Bay 12 Games Forum

Dwarf Fortress => DF Community Games & Stories => Topic started by: wyldmage on February 04, 2013, 09:38:16 pm

Title: Blazedcobalt: a story game. Dwarfing available.
Post by: wyldmage on February 04, 2013, 09:38:16 pm
To skip to the events, head to the bottom of page 2.
Everything before then is from before the starting of the game.

You heard me right!  I'm in need of 6 Dwarves with a deathwish desire to serve their clan.  Recent survey teams have discovered an ideal location, and the King has provided funds for a small group of his subjects to establish a new stronghold in the hostile land.

The first 6 applicants meeting the needed criteria will be accepted.  Any other dwarves interested in risking their lives aiding our brave expedition can sign up further below, and once we have struck into the earth and established a secure location to work from, message will be sent to the mountainhome and you may begin joining us.

1 farmer
1 wood cutter
1 carpenter
1 stone crafter
1 doctor
1 chef

Please attach notice to this board with the name you prefer to be called, and which profession you will be bringing to our doomed proud expedition.
Once all 6 positions have been filled, others can sign up by simply leaving their name.

Letters will be sent to the mountainhome with progress of the stronghold whenever is convenient for me.  Busy busy, and all that.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: wyldmage on February 04, 2013, 09:40:24 pm
Put the original thread in the wrong forum (DF Fort Mode).

Doctor and Stonecrafter have been claimed.  4 slots to go.  Plus one reserved if it has "sword" ('dastot') in his/her name.
Genning world(s) looking for something that intrigues me now.  Definitely won't be an easy embark, but also not impossible.

Also taking votes from conscripted dwarves for the name of the group and/or fortress.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: MrWillsauce on February 04, 2013, 10:08:14 pm
I'll take the chef as Mr/Mrs Willsauce depending on gender.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: joeclark77 on February 04, 2013, 10:14:11 pm
I'll take the woodcutter, I do like the fresh air.  Name me Joe.  Is this going to be a succession fort or just a story?
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: Sirus on February 04, 2013, 10:25:04 pm
I'll be the humble farmer!
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: wyldmage on February 04, 2013, 10:26:48 pm
I'll take the woodcutter, I do like the fresh air.  Name me Joe.  Is this going to be a succession fort or just a story?

Just a story, although I may post the game save up after a few years.  I won't stop playing it, but would allow others to take a look (and play, should they choose).

Just waiting on a carpenter.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: Aerie on February 04, 2013, 10:28:17 pm
Carpenterize me.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: Cheedows on February 04, 2013, 10:42:40 pm
Miner me up please
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: wyldmage on February 04, 2013, 10:46:31 pm
Okay, that's all 6 dwarves.  Cheedows, if you'd like, you can get named when the first wave of migrants arrives.
I'm tired now though, and will be heading off to sleep.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: Sirus on February 04, 2013, 10:49:46 pm
I'd like to request cross-training in some moodable skill as well. Maybe jewelry or something.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: Cheedows on February 04, 2013, 11:08:00 pm
Sure, let's hope a migrant wave has a miner.  Thanks, it would be fun if he died as a legendary miner drafted as militia.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: laularukyrumo on February 04, 2013, 11:13:54 pm
I'd like to request cross-training in some moodable skill as well. Maybe jewelry or something.

You mean armoring. That's TOTALLY what you meant.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: Sirus on February 04, 2013, 11:14:43 pm
I'd like to request cross-training in some moodable skill as well. Maybe jewelry or something.

You mean armoring. That's TOTALLY what you meant.
Nope! Jewelry is something I can work at when not farming. Smithing tends to be a full-time commitment :P
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: wyldmage on February 04, 2013, 11:16:31 pm
I'd like to request cross-training in some moodable skill as well. Maybe jewelry or something.

Well, might as well post the full info here.  Have the embark ready, site selected.  Dwarves will be my standard approach:
Leader (myself this time):  Persuader+2/Judge of Intent+2/Appraiser+5/Consoler+1
Greenthumb (Sirus):  Grower+5/Herbalist+1/Record Keeper+2/Mechanic+2
Soon-to-be-dead dwarf Wood Cutter (JoeClark77):  Wood Cutter+5/Armor User+2/Axedwarf+3
Builder (Aerie):  Carpenter+5/Weaponsmith+4/Building Designer+1
Crafter (Chaosgear): Mining+3/Stone Crafting+4/Brewer+3
Doctor (Torrasque666):  Mining+2/Wound Dresser+1/Diagnostician+4/Surgeon+1/Bone Doc+1/Suturer+1
Chef (MrWillsauce):  Mining+1/Cook+5/Mason+2/Furnace Operator+2

Myself, MrWillsauce, JoeClark, and Torrasque666 won't have starting mood skills, but that will be taken care of by the first migrant wave hopefully.

World info:
Oram Mamgoz (The World of Dragons) - yikes!
Year 100, in the 2nd age of Myth

5x5 embark zone
Occupying the northern 50% of the zone is a tropical lake:  The Waters of Enjoying.
The Volcano of Spasms lies in the center of the northern edge.  It is magically underwater, and when I start the game, is going to give me FPSdeath FUN until the lake makes a nice obsidian cap.
Along the SW quarter of the map is The Hale Swamp, a tropical freshwater swamp.
Along the SE quarter of the map is The Lucid Plain, a tropical savanna.
A small strip of The Lucid Plain, plus the rest of the zone is calm, while the rest of the plain is an untamed wild.  The entire area is hot.
A stream runs from the south up through The Lucid Plain into The Waters of Enjoying, providing flowing water for our use.  The stream is named "Harshnessscrewed the Basin of Crystals".
Apparently whoever gave the stream such an imposing name didn't bother to name the other things around here.

Initial reports indicate the presence of plenty of metals, flux stone, clay, and soil.  As well as aquifers.  The very SW corner should be aquifer free, though, providing a single location to dig through.

Tomorrow we embark!  Today I am still accepting name ideas for our small group, as well as the fortress.  We depart from the mountainhome ruled by The Mirrors of Pointing.
Going through Legends mode to see some of the cool history of our people.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: wyldmage on February 04, 2013, 11:29:05 pm
Okay, so our first King, chosen in the year 1, was Likot Relicyawn the Impervious Pears.
However, in the 6th year of his reign, he profaned The Climactic Cathedral in Ballgild, and Aned Princesscalls (*snicker*), The Greater Meteor of Justices cursed him with Were-Bullism.
As the year ended, he fled to The Released Barb, and the following spring was declared an enemy of The Mirrors of Pointing.
Since then, he has been on a rampage, and has killed 56 dwarves, and devoured many animals (153).  And there are many whom he has passed his curse on to.
He has brought great shame on our proud nation.

Our second King, who ascended to the throne in the year 7, was Edem Anvilbranded.  During the year 1, he narrowly escaped in a fight with the minotaur Ngostoz Dentedobscure.  In the year 18, the minotaur returned, yet our second King survived again (although he still had not killed the beast).
The next 60 years of his reign were uneventful though, and in y79, he died of old age.  He left behind 2 sons and 9 daughters.

Edem's successor was Ducim Anvilbristled, his middle daughter.  She was born in the year 25, married in y38, and took the throne in y79.  She is still queen, and things have been relatively uneventful since she took the throne.  She has 10 sons and 3 daughters.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: wyldmage on February 04, 2013, 11:51:47 pm
First 3 dwarves:
Spoiler (click to show/hide)

Last 3 dwarves:
Spoiler (click to show/hide)

Assuming my computer doesn't crash while sleeping or anything, those will be the dwarves to pick from.  Let me know which you think is the best fit.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: Sirus on February 05, 2013, 12:07:28 am
I'll take Cog (the first one).
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: chaosgear on February 05, 2013, 01:01:06 am
So let me get this straight.
I'm a miner.
And a stonecrafter.
And a brewer!?

Truly, this is the best life a dwarf could ask for. Stone, stone, booze, stone, more booze, followed by stone and booze.

I like Aban. The second dwarf.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: ILBane on February 05, 2013, 11:10:01 am
I'd like to be either a weapon smith or a Speardwarf when you get migrants 8)
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: joeclark77 on February 05, 2013, 11:20:49 am
Adil Durlikot seems like a good one for a woodcutter/axedwarf.  Chopping trees should toughen him up, if not, give him a pump to work out on.  Most of the others are "slow to heal" so he's my choice.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: Coalwalker on February 05, 2013, 01:17:03 pm
Can I sign up as a stone detailer ("Coalwalker"), whenever there is one?
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: wyldmage on February 05, 2013, 03:03:07 pm
Sadly, my computer didn't stay on all night.  Had a brief power outage.
I've got a good idea what kinda dwarves you guys are looking for, so I'll get everyone assigned nicely :)
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: wyldmage on February 05, 2013, 03:51:24 pm
Fort name:  Sakrithletmos Issuniton (Blazedcobalt the Everlasting Halls)
Group name:  Eradek (The Infinite Sides)

Aerie Logemaval (Carpenter)
Spoiler (click to show/hide)

JoeClark Obokagsel (Woodcutter)
Spoiler (click to show/hide)

Chaosgear Onulbel (Stonecrafter)
Spoiler (click to show/hide)

MrsWillsauce Zonbubnus (Cook)
Spoiler (click to show/hide)

Sirus Istbaroltar (Planter)
Spoiler (click to show/hide)

Torrasque Alathugosh (Diagnoser)
Spoiler (click to show/hide)

Viro Nishakgos (Expedition Leader)
Spoiler (click to show/hide)
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: wyldmage on February 05, 2013, 04:12:25 pm
Some fun world info (made a copy of the world before embark, so I could look up this stuff).

Thoth is worshipped by Aerie (twice, talk about devotion), MrsWillsauce, Sirus, and Torrasque.
Thoth was a deity that occurs in the myths of The Mirrors of Pointing.  Thoth was most often depicted as a male dwarf and was associated with forgiveness and darkness.
Forgiveness and darkness?  How'd those two get paired together.  However, Thoth seems to be pretty popular among our group.

Kogsak is worshipped by JoeClark.
Kogsak was a deity that occurs in the myths of The Mirrors of Pointing.  Kogsak was most often depicted as a male dwarf and was associated with jewels and fortresses.
This is a REAL dwarven god.  Jewels and freaking forts.  +1 point for JoeClark.

Anriz is worshipped by JoeClark, MrsWillsauce, Torrasque, and Viro (a faithful worshipper).
Anriz was a deity that occurs in the myths of The Mirrors of Pointing.  Anriz was most often depicted as a female dwarf and was associated with minerals, rainbows, light, day, the sun, fire, volcanoes, and mountains.
50% dwarf, 50% fairy, 50% dark god of fire and destruction.  Definitely a respectable deity.

Zefon Bodicebudded is worshipped by Chaosgear.
Zefon Bodicebudded was a deity that occurs in the myths of The Mirrors of Pointing.  Anriz was most often depicted as a male dwarf and was associated with prenancy.
Male, pregnancy.  BAD CHAOS.  No worshipping Zefon any more.

Avus the Bronze Avalanche is casually worshipped by Chaosgear.
Avus the Bronze Avalanche was a deity that occurs in the myths of The Mirrors of Pointing.  Avus was most often depicted as a male dwarf and was associated with metals.
Okay, better pick, Chaos.

Nesteth Saffroninsights the Embraced Phrase is worshipped by Sirus.
Nesteth Saffroninsights the Embraced Phrase was a deity that occurs in the myths of The Mirrors of Pointing.  Nesteth was most often depicted as a male dwarf and was associated with wisdom, scholarship, writing, poetry, and song.
Well, looking at Sirus' personality traits, this makes sense.  However, Sirus shall now be known as the "honorary Elf" of our band.  He plants things.  He has an affinity for language and music.  And he worships a (thankfully Dwarven) god of writing, poetry, and song.  He even likes to be outdoors.

Aned Princesscalls the Greater Meteor of Justice is worshipped by Viro (me).
Aned Princesscalls the Greater Meteor of Justice was a deity that occurs in the myths of The Mirrors of Pointing.  Anriz was most often depicted as a female dwarf and was associated with fame.
In the midautumn of 6, Aned cursed Likot Relicyawn (the first king of The Mirrors of Pointing) to assume the form of a bull-like monster every full moon in Ballgild.
In the early spring of 45, Aned cursed the dwarf vampire Stodir Townriddle to prowl the night in search of blood in Ballgild.
Pretty bad-ass with those curses.  Lets try not to offend her!
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: Sirus on February 05, 2013, 04:17:32 pm
Quote
Forgiveness and darkness?  How'd those two get paired together.
Well, isn't it obvious? Only by examining the innermost, darkest places in our hearts and minds can we find true forgiveness. It's easy to say "no big deal" reflexively, but it takes a lot of soul-searching to look the ones who wronged us in the eyes and say "I forgive you".

Sorry, that was my Nesteth half speaking :P
Holy crap, I'm basically a philosopher hippy. That's awesome.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: wyldmage on February 05, 2013, 04:26:27 pm
Spoiler (click to show/hide)

This is our embark.  Aquifer-happy, but the lower left should be dry.  At least the presence of a hill means that we can all get safely inside, with a spare Z-level in the worst case scenario.

The volcano's top level (highest point lava rises into) is Zlevel 105.  We are standing on Zlevel 107.  The water level is Zlevel 106.  Unpausing will not be fun.
The top level of the hill is at Zlevel 113.  Since its a lake, not ocean, fresh water is plentiful on this map.

There are currently some tigerfish and milkfish on the map.  The lowest map level is Zlevel -7.  Zlevel 45 is where the obsidian lining of the volcano tube begins.  So there are about 70 levels with potential caverns.  Maximum map level is Zlevel 158, so thanks to nearby mountains (outside our embark), we have 45-51 Zlevels of open space above us to work with (world setting was default +15 Zlevels).  Definitely need to build some kind of tower later on.

I've begun the journal, and will retitle this thread (if that works) later.  I don't want to make anyone lose track of it that has a named dwarf already :)
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: wyldmage on February 05, 2013, 04:59:03 pm
Granite 1, in the 101st year
Today we arrived on the bank of The Waters of Enjoying, where the stream Harshnessscrewed the Basin of Crystals drains out from it.  As we arrived, we received a sign from the gods.  We are busy conducting rites to Anriz to show our thanks for her blessing.  At least, we hope it was a blessing.  A volcano beneath the lake erupted, causing quite a show.  The eruption was not large, and besides a little ash and dust, nothing reached the shore of the lake.  However, I expect plenty of steam for the next few days as everything settles.

Our initial group consists of myself (organizer and planner), Aerie (our carpenter and weaponsmith), JoeClark (woodcutter and milita captain), Chaosgear (stonecrafter and brewer), MrsWillsauce (chef and mason), Sirus (farmer and record keeper), and Torrasque (doctor).

Chaosgear, MrsWillsauce, Torrasque, and I will be in charge of initial excavations.  Sirus will gather some of the local flora to help bolster our food supplies.  JoeClark and Aerie will get to work converting the nearby trees (predominantly palms, with a few willows and acacias) into supplies and tools.

I have set plans for some farmable areas inside the sandy hill to our southwest, with 2 points of entry for digging from.  We'll go in from above to create an opening to the air for growing these surface plants, and further south will be a small opening we can defend with traps initially, and seal up later once we have resources to build a proper entry further north.
The terrain here is predominantly black sand, with mudstone and yellow sand composing the southern part of the nearby hill.

Granite 6
During excavation above ground level in the hill, we ran into damp ground.  One of the storage rooms will be a bit smaller than originally planned.  Hopefully this doesn't mean the entire hill is aquifer prone as well.  It will be much harder to complete excavations if we have to fight against the aquifer everywhere we go.

Granite 25
I'm taking a break to drink some fine Dwarven Rum in our temporary food storage room.  Excavations continue, and we have not found any more damp ground.  I remain worried though.  A few of our craft stations have been set up.  We are set up for carpentry, mechanics, fine crafts, and smithing.  Our wood furnace and kitchen are top priorities, and JoeClark has been given the responsibility of setting that up and turning some wood into charcoal so we can get an extra pick and axe for when the migrants arrive (hopefully this summer).

Word has been sent back to the mountainhome, so I expect to see migrants and a caravan later this year.  A flock of ostriches have been sighted across the stream.  I wish we were prepared to catch a few of them, as I hear ostrich eggs are particularly delicious (and filling).  However, until we get the materials set aside for bridge construction, I'm not sending any dwarves across the stream.  I don't think any of us can swim.

Two mid-sized farm plots have been set up.  One dedicated to plump helmets, the other will be cycled through seasonal crops.  There are designations for 10 more similarly sized plots, but those can wait until we have proper storage sections dug out.

Slate 8
Another sighting.  This time a herd of wild boars were seen across the stream.  Prime hunting chances.  If the animals around here are always this frequent, we may have to establish a permanent surface presence to take advantage of the rich opportunities.  Several more small storage rooms have been hollowed out, and work has begun hauling all our goods from the wagon into safety now that everything has a place.  Once all the hauling is done, the only stuff left outside will be the carpentry station and refuse pile.  Those should be safe to leave for now, as it'll take any nearby goblins at least half a year to a year to notice our presence and organize raiding parties.  The current pasture is outside as well, and with similar concerns.

Slate 16
Apparently boars have no aversion to swimming across a stream.  They're wandering through our camp currently.  All food has been put up on top of the wagon until moved underground.  I feel quite remiss for not finding room in our budget for a crossbow and bolts.  These animals are quite muscular, and would make a great dinner.

Felsite 19
Excavation of a stairwell has begun.  It is located deep enough into the hill that it can go upwards a couple levels - just in case we find part of the aquifer digging down.  Our latest wildlife sighting is a family of 4 giraffes that have crossed the stream to our side.  Almost all of our supplies are inside now, and a strawberry farm has been set up in the room with open air above it.  Chaosgear and MrsWillsauce are particularly fond of strawberry wine.  Our dormitory almost has 7 beds set up in it, and we are only waiting on the completion of the smelter before turning the copper we brought with us into tools.  I'm working on plans for a central mine-shaft to allow us to easily transport goods to the surface, however all plans are contingent on how pervasive the aquifer turns out to be.

Felsite 27
This will be my last entry for this spring.  The stairwell has met with phenomneal success!  None of the walls for it are damp, and we have breached down 10 levels so far.  The lower levels are solid granite.  Finally, real rocks!  And even better, 1 veins of Limonite were discovered.  That means iron, and steel.  I'm very much hoping to see migrants soon, as the extra labor would be welcome.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: chaosgear on February 05, 2013, 05:35:29 pm
Zefon Bodicebudded is worshipped by Chaosgear.
Zefon Bodicebudded was a deity that occurs in the myths of The Mirrors of Pointing.  Anriz was most often depicted as a male dwarf and was associated with prenancy.
Male, pregnancy.  BAD CHAOS.  No worshipping Zefon any more.
Crap, I spit soda all over my computer screen as I read this.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: wyldmage on February 05, 2013, 06:19:05 pm
Zefon Bodicebudded is worshipped by Chaosgear.
Zefon Bodicebudded was a deity that occurs in the myths of The Mirrors of Pointing.  Anriz was most often depicted as a male dwarf and was associated with prenancy.
Male, pregnancy.  BAD CHAOS.  No worshipping Zefon any more.
Crap, I spit soda all over my computer screen as I read this.

Definitely got some interesting dwarves from this embark!
Can't wait to see the crazy doods we get in the migrant wave.

Dwarves and assigned mood-friendly labors as of Hematite 5.
Viro:  Gemcutting/Gemsetting/Miner
Sirus:  Mechanic
JoeClark:  Weaver/Clothier
Chaosgear:  Stonecrafter/Miner
Aerie:  Carpenter/Weaponsmith
Torrasque:  Miner/Mason
MrsWillsauce:  Miner/Mason
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: wyldmage on February 05, 2013, 06:58:58 pm
Hematite 27
One of the wandering giraffes managed to anger one of our turkey hens.  I knew that turkeys weren't exactly bright, but when you're outweighed 50 to 1, a fight isn't the best idea.
Spoiler (click to show/hide)
In other news, when excavating a few small rooms for use as additional masonry facilities, we found the edge of a platinum vein, as well as two low value clusters of gems.

Construction of a depot has begun as well, we have a more than full season to finish it.  Chaosgear has been told to stop mining, so that he can focus on crafting.  We need some valuables to trade when the caravan arrives, after all.  Further excavation of the stairwell has revealed some wet stone, so I must have lucked out, placing it just far enough from the water to reach all the way down.  I'm glad I didn't have to dig multiple shafts.

Malachite 16
Summer is halfway through.  I've dug a well room next to the stairwell, but only one of the two wellshafts that I dug struck water immediately.  I took advantage of the dry spot to dig down a bit further to test for water, and found a fairly dry area.  Once the bottom half of the shaft is floored over, I'll connect the two shafts so that the aquifer can fill both of them, and we'll have access to water for drinking and cleaning.  I'm drawing up plans for our hospital and barracks now.  Until more dwarves arrive, though, progress will be slow.

Malachite 23
Migrants!  Well, two of them.  Iden "Cheedows" Zatthudnokim, an apprentice stonecrafter, and Onol Ziriloddom, a fisherdwarf and apprentice weaver.  Cheedows has been handed Chaosgear's old copper pick and told to get to work, while Onol has been given access to the masonry stations.  I was hoping for at least a couple more migrants, but the mountainhome must be hesitant to commit more dwarves still.  We shall show them!

Sandstone 23
Mid-autumn now, but there hasn't been much to report the past few months.  However, another wave of 4 migrants arrived:
Cog "Coalwalker" Kakdalcatten, a fisherdwarf
Bembul Lolokothsin, a farmer with basic skills in tanning, bee keeping, and shearing
Nish Likotzoluth, a hunter and mechanic
Reg "ILBane" Shigoskeskal, a speardwarf

Our hospital rooms have been dug out.  Once the furniture is assembled, we will have a proper medical area.  Further areas have been dug out to set up temporary workshops.  A small series of 10'x10' (2x2 squares) rooms have been dug out to serve as a mausoleum for any brave dwarves who fall.  Two mudstone coffins occupy a pair of these rooms.  Hopefully it is a long time until they are needed. 

Coalwalker has had his fishing rod revoked, and turned into a full-time mason/engraver.  Bembul will serve as our butcher, and once she finishes setting up a workshop, she will put our heavily wounded turkey hen out of her misery.  The water buffallo and camel that we were given as pack animals will meet similar fates.  Bembul will also be responsible for leatherworking, and get a couple suits of leather armor crafted with the skins I brought with me.

ILBane has been drafted into the militia, but until a proper barracks is set up, will help out with mining (the spare pick has been finished).  And Nish will be allowed to hunt until winter, and then focus on his mechanic knowledge plus dabbling as an armorsmith.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: Sirus on February 05, 2013, 07:06:44 pm
Wait, mechanics can have moods? I've never seen an artifact mechanism :P
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: wyldmage on February 05, 2013, 07:30:13 pm
Coalwalker (engraver) and ILBane (weaponsmith/speardwarf) are on my list for dorfing in future migrant waves.  Onol Ziriloddom is free for anyone who wants to be a fisherdwarf.
Further signups are open.
Yes, mechanics can have moods.  I've seen it multiple times :P  But then, I always have a mechanic team in my forts.

Cheedows:
Spoiler (click to show/hide)

Coalwalker:
Spoiler (click to show/hide)

ILBane:
Spoiler (click to show/hide)

Our hunter brought a steel crossbow with him, and 37 silver bolts.  I guess he hates were-creatures.
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: chaosgear on February 05, 2013, 08:30:13 pm
...platinum?
I freaking LOVE platinum.
Make me a platinum everything! I'll be happy forever!
Title: Re: Conscripting Dorfs for establishment of a new Fortress (on the proper subforum)
Post by: wyldmage on February 05, 2013, 08:45:14 pm
Timber 22
Just finished conducting a meeting with our outpost liason.  I have requested a few leather skins for use as armor, lye, gypsum, some copper ore, a few spare seeds, some mail shirts (in case they bring something appropriate), cats, dogs, chickens, cows, bulls, llamas, booze, some cave fish, olivine, rutile, bauxite, orthoclase, cinnabar, cobaltite, microcline, marble, lots of thread, and lots of clay.

The caravan is still unloading, and all of us are working to get the stone crafted goods to the depot as well.  Not much else to report on yet.

Moonstone 18
Well, I was particularly lazy (drink, sleep, eat, and then kept wanting to stockpile goods or conduct meeting, not trade), and never got around to trading.  So I had so ILBane handle it for me.  He's almost as good as I am now.  We got some thread, lots of booze, another copper pick, a copper warhammer, a lot of fish, a bin full of leather, and some random other meats.

Obsidian 1
Winter is two thirds over with.  Everyone has been focused on their specific jobs again, now that the initial frenzy over our first caravan is past.  And our miner struck an underground cavern.  There's not much to see yet, but I've attached sketches of the parts we've been able to see.  It looks like the best way to proceed is continue the stairway directly down, and then wall it back off to prevent trogs and other underground creatures from finding their way in.  To that end, I've designated a small room to be dug near the bottom levels of the stairway, to be used to store stone blocks.  That way, construction should proceed rapidly after the breach.
Z93:
Spoiler (click to show/hide)
Z94:
Spoiler (click to show/hide)
Z95:
Spoiler (click to show/hide)
Z96:
Spoiler (click to show/hide)

Felsite 2, year 102
When I sent the message saying we had room for more migrants, I was hoping for 5-10.  Thirty-three just arrived!  In the interest of brevity, I will only list those who have note-worthy skills, and summarize the rest.
Aban Asennakuth is a great siege engineer, and he has impressive social skills as well.
Erib Rakustsokan is a great animal caretaker, and she has strong social skills as well.
Morul Bomreklir is a great bowyer, and he has impressive social skills as well.
Onol Kilrudosust is a great building designer, and she has impressive social skills as well.
Aban Ablelnish is a great tracker and talented macedwarf.
Zan Eribnicat is a great tracker and adept hammerdwarf.
4 children arrived with the migrant wave, and 23 other dwarves.
All of them have had non-noteworthy occupations cleared.  They will be added to bulk labor for the short term.  Some will be drafted into the military.  And I may have specific tasks for some of them.
Title: Re: Blazedcobalt: a story game. Dwarfing available.
Post by: wyldmage on February 05, 2013, 10:27:38 pm
Okay, so its time to take a break for now.
There are now TONS of dwarfs for anyone who wants to be added in.  6 dwarves of notable skill (but be careful, if you pick one who ends up being more than just a dwarf, you might be in the first wave of fatalities!).
If you have a specific labor that you want to be dwarfed into, there are now enough dwarves to easily set that up.  Everyone who has been added so far with a specific request does have that labor active, and I'll specialize them towards it at this point.
In total, there are 42 adults, 4 children, and only 10 have been dorfed.

I'll check back on this thread in a few hours!
Additionally I'm going to start focusing on more story, less 'after action report' with the posts, now that major milestones are slowing down.
Title: Re: Blazedcobalt: a story game. Dwarfing available.
Post by: wyldmage on February 06, 2013, 03:42:41 am
Felsite 25
Tragedy struck!  A Werebull came in and killed Adil Rovdgikut (one of the new arrivals).  He then chased another of the new guys across half the map before reverting back.  In the chaos afterwards, he slipped back off the map before vengeance could be had.  In the meantime though, Risen Kibsanad, another of the new arrivals, fell into a fey mood, and constructed a legendary leather face veil.

Malachite 10
Everything has calmed back down.  I've assigned a dozen dwarves to masonry labor in order to get a wall built around the pasture out front, as well as our carpentry station, refuse pile, and depot.  In order to allow merchants in, it won't be a perfect defense, but it'll still help enormously.  The elves came to trade.  We didn't have much left to trade, but got all their wood, a bit of alcohol, and a tamed giant leopard.  A few kobold thieves have been showing up.  One made it back to safety after being spotted and chased by one of our dogs and the leopard.  The other one was spotted by our watchdog and didn't fare so well.  Nish, the first hunter to arrive, was in range, and launched a silver bolt in its leg.  The kobold then fell over, losing his balance and triggering the stone trap he was standing on, causing the mudstone to land on his chest and drive his ribs through his heart and bruising his lung and guts, as well as shattering the bone in his leg (the one NOT hit by Nish).  He didn't ever move again.  He was carrying a silver dagger.  I believe I'll gift it to Nish.

Additionally, earlier this year we finished a bridge over the stream, and built a pair of walls along its side on our side of the water, with a set of cage traps.  They are paying off quite well so far.  One giant grasshopper, 3 giraffes, and 3 monitor lizardpeople.  The 4 animals will provide excellent chances for our animal handlers to practice taming.
Title: Re: Blazedcobalt: a story game. Dwarfing available.
Post by: Togre on February 06, 2013, 09:33:57 am
I'm loving this!  Thanks for the story.  I'd be thrilled to be signed up to any position available.

Edit:  Thinking about it, I realized how unhelpful not giving any preferences is.  So, I'd like to be either a hunter (other than Nish) or a not-too-talented military dwarf.  If these don't work, whatever else there is.  :)
Title: Re: Blazedcobalt: a story game. Dwarfing available.
Post by: BoredVirulence on February 06, 2013, 11:26:04 am
I see myself as a military dwarf, talent need not apply. Preferably hammer dwarf, but whatever suits the needs of the fortress. Should I fall, make it epic or hilarious. Also, don't bury me in a coffin, memorialize me. And put it somewhere I frequented in life, the dining hall, the barracks, a major hallway, the booze stockpile.
Unless not burying me is a problem, I'm mostly interested in the engraving, and my slab being a part of the fortress.
Title: Re: Blazedcobalt: a story game. Dwarfing available.
Post by: chaosgear on February 06, 2013, 11:36:42 am
Ah, yes, if and when I die, make me a platinum tomb.
Title: Re: Blazedcobalt: a story game. Dwarfing available.
Post by: Spaghetti7 on February 06, 2013, 12:05:31 pm
If he is still available, I'd love to by this fella:
Aban Ablelnish is a great tracker and talented macedwarf.
I'll willingly die for y'all. :D
Title: Re: Blazedcobalt: a story game. Dwarfing available.
Post by: wyldmage on February 06, 2013, 04:01:52 pm
Togre - an apprentice hunter/marksdwarf he has been told not to hunt for the moment (goblin invasions are stepping up).  A member of the archery militia squad as well.  Working as a mason in the General Labor Force.
Spoiler (click to show/hide)

Spaghetti - a talented macedwarf, and member of the militia.  When not training, works as an engraver.
Spoiler (click to show/hide)

BoredVirulence - an adept hammerdwarf, and member of the militia.  Working as a mason in the General Labor Force.
Spoiler (click to show/hide)
Title: Re: Blazedcobalt: a story game. Dwarfing available.
Post by: wyldmage on February 06, 2013, 04:18:58 pm
Limestone 28
Things have been getting quite hectic.  The human traders came and went, leaving a great variety of items.  Nothing of significant consequence, just random supplies.  However I did trade for a large sum of leather.  While roaming creatures are reasonably common, I don't foresee being able to build a sustainable leather industry without farming, so acquiring a stockpile of leather now is advantageous.  The caravan later this fall should have plenty more, if they listened to my requests.  When the humans showed up, so did a handful of goblin babysnatchers.  One was caught in a cage trap, and the rest were spotted and chased off.  I am worried though, as many of our kids frequently idle outside with the animals, which is still insecure.  None have been taken so far, though.

We are up to 69 dwarves, and our miners, carpenters, and masons are frantically trying to provide sufficient bedrooms.  The 16 bed dormitory is almost always occupied now, as well as the 8 bed hospital.  The hospital is nearly finished.  It is missing a traction bench, and soap.  Soap production is always a stretch to set up, but the ashery was just finished, and once its done, it should be fairly little time before we have our first soap production.

Our miners primary current project is the excavation of lava tubes, with our engravers training by smoothing the entire tube.  Significant delay has been added to the project due to a multitude of veins the long tunnel has pierced.  Instead of marking them and coming back later, I elected to dig most of them out in their entirety.  The resulting limonite should supply our smiths with tons of iron for production, and when the lava flows through, magma workshops can be set up to minimize our need for coal.

I've been continuing to help the miners with these excavations, but my duties as expedition leader continue to take up more and more of my time.  I've encouraged other dwarves to step up and help out, and many have done some.  JoeClark has been particularly vital in helping organize the militia.  Training in the barracks is underway.  Once our magma forges are operational, I will be issuing an order to conscript 10 dwarves with no prior skill (our current squad of 10 all have some fighting skill already) to form up another melee squad.  I'm definitely worried about escalating goblin interest.  It won't be long until they make a strike on our citizens.

Sandstone 26
42 bedrooms have been completed.  14 more are excavated and waiting on doors and beds.  Five masonry shops have been working full steam creating mudstone and granite blocks for construction use.  Rubble remains strewn everywhere through the fortress.  With many dwarves sitting idle, I've designated a pile outside for the rubble, and marked a few rooms to be cleared of stones.  I've assigned the labor for producing 2 iron axes - until the magma forges are running, we're going to need tons of wood for charcoal in addition to our wood usage for beds, and bins.

Besides our 2 legendary crafters (both the result of moods), our highest skilled dwarves are:
Torrasque, the high master miner
Viro (myself), the master miner
Tobul, the great spinner
Spaghetti, the great tracker
Onol, the great building designer
MrsWillsauce, the great miner
Morul, the great bowyer
Logem, the great pump operator
Erib, the great animal caretaker
Dumed, the great tracker
BoredVirulence, the great tracker
Aerie, the great carpenter
Aban, the great siege engineer.

Ground level
Spoiler (click to show/hide)

Timber 14
The dwarven caravan arrived a few days ago, they are en route to the depot (as are our trade goods).  Trading with the humans left our trade goods quite low.  I've begun investigating better optimization of our crafting for those goods, as well as addition of more crafters and workshops.  Unfortunately, I'll have to be very picky with this year's acquisitions.  Booze is in decent supply, but remains the #1 priority for now.
Additionally, when laying out plans for our magma tube, I've stumbled into a major hurdle:  lack of magma-safe rocks.  So far, only Rhyolite, Mudstone, and Granite have been encountered, which will mean having to make the floodgate out of iron.  Additional charcoal has been queued for creation.

Timber 24
Acquired all of the caravan's alcohol, a copper mail shirt, copper bottle axe, all their cheaper leather skins, plenty of random stones and wood, some copper bolts for our hunters, some chickens, and another dog.  There was plenty more that would have been nice to be able to afford, but those purchases can wait.
Winter is almost upon us, and it is time to move the depot into a more secure location, and begin the training of a second militia squad.  It will take quite some time for them to be effective, so need to start early.

Obsidian 2
The first child of the fort was born.  The child, Momuz Oddomzursul, was born to Bembul Lolokothsin (mother) and Nish Likotzoluth (father).
Mom:
Spoiler (click to show/hide)
Baby:
Spoiler (click to show/hide)
A baby shower is planned for next week.

Obsidian 8
Atir Zalismafol has been taken by a fey mood.  That is the third one so far.  However, he has no crafting skills, so I can't even begin to guess what he'll craft for his legacy.  He is making a beeline for one of the craftdwarf workshops, so we shall soon see!

Obsidian 20
Atir completed a palm trumpet named Tathar Locun:
Spoiler (click to show/hide)
Our other resident artifacts:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Blazedcobalt: a story game. Dwarfing available.
Post by: Togre on February 06, 2013, 06:08:55 pm
wyldmage -- Thanks!  So neat comparing myself to my dwarf.  The areas of similarity and different are hilarious.  I look forward to feebly pummeling my foes with a loaded crossbow.

Btw, what version and mods are you use?  I like the look and may try upgrading from ASCII again. (Last time the lack of difference between yellow sand floor and yellow sand wall chased me back to the basics).
Title: Re: Blazedcobalt: a story game. Dwarfing available.
Post by: wyldmage on February 06, 2013, 06:28:11 pm
wyldmage -- Thanks!  So neat comparing myself to my dwarf.  The areas of similarity and different are hilarious.  I look forward to feebly pummeling my foes with a loaded crossbow.

Btw, what version and mods are you use?  I like the look and may try upgrading from ASCII again. (Last time the lack of difference between yellow sand floor and yellow sand wall chased me back to the basics).

I'm using no gameplay mods.  My favorites though were the ones that added extra creatures and plants.  Sadly, the plant one I always trimmed down in size (having 50 different plants to decide between was a bit of an overload, not to mention the issues with dwarves liking stuff that you had chosen not to grow).  And, since Toady added so many new creatures, I haven't seen the need for the animal one either.

As far as graphical, I use Mayday.
http://artgoblin.pl/df.php
I like all the graphical packs, but each one has small issues that drive me crazy at differing times.  I choose mayday because I like the simplistic 8-bit feel of the dwarves, general coloring for unexplored/designated/etc, and eye-friendly coloring overall.  I'm not using the official release of it, as last I'd looked he hadn't released one (he'd been mia for months).  That is part of the reason that some of my screenshots have names with strange characters in them (like the lever symbol).
One of the things that has been annoying for me this game is that designated tiles in unexplored terrain look virtually identical to visible mudstone.  The biggest problem I've had with other mods is the difficulty in distinguishing between walls and rubble, or between wall and floor in some cases.  If that *ever* occurs, I avoid that visual pack forever.  It isn't worth having to smooth every single wall, just so I can keep track of my fort.  Part of that is my style for fort layout (I build them similar to modern buildings, where walls are thin, and most space is fully used).  This results in minimal unexplored space to create black-zone buffers.
For your benefit, take a look at the screenshot from my last set of journals.  The "ground level" view has yellow sand walls and yellow sand floors.  They're similar, but I've never had trouble telling them apart.
Title: Re: Blazedcobalt: a story game. Dwarfing available.
Post by: wyldmage on February 06, 2013, 06:40:48 pm
Granite 1, 103
Today marks the 2 year anniversary of our arrival.  There are 70 dwarves, including 5 children.  There are 52 completed bedrooms, a dormitory, and hospital all with beds.  The entire magma tube has been dug.  Final re-walling and smoothing is going on while awaiting the completion of magma-proof floodgate parts.  Digging is proceeding to create additional storerooms for the bulk of furniture, bars, wood, and ore we are building up.  The pasture has been completely walled off.  It is still vulnerable to archers from the hill along its western side, but otherwise safe.  The trade depot is safely inside the mountain, and protected by a 15'x15' section of traps (3x3 squares).  Paving has begun to guarantee a smooth path inward from outside, and to prevent growth of cave trees that might block the route.  We have a meeting hall with 2 wells inside, fed by the aquifer that is taking care of all our needs.  It is across the hall from the hospital, so there should be no problem for the doctors to have their own water supply needs met.  Soap has been finished, leaving the hospital fully stocked except for a traction bench, which is taking our mechanics a while to complete.

Upcoming projects:
When I am satisfied with the progress of clearing empty space for storage, our miners and masons will re-breach the cavern, wall it back off, and begin construction of a gate.
After the iron floodgate parts are finished, production of iron weapons will begin.  The initial weapons will be set into weapon traps to better protect the depot while MrsWillsauce gains additional skill.
After breaching the cavern, we can continue downwards and hopefully uncover some more types of stone.  Finding some flux for making steel is a major desire.
Walling off of a second pasture has begun, with plans to put a cage stockpile nearby, and cage traps along a 5' wide path leaving the pasture.  This should allow us to release trained-but-not-tame animals to graze.  The 3 captured giraffes have all starved to death, but allowing them to run loose in a walled off pasture with all our other animals would be inviting disaster.
Title: Re: Blazedcobalt: a story game. Dwarfing available.
Post by: Cheedows on February 06, 2013, 08:29:25 pm
Sorry I couldn't get back to you, had homework.  I guess dreams for a military dwarf is gone, or maybe he is a one shot guy.  This guy is practically the opposite of me (extremely strong, heals slow) but thanks for adding me in.  Nice thread, keep it coming.  I wouldn't expect sieges too soon, what is your wealth?  Could I ask Cheedows miner level?
Title: Re: Blazedcobalt: a story game. Dwarfing available.
Post by: wyldmage on February 06, 2013, 08:47:16 pm
Sorry I couldn't get back to you, had homework.  I guess dreams for a military dwarf is gone, or maybe he is a one shot guy.  This guy is practically the opposite of me (extremely strong, heals slow) but thanks for adding me in.  Nice thread, keep it coming.  I wouldn't expect sieges too soon, what is your wealth?  Could I ask Cheedows miner level?

Great miner.
And if you'd like to be drafted into the military, that can be arranged.
Created wealth is past 100,000.  I'm not expecting sieges yet, but ambushes for sure.  And when you're defenses are rusty, they're just as bad.
Title: Re: Blazedcobalt: a story game. Dwarfing available.
Post by: Cheedows on February 06, 2013, 08:52:48 pm
Thanks, I think he can hold out on military for now.  Maybe when steel is sufficient and he's legendary.  But, if the military gets butchered feel free to use him as a last resort.  If trees are abundant, use marksdwarves.  Considering the amount of random guys you have, you could make tons of them.  Then make a moat and you should be able to live through a few sieges.