fc04.deviantart.net/fs70/f/2013/212/9/7/twoflower14_by_taowithit-d6g46q6.png)
Rubbing his head ruefully, he followed the wall to his left, circling clear around to the other side before finding a pair of doors leading inward. He tested the door, but it was unlocked. So far, so good!
"Hello?" he called out, emerging on the other side of the wall, "Anybody home?"
A thundrous voice answered him,
(http://fc08.deviantart.net/fs71/i/2013/212/0/d/twoflower15_by_taowithit-d6g46zu.png)
Darn oh well better prep up the story
(http://www.truimagz.com/host/fortcrush2/dd4/greg-the-bogeyman.png)
My name is Greg, Greg SilkBottoms. Have work for a company Falsetto Wings for 4 years and just transfer to this district the past month.
Was assign to work as a traveling agent for a Mr. Twoflower, a strange and nude man.
met him next to the queen, talking about his past dreams.
Being new to the area, ' asked about the surroundings
(http://www.truimagz.com/host/fortcrush2/dd4/Unexpected-Tourguide-part-1.png)
"Eh a Pub would be beginners course for locale"
(http://www.truimagz.com/host/fortcrush2/dd4/Unexpected-Tourguide-part-2.png)
Mr. Twoflower was pretty touchy, feely thinking me as a companion and not a guide to a local stinkhole.
Calling me by my full name and not Mr. SilkBottoms. Didn't let that get to me, Got a job to do.
The place we needed to go was a short trip, on map the Queen sure picked a nice spot.(http://www.truimagz.com/host/fortcrush2/dd4/Unexpected-Tourguide-part-3.png)
(http://www.truimagz.com/host/fortcrush2/dd4/Unexpected-Tourguide-part-4.png)
No one told me about the lairs, so many lairs, like this Bar has bunker down with tunnels. Either way Got a job to do.
Once we got there, the bartender Greeted us with a mouthful of swears.(http://www.truimagz.com/host/fortcrush2/dd4/Unexpected-Tourguide-part-5.png)
oh and Bartender look like she came out of some ancient horror novel, (http://www.truimagz.com/host/fortcrush2/dd4/Unexpected-Tourguide-part-6.png)
Then she Tackled me to the ground and started biting. No amount of alcohol going to fix this.
You think beating up a small horned chew toy would calm you down but no she got even ANGRIER and started hulking out, and growing fur.
(http://www.truimagz.com/host/fortcrush2/dd4/Unexpected-Tourguide-part-7.png)
You want to know about Mr. Twoflower during that? well he was picking up souvenirs like a bloodsteel robe and what ever Crown of some Daedra lord, merrily watching the one sided fight taking place.
For the very moment Thought it was the end until I saw yes EYE saw with my ONE EYE Ms. Bar slipped onto a coin... and was sucked into it. -calming down-
(http://www.truimagz.com/host/fortcrush2/dd4/Unexpected-Tourguide-part-8.png)
upon looking closer at the small mint size cage, it enchanted by some old Giant cage spider for some weird arachnid reasoning, had seen enough to give one nightmares, ended the tour and Mr. Twoflower grabbed the coin. (http://www.truimagz.com/host/fortcrush2/dd4/Unexpected-Tourguide-part-9.png)
that's the event. Mr. Twoflower is back at the town and 'm covered in wounds, So when do ' return? oh I see.
Sigh.
Kinda misread what I had to do and did the adventure first is it still valid? I have no build save edit: YET but I do have the latest adventure save with a living Mr. Twoflower intact.
Link to the save (http://dffd.wimbli.com/file.php?id=7899)
link to the build save... which is more recent than the current one (http://dffd.wimbli.com/file.php?id=7919)
After his last adventure, Twoflower decided to settle for a few years in the hamlet of Ringwashes, enjoying the Island air and exploring the local peoples and cuisines.
"Island life is idyllic", he thought to himself, "I just have to pick berries if I'm hungry and drink fresh stream water if I'm thirsty. The natives let me stay with them if I'm tired and the sun warms my skin without ever burning it!"
So time passed swiftly for Twoflower in pastoral delight, until on a sunny day in 1723, Greg Silkbottoms was once again summoned to Twoflower's side.
(http://www.mediafire.com/convkey/8bfd/cq4nhp2un26xp3efg.jpg)
"I've been bitten!" he exclaimed to his dimunitive guide after giving him a hearty hug of welcome.
With concern, Greg looked his client over critically before replying, "Y-e-ess? Do you need me to go get a doctor?"
"No, no! I've been bitten by the travel bug, I mean."
"Ah... And where is it you'd like to travel?"
With a grin, Twoflower enthused, "I've heard of a tower full of wizards just to the north of here. Wizards! There's supposed to be one there who can teach people how to do magic! I want to go there and see that for myself. Wizards!"
So Twoflower and his trusty guide, Greg Silkbottoms set out once again in search of magic and adventure.
(http://www.mediafire.com/convkey/eba2/4y1uo3ahkju2o9ffg.jpg)
Following the river northward, they stayed for a night in the hamlet of Touchraced before setting out once more to their destination: The Wizard's Tower of Lightningscar.
A few hours hiking north of Touchraced, a small, ugly green troll-thing jumped out at Twoflower. While he started in alarm, Greg merely swatted the pest away and kept going. "Mind where you put your hands, Mr. Twoflower", he cautioned his charge, "there might be more of those little buggers around."
Not long after, They came across a patch of soft blue grass that seemed strangely familiar even though he'd never seen blue grass before. Then it hit him.
(http://www.mediafire.com/convkey/2dd3/zh7d8a3zi710hzrfg.jpg)
However, a goat browsing the soft grass took issue with their traversing its field and chased them for awhile, bleating angrily and nipping at their heels.
(http://www.mediafire.com/convkey/14df/re0co1pkcn8py7nfg.jpg)
Barely escaping the attentions of that rabid goat, the two found came upon a shrine nestled in a hidden valley. Hovering serenely amongst the ancient carven pillars was a sight to behold:
(http://www.mediafire.com/convkey/ecc5/ko8ehj3rsg6663nfg.jpg)
**Welcome, travellers** buzzed a calm voice in Twoflower's head. **I've been waiting for you.**
(http://fc01.deviantart.net/fs70/i/2013/266/8/c/peace_bug_by_taowithit-d6nhtc2.jpg)
Both Twoflower and his guide started in surprise, but the silent giant insect merely floated serenely, bobbing gently in the breeze but remaining in its place among the pillars.
**Come.** it commanded once again, and their legs moved them forward at once without their volition.
While he was trying hard not to show it, Greg was a little worried about this turn of events. Twoflower, on the other hand, was excited to be a "Chosen One". Wait till his freinds in Ringwashes heard about this!
Gazing up at the serenely floating bug, he spoke solemnly, "Why, oh serene one, were you waiting for us?"
**As it was written in "The Indigo Sweat": "One-eye and far-eye will come to the Shrine, there to bear holy bones to the people of Uncertainty. The chosen ones will find wisdom in the path of the Goat and the Kestrel."
The remains of the human, Abbabnu Conaboinabu lie here in my shrine and also the tablet Muthroethro, upon which are inscribed runes of power. Bear these both to Akmolanthath and the prophecy will be fulfilled. As it is written, so must it be.**
The deafening silence was broken by the cry of a kestrel winging swiftly across the sky to the west and without a further word, the giant mayfly rose majestically into the sky, dissappearing into the light of the noon-day sun.
"Well!" Twoflower said after a moment of awe, "You don't see that every day!"
Shaking his head in bewilderment, Greg replied, "No, you certainly don't."
Climbing down between the pillars, the skeletal remains of a human lay amongst several coins and dull suits of steel armor. One, chased with silver, caught Twoflower's eye and he tried it on for size. "How do I look?", he asked Greg. "Er... Well protected sir.", his guide replied tactfully. Well pleased, Twoflower decided to keep on wearing it - there was something to be said for protection from chafing and stubbed knees. Scattered around the bones were a mining pick and several coins. After picking up each coin and examining it, Twoflower decided that he didn't know where the Uncertain Confederation was, but that maybe the Wizards of Lightningscar would be able to help him on his sacred quest. Explaining this to Greg was met with a long silence followed by a shrug. "It's your vacation, sir."
(http://www.mediafire.com/convkey/eda7/lvbbb47ct7mt2ucfg.jpg)
A little more searching found a gneiss slab with writing carved along one side. "Can you read this?", he asked Greg. "No sir." was the reply. "Hmmmm... said Twoflower looking at the flowing runes. I wonder what this thing says. Grab those bones, Greg and we'll head off to the wizards." So saying, he proceeded westward, following the path the kestrel had taken. Sighing, Greg gathered up the human's dry bones and followed.
In the late afternoon of their second day, the two companions finally came upon the wizards' tower. Lightningscar was actually a castle with many towers along its wall and a lively population of dwarves living below it.
(http://www.mediafire.com/convkey/473c/adlglfeiyda1ye0fg.jpg)
"We are all that's left, now.", explained the Captain of the Gaurd, "We were originally tasked with maintaining while the wizards performed their studies, but one day, we came up to find the grounds empty of our former employers." The Captain ruminated a bit before continuing, "It's a nice enough place, plenty of comfy areas for the old staff to raise their families, so we've just decided to stay here and keep the place ready, should the wizards ever choose to come back. I just hope those necromancers leave us alone...", he muttered tha last quietly into his breard so that Twoflower wasn't sure he'd heard it at all. Dwarves were odd little fellows, to be sure.
"Do you know the way to Akmolanthath, or The Uncertain Confederation?", Twoflower asked, politely ignoring the Captain's mutters.
"Can't say as I've ever heard of either of those, but we don't tend to get away from the 'Towers much, if you catch my meaning.", replied the Captain kindly. "You're welcome to look through the books here, though. I'm not a reading type, myself, so I can't tell you if any of them will be very helpful."
So Twoflower searched through the collected wisdom of Lightningscar Towers, searching for some clue that would lead to the completion of his quest.
He found:
A fungiwood tablet named "Kordilol, The Ordered Banner", which taught the secrets of mental discipline, which in turn helped him decipher the Gneiss slab from the shirine.
A gneiss tablet named "Muthroethro, Deadbows", which taught the secrets of Geomancy.
A fifteen page essay bound in thin, dark leather called "The Murk: A New Approach". It claimed to be about another book called "The Murk of Satins", but quickly became an obvious reservoir of clever quips, possibly to be read while on the toilet.
A book that simply disappeared in a puff of smoke when he tried to pick it up.
Maybe it was "The Murk of Satins, but Twoflower suspected it was merely a Wizard's version of the cup of water placed above a door left slightly ajar. He chuckled a little at the image and thought nothing more about it.
None of these, however, even so much as mentioned anything pertaining to his quest. He'd picked up some useful knowledge about magic, so the visit wasn't a total loss.
The next morning, Twoflower sadly related to the Captain that he still had no idea which way to go to complete his quest. The Captain mused a bit more, then suggested they continue west to the village of Shingledcommunions. Perhaps someone there would be able to help them further. In consolation, Twoflower was gifted with a beautiful steel chessboard, which he tucked under one arm and waved the other in a cheery goodbye to the castle in general before the duo set off to the west once more.
Entering the town, Twoflower saw it was filled with beings even smaller than the dwarves, dressed in leather clothes and many wearing goggles or eyeglasses. Enchanted, he called out to one of them. "Take me to your leader!"
The leader turned out to be none other than an actual wizard!
(http://www.mediafire.com/convkey/5c2a/a7p9668t1tp35yifg.jpg)
"Stay here with me, young man, and I'll teach you the secrets of Wizardry!" Cabolz offered. "I see a seed of sorcery within you and would love to help it grow."
So Twoflower decided to become a student of this wizard for awhile and practice the skills he'd learned along the way. The wizard, in return, got an enthusiastic pupil for a time.
The tour of 1723 had certainly been one filled with adventures, and Twoflower was very pleased with the new direction his life had taken. Soon, he'd be a powerful wizard, able to craft his own books that went >poof!<
(http://www.mediafire.com/convkey/5870/dd9eq3c529u51uffg.jpg)
Here's the deal: you have the option to post your intentions publicly here, in which case, if someone else wants to hatch a plan to foil yours, they already know what you plan to do. If you wish, however, you can send me your instructions privately, so that only you and I know what you have told your dwarf to do, and the others may guess your plans a season or two down the road by what your dwarf has done already. I'm just giving you guys the option of keeping your "true intentions" secret if you wish them to be. You can even say one thing on the board and another to me via PM, (In which case I'll use the PM instructions instead.) It helps the game be more involving, trying to figure out what everyone is trying to do with the limited resources at the embark. Migrants will be available to be dwarfed, but will otherwise be "up for grabs" to the highest bidders, so accumulating wealth, wealth will be either in the form of trade items worth dorfbucks to the caravan, or IOU's for services rendered within the fortress, which is this game's version of paper money I'm gonna call "favors"
, is a good idea, because you can trade the "hard currency" of trade items in each time a caravan comes, to buy stuff from the mountainhome, or trade favors between the various dwarves of the Fortress for services and supplies.
Migrants coming to the fortress will only have the clothes on their backs as any form of "hard currency", but can sign work contracts each season with any dwarf willing to pay them in either trade items or favors.
Any military squad leaders will have to make sure that their squad is covered by making contracts with whomever they're working with/protecting. (Yes, this does mean that a really rich dwarf can have his/her own personal squad of bodygaurds who do nothing for anybody else, if that Player wishes it. They better have the wealth to support that squad though, since unhappy military dorfs can show their displeasure in a very pointed fashion sometimes.)
Unless their owner has chosen to trade them at the caravan, or use them to pay someone, trade goods will be stockpiled where their owner wants them, using Display cases and bins that have been forbidden. Each end of season report will also include the relative worth of each Player's dwarf in trade goods and favors owed them by the other residents.
Good news! The mapmakers have made a specific map based on the advance scout's information
(http://fc01.deviantart.net/fs71/i/2013/305/9/6/the_lonely_mountain__exact__by_taowithit-d6skv6i.png)
They say that there's an aquifer present, but that shouldn't be a problem - that brown mound is a tunnel mouth to a cave system (EDIT: It's also the lair of a dragon named "Perfect"). Looks like the Lonely Mountain is a volcano, and off to west by northwest of the volcano is a Hill Titan shrine.
While the map-makers have given us a more exact 16x16 grid, our embark license only covers a maximum of 5x5. So the question remains: Where on this map should we send our first wagon of dwarves?
What biomes are present?
Tree and shrub density?
Sand or clay present?
I'm personally voting for having the volcano in one corner of the embark.
The Ancient and Honorable Guild of Historians and Geomancers have donated this scroll at your request.
(http://fc06.deviantart.net/fs70/i/2013/305/4/1/the_lonely_mountain__site_details__by_taowithit-d6sn7x6.png)
You'll note that "Muddyhearts", a dragon's lair, is a bit east of the mountain - mind that you don't anger the beast, he can be a bit grouchy when his sleep is disturbed.
~Guildmistress Diamondcavernous
They further advise your group that information about the various peoples on the Island, or other known hazards, are available at quite reasonable prices. Merely submit your request for information to the Dwarven liason and he will quote you a price for that information. Your answer will be provided by the next caravan from Carriedsmiths, so long as you are able to provide the agreed upon price.
Spring Report -1729-
Our seven founders have arrived finally to the Lonely Mountain. As the map indicated, the mountain has two peaks, one to the east and one to the west, with a fulminating caldera saddled between them.
Considering the scroll's advice about a dragon lair nearby, Both Highmax and Darkening Kaos quickly grabbed their pickaxes and began excavating a temporary storage room, magma smithy and barracks. Both digging this out and piling the boulders in a pile was thirsty work, but D. Kaos's generous contribution of about thirty barrels of Dwarven Beer kept everyone from having to drink their own private stores, or go find water to slake their thirst.
(http://fc00.deviantart.net/fs71/i/2013/316/9/0/main_floor__spring_1729__by_taowithit-d6tz2ps.png)
Father Vgray spoke some words over our cheerful guzzle, cautioning us to drink enough to slake our thirst -no less and no more-, because Balance was of paramount importance. We all cheered as he then blessed our impromptu gathering with the holy chop of one hand while draining a flagon of beer in the other - surely Axe will be pleased at what we have started in this place.
(http://img.photobucket.com/albums/v253/Lhiannan_Shee/DwarfWarrior.jpg?t=1259940176)
Axe is a deity of The Torrid Attics. Axe most often takes the form of a female dwarf and is associated with victory, war, fortresses, trade, wealth and jewels.
In the midsummer of 31, Battlebreaches was created by Axe.
(http://fc03.deviantart.net/fs71/i/2012/364/2/6/dwarf_warrior_by_sc189-d5d3m1b.png)
Harmony Neutralitysymmetric the Balance of Evening is a deity of The Torrid Attics. Harmony most often takes the form of a female dwarf and is associated with balance.
In the midautumn of 16, The Symmetric Parity was created by Harmony.
In the early spring of 1014, The Matches of Neutralizing was created by Harmony.
DK has traded on his generosity with the free beer to get the two miners to level off the lesser of the two peaks, which will become the foundation of a great lighthouse he intends to construct there. We heard all about it on the way here, so we're excited to see it completed.
(http://fc08.deviantart.net/fs70/i/2013/316/9/8/lighthouse_by_taowithit-d6tz2vp.png)
Soon Highmax's stair will be completely carved from the mountain, situated a full seven cubits deeper into the roots of the mountain, he's assured us that once he gets going that armor, golden coins and especially quality swords will soon be flowing from the mountain, making us all rich and powerful.
With all those riches bursting from our new home, I'll be glad to see Maskwolf training his deadly axe skills, all agleam in his copper finery. All that the barracks needs is to have his armor stand, weapon rack and cabinet installed and he can begin training in earnest. It's truly unfortunate that a leprechaun stole his axe out from under everyone's noses. Fortunately, there are enough boulders lying around that we can construct a Stonecutter's workshop to make a stone anvil, and then use eight stone blocks and that anvil to construct a Rockforge. Maskwolf will have himself a sharpened obsidian axe to replace the stolen one by this autumn at the very latest.
We've unearthed many varied crystals and gems - a jeweler could have a field day in here.
---End of Report---
My guy looks weird... Is that a leather face mask?
Dunno. I'll start up the game and do close-in screen shots of everybody. Back in a bit.
Also, I figure we'll do one season a week, to give everyone a chance to roleplay here in the forum and give new instructions to me about something they want their dwarf to do/not do.
Here we go: A portrait of the seven founders of The Lonely Mountain.
(http://fc07.deviantart.net/fs71/f/2013/316/1/8/founding_seven_by_taowithit-d6u0tvf.png)
Spring 1729:
Pretty picture:
(http://fc01.deviantart.net/fs71/i/2013/361/8/7/spring_1729_by_taowithit-d6zo8io.png)
So the amazing seven made it to the site of The Lonely Mountain without getting eaten by the resident dragon. To keep it that way, it was decided to set up shop in a peak on the other side of the volcanic caldera. As you can see above, we've been able to hollow out a temporary storage place within the stoney embrace of the Lonely Mountain and have begun flattening the peak into a suitable foundation for the lighthouse.
Summer, 1729:
Much has been done, and much is there yet to do - is this not the simplest philosophy of dwarven life?
Even so, The Lonely Mountain begins to slowly take form as the Lighthouse Tower above and Highmax's Deep Forges below become the vertical boundaries of our new home.
(Warning: Large pictures)
(http://fc05.deviantart.net/fs71/i/2013/361/b/7/summer_1729_a_by_taowithit-d6zo8zl.png)
(http://th07.deviantart.net/fs70/PRE/i/2013/361/6/d/summer_1729_b_by_taowithit-d6zo96t.png)
Three dwarves migrated to The Lonely Mountain, "Bolt Claspsteal" (an old friend of some of you from the Mountainhomes), an adventurous milkmaid named Salve (think of that what you will) and a miner toting a battlepick, all the way from the Danglearena project on the southeast coast.
I've pulled together some dossiers of the dwarves of The Lonely Mountain, so you can see all of their particulars in a glance.
Founders:
Darkening Kaos Fordglaze:
(http://fc00.deviantart.net/fs71/i/2013/361/2/9/darkening_kaos_fordglaze_by_taowithit-d6zoa2l.png)
Highmax Roperesponsible:
(http://fc04.deviantart.net/fs70/i/2013/361/3/5/highmax_ropespesponsible_by_taowithit-d6zoafa.png)
Hame Hamejackals:
(http://fc06.deviantart.net/fs71/i/2013/361/2/6/hame_hamejackals_by_taowithit-d6zoc2i.png)
Hatchet Barricadehumour:
(http://fc02.deviantart.net/fs70/i/2013/361/a/e/hatchet_barricadehumor_by_taowithit-d6zoc7w.png)
Maskwolf Knifeimprison:
(http://fc00.deviantart.net/fs70/i/2013/361/3/e/maskwolf_knifeimprison_by_taowithit-d6zocfp.png)
Tattoo Craterarrow:
(http://fc09.deviantart.net/fs70/i/2013/361/4/6/tattoo_craterarrow_by_taowithit-d6zocpn.png)
Vgray Sindrill:
(http://fc01.deviantart.net/fs71/i/2013/361/2/7/vgray_sindrill_by_taowithit-d6zocyt.png)
Summer migrants:
Abyss Shadeseason:
(http://fc06.deviantart.net/fs71/i/2013/361/9/8/abyss_shadeseason_by_taowithit-d6zofpg.png)
Bolt Claspseal:
(http://fc05.deviantart.net/fs71/i/2013/361/d/9/bolt_claspseal_by_taowithit-d6zog80.png)
Salve Reputationgranite:
(http://fc08.deviantart.net/fs71/i/2013/361/e/b/salve_reputationgranite_by_taowithit-d6zogfy.png)
One last thing: The Torrid Attics is the name of the Dwarven civilization here on The Misty Isle. Their pantheon currently consists of five goddesses:
(http://fc09.deviantart.net/fs70/i/2013/361/1/7/pantheon_by_taowithit-d6zo9em.png)
Autumn has come with a few new surprises and more faces at The Lonely Mountain:
The season's end report: (Caution: Large)
(http://fc00.deviantart.net/fs71/f/2013/364/2/9/autumn_report___1729_by_taowithit-d7042q1.png)
New dwarves who showed up as migrants this season:
Orb
(http://fc06.deviantart.net/fs71/i/2013/364/1/0/orb_faithtowns_by_taowithit-d7040zz.png)
Pulley
(http://fc06.deviantart.net/fs70/i/2013/364/d/d/pulley_mutestockade_by_taowithit-d704268.png)
and the Player's dwarves (updated)
The Hermit, "Meph"
(http://fc05.deviantart.net/fs70/i/2013/364/1/0/meph_shadeseason_by_taowithit-d703zs6.png)
Maskwolf
(http://fc00.deviantart.net/fs70/i/2013/364/7/2/maskwolf_knifeimprison___2_by_taowithit-d7041zf.png)
Highmax
(http://fc03.deviantart.net/fs71/i/2013/364/1/7/highmax_ropespesponsible___2_by_taowithit-d7041n9.png)
Darkening Kaos
(http://fc03.deviantart.net/fs71/i/2013/364/6/0/darkening_kaos_fordglaze___2_by_taowithit-d7041dp.png)
and our heroine this season, Spirallances
(http://fc03.deviantart.net/fs70/i/2013/364/9/d/spirallances_craterarrow_by_taowithit-d7040as.png)
1731 in review: the founding of "Whitecastle"
(http://fc02.deviantart.net/fs71/f/2014/004/9/7/whitecastle_by_taowithit-d70umts.png)
Can we lure the dragon onto traps? Wait, right... We don't have a mechanic yet.
Mechanisms? You want mechanisms? What you gonna trade for 'em?
I go on holiday for two weeks and things start happening - bloody typical.
1732: The Whitecastle project's unexpected delay
(http://fc01.deviantart.net/fs71/f/2014/006/b/7/whitecastle_year_2_by_taowithit-d71667h.png)
Of the three Lonely Mountain visitors, only Darkening Chaos survived. Highmax was able to remove a section of wall, which made the escape possible, but was beset by the mass of zombies they had been fleeing and pulled apart before he could slip outside. 'Darkening Chaos' and his lover, Hame Hamejackals were able to flee the madness within, only to see Hame perish on the end of a wounded unicorn's horn.
The Doom Loo remains unfinished.
The site embark should say "Whitecastle" as the in-game fortress name. Otherwise, you'll see it as the blinking snowflake in the center of the island. I knew it'd get lost otherwise.
Here's a map:
(http://fc04.deviantart.net/fs70/f/2014/012/0/b/where_is_whitecastle_by_taowithit-d71yjux.png)
As usual, "X" marks the spot.
Also, for everyone who is voting on the zoning for the surrounding districts, I added this map here to "The City" section on the first page.
(http://fc06.deviantart.net/fs70/i/2014/012/6/c/surrounding_districts_by_taowithit-d71yjag.png)
The Whitecastle district and surrounding areas as of 1733. (Will be updated as each new district is built)
Rumrusher: You had me wondering if there was a different file with the same Mb size in the there, so I re-downloaded it from dffd and sure enough - it's the right one. If you try to "re-embark, this is what you'll see:
(http://fc06.deviantart.net/fs71/i/2014/017/6/e/where_is_whitecastle2_by_taowithit-d72ia4w.png)
Looking forward to your new district.