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Dwarf Fortress => DF Community Games & Stories => Topic started by: Brewster on March 12, 2013, 08:07:30 pm

Title: Rise of the Clans
Post by: Brewster on March 12, 2013, 08:07:30 pm
Rise of the Clans
A community fort of Jealousy and Mettle

(http://i.imgur.com/T6VVTHB.png)

Welcome to Rise of the Clans! In this community fort you join a clan. Either start your own or join an existing, 7 clans max. Each clan has it's own agenda and own specialty. Will you be the scientist? the thieves? the jesters? the druids? the mages? The clans will coexist and build a fortress, but strive toward their own goals. Start a new clan and be a Clan Master or join another and become a Clan Member! Masters are responsible to post their Clan Orders after each update. How the Clan Orders are decided is up to each clan to decide. The Clan Masters must be cognitive of their clan members least an uprising could occur.

Roleplay! Roleplay! Roleplay!

Prior to each update a dice will be rolled for each clan. Your number x10 is how many points you'll earn. Each action will cost your clan points. Join another clan to accomplish a task, or save up your points for later endeavors, it's up to each clan. Pre-embark each new clan will start with 50 points.

To Join? Dwarf name, Skills, and Clan request


The Knights
(http://i.imgur.com/2YQpb3i.jpg)
Masters of Swordsdwarfship - Kills stuff in order to protect others. Will act without honor oftentimes.
- Silver (SilverDragon) [76 pts.]

The Gold Guild
(http://i.imgur.com/Yy2ELAj.jpg)
Masters of Treasure and Trade - The Gold Guild focuses on the production, collection, and protection of valuables. Treasure is their highest priority.
- Vendix, Treasuremaster (chaosgear) [116 pts.]

Fortificers
(http://i.imgur.com/6dYVbSK.jpg)
Masters of Fortresses and Siege Warfare - <description>
- Magia (Strife26) [46 pts.]

The Visionaries
(http://i.imgur.com/AHMOoOj.jpg)
Masters of Engraving - Engravers Guild which carves randomly on the walls what they see in visions.
- <Dwarf> (Remuthra) [230 pts.]

The Alchemists
(http://i.imgur.com/ssFWnFQ.jpg)
Masters of Research and Experimentation - The Alchemists strive to record all Data. The Data must be accurate, and its source reliable. The nature of the Data is irrelevant, however. If it is Data, the Alchemists will have it... by experiment, by gold, or by force.Naturally, they are also healthcare professionals for the working class.
- Casser/Cassar, Arch-alchemist (InsanityIncarnate) [78pts.]

Maildwarves
(http://i.imgur.com/TNNxhdl.jpg)
Masters of Running - A group of dwarves who keep record of the various happenings of the fort. Also the messengers who deliver news between families in different guilds.
- Brass (BronzeAge) [21 pts.]

!!Science!! Guild
(http://i.imgur.com/hLU8QjG.jpg)
Masters of Inventions-  Dedicated to bizarre, epicaly failing and disaster causing experiments.
- Gar the Mad Doc (peregarrett) [21pts.]

Yet to be Dwarfed:
Maverick Robertum (mavj96), male - Hammerdwarf (knights clan)
Ignat al-Urn (Tarqiup Inua), hivemaster - mechanic/beekeeper (!!science!! guild)
Ruhn (Ruhn) - Masonary + Architecture male spatial, (fortificers clan)
Solan Aurelin (Mjattie) - male, Furnace Operator,Blacksmithing (fortificers clan)
Slow, Ass (slowpokez) (visionaries)
<Dwarf> (Korbac) (maildwarves)

Spoiler: Point Chart (click to show/hide)
Title: Re: Rise of the Clans
Post by: SilverDragon on March 12, 2013, 08:21:27 pm
Here, fixed!
Dwarf:
Name: Silver
Specialty: Swordsdwarfship
Clan: The Knights

Clan:Knights
Specialty:Fighting
Description: Kills stuff in order to protect others. Will act without honor oftentimes.

Only item I want is a good sword, not a clue how much it'd be worth.
Title: Re: Rise of the Clans
Post by: Brewster on March 12, 2013, 08:25:32 pm
Name: Silver
Specialty: Swordsdwarfship
Clan: The Knights

Edit: Accidentally put assassin.

updated the first post for ya on whats needed to join.
Title: Re: Rise of the Clans
Post by: chaosgear on March 12, 2013, 08:35:48 pm
Holy crap, rules.

Are all clans going to work together at first? Or is it every dwarf for himself, like last time?
Title: Re: Rise of the Clans
Post by: Brewster on March 12, 2013, 08:36:52 pm
Holy crap, rules.

Are all clans going to work together at first? Or is it every dwarf for himself, like last time?

Up to you! Doubt your starting points are going to get you far if you don't work together.
Title: Re: Rise of the Clans
Post by: chaosgear on March 12, 2013, 08:50:53 pm
Oh, boy.

Clan name: The Gold Guild
Specialization: Treasure and Trade
The Gold Guild focuses on the production, collection, and protection of valuables. Treasure is their highest priority.

I'll post dwarf info and items later. I feel that the so-called "point chart" isn't clear enough.
Title: Re: Rise of the Clans
Post by: Strife26 on March 12, 2013, 08:55:03 pm
Name: Magia
Clan: Fortificers
Specialty: Fortresses and siege warfare

Skills: Architecture, Miningx3, Farmingx2 (21)
Copper pick (5)
Logsx5 (assuming that logs qualify as a stackable purchase here) (5)
Plump Helmetsx5 (5)

Total: 36
Remaining: 14


I propose that we start out by building a central fortress and work from there once it's set up, for ease of construction, as well as defensibility.
Title: Re: Rise of the Clans
Post by: Remuthra on March 12, 2013, 08:56:16 pm
Clan Name: The Visionaries
Description: Engravers Guild which carves randomly on the walls what they see in visions
Specialization: Engraving
Title: Re: Rise of the Clans
Post by: chaosgear on March 12, 2013, 09:06:36 pm
Ugh, math.

Dwarf name: Vendix
Occupation name: Treasuremaster

anyone else willing to bring a dog so we have a breeding pair? They're a whopping 30 points.
Title: Re: Rise of the Clans
Post by: Brewster on March 12, 2013, 09:08:51 pm
Skills: Architecture, Miningx3, Farmingx2 (21)
Copper pick (5)
Logsx5 (assuming that logs qualify as a stackable purchase here) (5)
Plump Helmetsx5 (5)

Total: 36
Remaining: 14

Novice Architecture = 5
Skilled Miner = 5 + 6
Competent Farmer = 5 + 4
Copper pick = 5
Logs [5] = 5
Plump Helmets [5] = 5
Total: 40
Remaining for next turn: 10
Title: Re: Rise of the Clans
Post by: Brewster on March 12, 2013, 09:11:57 pm
anyone else willing to bring a dog so we have a breeding pair? They're a whopping 30 points.

dog = 5 points

maybe we should call them like ENERGY points or something, to help poor confused old chaosgear
Title: Re: Rise of the Clans
Post by: chaosgear on March 12, 2013, 09:21:18 pm
anyone else willing to bring a dog so we have a breeding pair? They're a whopping 30 points.

dog = 5 points

maybe we should call them like ENERGY points or something, to help poor confused old chaosgear
I thought we were working with embark points.  :-\

Breeding pair of dogs = 10
Woodcrafter = 5+5 = 10
Stonecrafter = 5+5 = 10
Gem Cutter = 5+5 = 10
And if I could be broker and/or bookkeeper, that would be fantastic.

Lets get dorfy
Title: Re: Rise of the Clans
Post by: Orange Wizard on March 12, 2013, 10:14:53 pm
OK, I'm going to hazard a guess at what my embark points can do.

The Alchemists
Masters of Research and Experimentaion
The Alchemists strive to record all Data. The Data must be accurate, and its source reliable. The nature of the Data is irrelevant, however. If it is Data, the Alchemists will have it... by experiment, by gold, or by force.
Naturally, they are also healthcare professionals for the working class.

Name: Casser, male; or Cassar, female
Clan: The Alchemists
Occupation: Arch-alchemist

Novice Diagnostician (5)
Novice Surgeon (5)
Novice Record Keeper (5)

Gypsum slabs x5 (5) (to record stuff on/perform surgery on)
Breeding pair of Pigs (10?) (The Alchemists have tested Pork to be some kind of Brain-Food)
Cave wheat seeds x5 (5) (Cave wheat can be milled to produce Flour... but how to make bread!? MUST RESEARCH)

Remaining: 15
Title: Re: Rise of the Clans
Post by: mavj96 on March 12, 2013, 11:14:48 pm
Dwarf
Name: Maverick Robertum
Gender: Male (no seriously a male dwarf pls :P)
Specialty: Hammerdwarf
Clan: Knights

Background: A young hammer dwarfling in training prepared to do anything in order to prove him self.
Fully capable of doing the work of 'the lesser' such as farming in order to help get things started.

I'd like

Hammer+2(10)
Student+2(10)
Plump Helmet Spawn x10(10)
War Hammer *anymat x1 (5)
Plump Helmet x5 (5)
Dwarven Wine x10 (10)

50 used.
Title: Re: Rise of the Clans
Post by: Strife26 on March 12, 2013, 11:59:40 pm
Skills: Architecture, Miningx3, Farmingx2 (21)
Copper pick (5)
Logsx5 (assuming that logs qualify as a stackable purchase here) (5)
Plump Helmetsx5 (5)

Total: 36
Remaining: 14

Novice Architecture = 5
Skilled Miner = 5 + 6
Competent Farmer = 5 + 4
Copper pick = 5
Logs [5] = 5
Plump Helmets [5] = 5
Total: 40
Remaining for next turn: 10

Sure thing. I'll add a stack of rum as well, just because booze is important.
Title: Re: Rise of the Clans
Post by: BronzeAge on March 13, 2013, 12:12:03 am
Guild: Maildwarves
A group of dwarves who keep record of the various happenings of the fort. Also the messengers who deliver news between families in different guilds.
Occupation: Master Runner

Name: Brass
Gender doesn't matter, just has to be agile.

Armor user x3(11)
Dodger(5)

Copper Breastplate, Helm and High boots(15) (Delivering mail is dangerous business.)
Pickaxe(5) (The mail WILL go through.)
Wheelbarrow(5)
Crossbow(5)

Spent:46
Remaining:4
Title: Re: Rise of the Clans
Post by: peregarrett on March 13, 2013, 12:41:35 am
!!Science!! Guild. Dedicated to bizzare, epicaly failing and disaster causing experiments.

Head: Gar the Mad Doc.
Skills:
Architecture x1 (5)
Mechanic x5 (21)
Surgeon x2 (7)
Bone Doctor x1 (5)

Items:
anvil (5) - learned that from previous thread!
a stack of some crazy food like prepared honeybee brain (5)

48 points total!
Title: Re: Rise of the Clans
Post by: Firehawk45 on March 13, 2013, 12:55:07 am
Might I humbly suggest to get one of the conversionmods for this fort? Vanilla seems a bit restricted (or better: not at its full potenzial) when it comes to possibilitys for roleplaying in this way. I personally prefer Masterwork, but feel free to decide if and what mod be used.

Also, i want the first smith-migrant, clan to be decided yet.
Title: Re: Rise of the Clans
Post by: SilverDragon on March 13, 2013, 01:31:48 am
There's a mod that makes each dwarf have demands and wants, cant remember the name though.
Title: Re: Rise of the Clans
Post by: peregarrett on March 13, 2013, 02:07:22 am
There's a mod that makes each dwarf have demands and wants, cant remember the name though.
Each dwarf's demands are too much, I think, but new noble positions for each of guild leader would be nice.
Title: Re: Rise of the Clans
Post by: mavj96 on March 13, 2013, 02:29:55 am
Masterwork if any in my humble opinion.

The others stray from vanilla a bit too much for my tastes.

Vanilla is probably the best for something like this but I'm not entirely set on it. A tileset is always cool as well.
Title: Re: Rise of the Clans
Post by: peregarrett on March 13, 2013, 02:38:02 am
Masterwork if any in my humble opinion.

The others stray from vanilla a bit too much for my tastes.

Vanilla is probably the best for something like this but I'm not entirely set on it. A tileset is always cool as well.
I'm always for vanilla + ASCII

EDIT: here's the raws for guild leaders anf their apprentices:
Code: [Select]
[POSITION:GUILD_LEADER]
[NAME:guild leader:guild leaders]
[NUMBER:AS_NEEDED]
[SITE]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:50]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[DETERMINES_COIN_DESIGN]
Copied from MAYOR:
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
To make him master of all his guild members:
[COMMANDER:GUILD_APPRENTICE:ALL]

[POSITION:GUILD_APPRENTICE]
[NAME:guild apprentice:guild apprentice]
[NUMBER:AS_NEEDED]
[SITE]
[APPOINTED_BY:GUILD_LEADER]
[PRECEDENCE:50]
[CHAT_WORTHY]
[DO_NOT_CULL]
[REQUIRED_OFFICE:10]
[REQUIRED_BEDROOM:10]

Haven't tested it yet. Maybe should add each specific guild's positions - one for each guild with specific names.

EDIT2: Tested and changed it a bit. Guild leader positions are available from the start, while apprentices require reopening nobles screen after first guild leader appointment.
Won't bother with specific positions for each guild for now, though it leads to apprencices being under command of any guild master, not his own guild's.
Title: Re: Rise of the Clans
Post by: Orange Wizard on March 13, 2013, 03:36:59 am
Make specific noble positions for every guild? Both master and apprentice? It's absurdly overcomplicated, so it's absolutely dwarfly.
Title: Re: Rise of the Clans
Post by: mavj96 on March 13, 2013, 03:39:26 am
Hey if that guy minds to mod them all in and Brew is cool with it I'm all for it.

As for ASCII I don't mind it but it can be difficult for me to read at times. Tilesets help me get a base for my imagination to take over.
Title: Re: Rise of the Clans
Post by: SilverDragon on March 13, 2013, 03:43:47 am
I'm for it as well!
Title: Re: Rise of the Clans
Post by: peregarrett on March 13, 2013, 04:04:55 am
Make specific noble positions for every guild? Both master and apprentice? It's absurdly overcomplicated, so it's absolutely dwarfly.
Yes.

Simpliest way is to copy-paste those entries 7 times changing their names and put [NUMBER:1] to guild masters.
But better think of some specific features for each guild members.

Masters of Sword can have
[RESPONSIBILITY:EXECUTIONS][EXECUTION_SKILL:SWORD][SQUAD:10:blade:blades]
fo example.

Gold Guild - [RESPONSIBILITY:ACOUNTING][RESPONSIBILITY:TRADE]

any ideas on others?

EDIT: Can remove DETERMINES_COIN_DESIGN from all but Visioners

Maildwarves get RECEIVE_DIPLOMATS - news is their job!
Title: Re: Rise of the Clans
Post by: Tarqiup Inua on March 13, 2013, 05:19:29 am
Too bad you can't use bee hives instead of mechanisms :-(

It would be better than relying on quantum entanglement for signal transmission
Title: Re: Rise of the Clans
Post by: SilverDragon on March 13, 2013, 05:20:51 am
Who're the master of swords?
Title: Re: Rise of the Clans
Post by: peregarrett on March 13, 2013, 05:26:56 am
Who're the master of swords?
I mean Knights
Title: Re: Rise of the Clans
Post by: Tarqiup Inua on March 13, 2013, 05:35:19 am
Oh, and dorf me as mechanic/beekeeper (hivemaster) when possible - scientists guild, naturally - I changed a name a little, it's in my signature, perhaps some day I will find better anagram... perhaps.
Title: Re: Rise of the Clans
Post by: SilverDragon on March 13, 2013, 05:39:16 am
Who're the master of swords?
I mean Knights
Oh, ok. I suppose I'll update my Sig too.
Title: Re: Rise of the Clans
Post by: Brewster on March 13, 2013, 06:59:24 am
Whew! This is going to take some work. Updated the front page!
Few clans need to follow-up and finish whatever's missing for the clan on the front page and I'll start it soon!
Thoughts on embark location?

@mavj96 - I'll add you to the clan with the first wave. Starting seven should start new clans.
@peregarrett - I copy and pasted your code into the raws. Hope it doesn't crash it!

Title: Re: Rise of the Clans
Post by: peregarrett on March 13, 2013, 07:17:25 am
Whew! This is going to take some work. Updated the front page!
Few clans need to follow-up and finish whatever's missing for the clan on the front page and I'll start it soon!
Thoughts on embark location?

@mavj96 - I'll add you to the clan with the first wave. Starting seven should start new clans.
@peregarrett - I copy and pasted your code into the raws. Hope it doesn't crash it!
Well, I tried it with newly generated world, it worked fine. But this won't work on already generated world... unless you replace existing positions with new ones.
So, if you want them to work, you need to regen.

So, we won't be bothering with specific nobles for each guild, right?

EDIT:
!!Science!! Guild, Masters of Inventions. With gear wheel on its emblem
Title: Re: Rise of the Clans
Post by: Brewster on March 13, 2013, 07:33:49 am
I've update the front page with your clans banner! Sorry Alchemist and !!Science!! you're so closely related and I couldn't think of something quickly to separate you two. If you have ideas let me know and I can whip them up tonight.

The Knights - a bloody sword on black backdrop
Gold Guild - a gold chest on teal backdrop
Fortificers - a red catapult on green backdrop
Visionaries - purple engrave set on gray backdrop
Maildwarves - white Hermes wings on blue backdrop
Title: Re: Rise of the Clans
Post by: Brewster on March 13, 2013, 07:50:19 am
I updated the raws and ran a new world and tested it
It just made a buttload of guild leaders.
What's the point of this? for noble mandates? or what? 
Title: Re: Rise of the Clans
Post by: peregarrett on March 13, 2013, 07:57:03 am
I updated the raws and ran a new world and tested it
It just made a buttload of guild leaders.
What's the point of this? for noble mandates? or what?
Sure, just for mandates.
And it should let you make as many guild leaders as you want.
What do you mean by buttload of leaders? You always have free leader and apprentice posotions for that, but from start you have only one leader position


I've update the front page with your clans banner! Sorry Alchemist and !!Science!! you're so closely related and I couldn't think of something quickly to separate you two. If you have ideas let me know and I can whip them up tonight.
my guild - bronze gear wheel on red background
Alchemists - a pen feather dipped into measuring glass vial.
Title: Re: Rise of the Clans
Post by: Ruhn on March 13, 2013, 10:00:04 am
I would like to join the dwarf waiting list.  No big deal if it takes a few migration waves for him to show up.

Name: Ruhn
Gender: Male
Title: (I'll have to decide later)
Desired Guild: Fortificers
Trait: good spatial sense
Skill/job: Masonary + Architecture.  Willing to mine or do mechanics if needed also.
Title: Re: Rise of the Clans
Post by: chaosgear on March 13, 2013, 01:08:01 pm
The Gold Guilds banner doesn't have enough treasure. Rectify this!
Title: Re: Rise of the Clans
Post by: mavj96 on March 13, 2013, 01:41:01 pm
The banners are awesome and I'd like to thank you for all you've done and are going to do.
Your threads are always epic.

A shield may apply more to our knights clan if I might say so but this is pure nitpicking. Awesome job.
Title: Re: Rise of the Clans
Post by: Brewster on March 13, 2013, 06:04:37 pm
Put a temp flag up for the Alchemists until they say otherwise.
Going to set-up embark soon, so last moment to say any changes or request.
Updated the points chart - let me know thoughts, if I'm missing something, so on so forth...
Prob won't use the guild leader temp mod, it kept screwing up on me, and we can easily change the title, and roleplay mandates.
Title: Re: Rise of the Clans
Post by: mavj96 on March 13, 2013, 07:50:48 pm
Very excited!
Title: Re: Rise of the Clans
Post by: Ruhn on March 13, 2013, 08:29:03 pm
@Strife26: How's this for a clan description?

The Fortificers live their lives modeled after the rules laid out in "The Art of Siege" by Urist Sūn in 398 of the last age.  They know how to find weak points in the enemies' defenses, and are better still at building fortifications which can withstand the most wicked dragons and long forgotten beasts.
Title: Re: Rise of the Clans
Post by: Brewster on March 13, 2013, 08:51:01 pm
The starting seven loaded up the wares and headed east towards their goal. These fearless seven wanted to create a name for themselves, to create a clan they can lead!

Spoiler (click to show/hide)

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

They marched atop the hill each hoisting their banner. The seven flags whipping and cracking in the winds. Slowly sharpening his sword with a wet stone Silver asked "What now?", that seemed to be the question each leader was asking themselves. Tapping the nearby stone Vendix was already testing for precious metals. Each dwarf studied the landscape viewing different dreams for the future.
Title: Re: Rise of the Clans
Post by: Strife26 on March 13, 2013, 09:08:23 pm
"Well, friends, dwarves, and countrymen, I daresay that this is a fair enough spot for a fortress, no? Moreover, I'd say that the very spot of our wagon is a defensible locale to break in. I think that one, central area for our operations would be preferable right now, especially because it'll allow for easy transfer of our supplies, as well as the common good."


"Strike the Earth."
Title: Re: Rise of the Clans
Post by: mavj96 on March 13, 2013, 09:30:06 pm
*Journal entry 1*   Maverick Robertum
Date: Undetermined
Location: Shithole

   Bagh! I'm roamin' around with a bunch of fookin plump helmet heads.

   These weak piles of dwarven feces don't know their arse from their front I tell ye'.
The little one leading us to our destination says we shouldn't be more than a calendar off.
Considering again that 'e don' know 'es muck root from his sweet pod I hope we make it within 5 Granites past.

   I lost me hammer too, looks like I'll be wrestlin' the next night creature.
Armok help us. I signed up to find a home appreciating of my talents not to starve to death in the wilderness.

**OOC**

Hey Brew if you don't mind to add strength and muscular to my dwarf requirements that would be great!
I don't mind if he starts with much hammer skill he can learn that.

Wow I'm really looking forward to this!
Title: Re: Rise of the Clans
Post by: peregarrett on March 13, 2013, 11:23:10 pm
They marched atop the hill each hoisting their banner. The seven flags whipping and cracking in the winds. Slowly sharpening his sword with a wet stone Silver asked "What now?", that seemed to be the question each leader was asking themselves.
Gar will stay on top of the hill and think about monstrous and overcomplicated devices. We got no action points, so can just gather a few plants.
Throw your dice already!
Title: Re: Rise of the Clans
Post by: SilverDragon on March 13, 2013, 11:34:01 pm
Silver thinks carefully, and decides that wood is an important thing. Start cutting trees, and if I have any spare points make a carpenters workshop.
Title: Re: Rise of the Clans
Post by: BronzeAge on March 13, 2013, 11:57:22 pm
"Aye, we've arrived. The place looks like a fine place to set up me mail outpost. The others seem to still be tired from the trip. Everyone 'cept that one over there, I forgot his name, look like they might fall over if they don't rest soon. The yak also dropped one a' me boots on the way here. I just have the one left now."


OOC:
I'll just sit here waving my pick around offering an alliance. Also, I think you forgot to put two boots on the supply list.

Title: Re: Rise of the Clans
Post by: chaosgear on March 13, 2013, 11:58:54 pm
If possible, we should take turns with the picks. We only have two picks, and each dwarf can only dig so many squares.

I'll help dig, if possoble. If not, have me haul or gather plants or something. Whatever helps.
Oh, and station my guard dogs by the fort entrance.
Title: Re: Rise of the Clans
Post by: Mjattie on March 14, 2013, 12:14:16 am
I suppose I'll throw my dice with the fortificers.

Name: Solan Aurelin
Gender: Male
Title: Furnace Operator
Desired Guild: Fortificers
Trait: ORDERLINESS (Organization) above 50.
Skill/job: Furnace Operating, Blacksmithing

My goal is to set up a kiln/wood burning furnace in the anticipation of the discovery of metal, and to burn clay into bricks for building.
Title: Re: Rise of the Clans
Post by: Orange Wizard on March 14, 2013, 12:17:07 am
So much stuff happened since I last saw this thread! Ugh!
OK, I'd like a stone tablet and a quill for The Alchemists's banner, if possible. I'm loving the work you've done thus far.

Anyway, I've bolded the title and actions that I want Casser/Cassar to take...
_________________________________________________________________________________________

Diary of Casser/Cassar (no data on genders or attributes of the team!)

We've arrived at Tostonol. We neglected to bring slabs; apparently they can be made easily enough.
I'm going to ask whoever has a mining pick to dig a small shelter for us in the soil of the hillside. I'll have to repay them later somehow, I suppose. Next I can begin putting all the food in a storage area in or near the shelter.
Once all that is finished, I'm going to designate a 2x3 farm plot and plant cave wheat. If I can nick some plump helmet spawn, plant those too.
_____________________________________________________________________________________

Not sure how many points that equates to. Oh well, I suppose Casser/Cassar can do some work half-assedly.
Also, seeing as no slabs/boulders were brought-en, can I get my 5 points back?

And I was triple-ninja'd while typing this. Geez.
Title: Re: Rise of the Clans
Post by: Strife26 on March 14, 2013, 12:42:06 am
I'll start digging straight down and excavating the area to give us a bit of a storeroom.

If time permits, building a carpenter's workshop and whipping out training axes with my logs to trade with anyone who wants to cut lumber.
Title: Re: Rise of the Clans
Post by: Brewster on March 14, 2013, 07:12:08 am
Spoiler: Magia (click to show/hide)
Spoiler: Vendix (click to show/hide)
Spoiler: Gar (click to show/hide)
Spoiler: Cesser (click to show/hide)
Spoiler: Silver (click to show/hide)
Spoiler (click to show/hide)
Spoiler: Brass (click to show/hide)

!!Science!! Guild
(http://i.imgur.com/hLU8QjG.jpg)(http://www.random.org/dice/dice1.png)

Maildwarves
(http://i.imgur.com/TNNxhdl.jpg)(http://www.random.org/dice/dice4.png)

The Alchemists
(http://i.imgur.com/ssFWnFQ.jpg)(http://www.random.org/dice/dice3.png)

The Visionaries
(http://i.imgur.com/AHMOoOj.jpg)(http://www.random.org/dice/dice5.png)

Fortificers
(http://i.imgur.com/6dYVbSK.jpg)(http://www.random.org/dice/dice3.png)

The Gold Guild
(http://i.imgur.com/Yy2ELAj.jpg)(http://www.random.org/dice/dice6.png)

The Knights
(http://i.imgur.com/2YQpb3i.jpg) (http://www.random.org/dice/dice3.png)

I've updated the front page with your new points awarded. I'll have to do the actual game play later.

can I get my 5 points back?
done.

I think you forgot to put two boots on the supply list.
hahaha

@Remuthra, better find your voice soon or The Knights might find you!
Title: Re: Rise of the Clans
Post by: peregarrett on March 14, 2013, 07:42:51 am
Shit. Never was lucky with dice games!

Build mechanic workshop and make mechanism. (12 points). Shuffle around thinking of adamantine dices that "Gods" used to share gifts among mortals. Calculate the quantity of slade insertions into dice required to raise chances of Six up to 50%.
Title: Re: Rise of the Clans
Post by: SilverDragon on March 14, 2013, 08:15:42 am
Umm, don't wanna sound stupid but I couldn't find out what the dice mean... what do they mean?
Title: Re: Rise of the Clans
Post by: chaosgear on March 14, 2013, 08:22:24 am
Umm, don't wanna sound stupid but I couldn't find out what the dice mean... what do they mean?
How many points you get to spend on actions each turn.

Yeeeaaaahhhh, six!
Title: Re: Rise of the Clans
Post by: slowpokez on March 14, 2013, 08:44:47 am
This'll be a fckn pain to manage xD
Ah well, seems awsome though.
Sign me up for the engravers and I'll drop by when I've got some time.
Name:Slow
Title:...uhmm
Just improvise the rest. :P
Title: Re: Rise of the Clans
Post by: peregarrett on March 14, 2013, 09:03:14 am
Oh, and do you roll dice once per clan or once per clan member?
Title: Re: Rise of the Clans
Post by: Korbac on March 14, 2013, 10:18:54 am
Drop me in wherever needs members! :)
Title: Re: Rise of the Clans
Post by: mavj96 on March 14, 2013, 10:21:47 am
That's no fun pick one :).
Title: Re: Rise of the Clans
Post by: Strife26 on March 14, 2013, 10:49:34 am
*cough* are you in a dwarven fortress or what *cough*
Title: Re: Rise of the Clans
Post by: chaosgear on March 14, 2013, 10:57:00 am
Indeed, this is a dwarven fortress.
And you know what is positively the dwarfiest?

TREASURE
A mountain full of treasure! Treasure stacked to the ceiling! Gems, silk, statues, and mugs! Gold, platinum, and adamantine everything! Caravans lining up at the gates just to catch a glimps of the mountains of valuables we have!

That's what Dwarf Fortress is all about.
Title: Re: Rise of the Clans
Post by: Strife26 on March 14, 2013, 11:10:34 am
Yeah, I mean, look how hard you all had to work to join an up and growing Dwarf Treasure like this. Treasure is in the name and everything!
Title: Re: Rise of the Clans
Post by: Korbac on March 14, 2013, 11:27:02 am
Stick me in the maildwarves then! :) Gimme a printout of my character's stats too so I can roleplay. :)
Title: Re: Rise of the Clans
Post by: Brewster on March 14, 2013, 05:48:49 pm
Oh, and do you roll dice once per clan or once per clan member?
I'm thinking one dice still per clan but no members, x10, one member, x11, two members x12, ect.
That sound fair? Giving bonus to having teammates but not UBER-bonus.

Stick me in the maildwarves then! :) Gimme a printout of my character's stats too so I can roleplay. :)
Gotta name?
Title: Re: Rise of the Clans
Post by: Mjattie on March 14, 2013, 05:53:55 pm
Yeah, it'll atleast let the clans use their members a bit more.
Title: Re: Rise of the Clans
Post by: Brewster on March 14, 2013, 06:38:41 pm
"Dig!" yelled Magia and Vendix as they swung the two picks that were brought.

Silver was silently setting up a carpenters workshop and crafting axes from the wood brought. With these axes a few more trees were cut down.

Casser smiled as they set-up a farm plot inside one of the freshly dug areas.

"Sit... sit.. good boy!" commanded Vendix as he ordered the dogs to guard the entrance.

Gar the Mad Doc grabbed one of the stones and built a mechanics workshop and then took another stone and crafted a useless mechanism. Everyone snuffed down at him when he showed off his works, upset about how he would waste time and energy on such an item.

Spoiler (click to show/hide)

Fortificers,  -19
The Knights  -15
Gold Guild  -29
Alchemist  -16
Science  -12

(http://i.imgur.com/2YQpb3i.jpg) (http://www.random.org/dice/dice4.png) (http://i.imgur.com/Yy2ELAj.jpg) (http://www.random.org/dice/dice4.png) (http://i.imgur.com/6dYVbSK.jpg) (http://www.random.org/dice/dice1.png)
(http://i.imgur.com/AHMOoOj.jpg) (http://www.random.org/dice/dice4.png) (http://i.imgur.com/ssFWnFQ.jpg) (http://www.random.org/dice/dice4.png) (http://i.imgur.com/TNNxhdl.jpg) (http://www.random.org/dice/dice1.png)
(http://i.imgur.com/hLU8QjG.jpg) (http://www.random.org/dice/dice4.png)

Edit: Feel free to role-play, be creative. I split up the mining points between those that requested it. Plan together, come up w/ a plan, and so on and so forth. Focus on your specialties.
Title: Re: Rise of the Clans
Post by: Korbac on March 14, 2013, 09:01:59 pm
Korbac, please. :)
Title: Re: Rise of the Clans
Post by: mavj96 on March 14, 2013, 09:03:25 pm
I'll practice my journal roleplaying here, haven't done much of it 8).

   Will we be able to control our dwarves to an extent when we come in?
I don't swing either way on that one but I think that it would add to the feel/play of our little game.
Perhaps things such as whether or not to go into a fight with terrible odds.
Title: Re: Rise of the Clans
Post by: Mjattie on March 14, 2013, 10:21:35 pm
While it goes without saying, I think someone should dig out a cellar for the food before it starts to rot. I look forward to the first migrant wave, which knowing the experiences from my current fort, shouldn't take too long to get there.
Title: Re: Rise of the Clans
Post by: Orange Wizard on March 14, 2013, 10:34:37 pm
Journal of Casser the Arch-alchemist
Today was a good day. I got the farm plot set up, and everything was dragged inside.
I need my slabs, though. I made some fantastic finds regarding 'gendre' (note: check spelling of this word) and I'll need to make a wooden table and a chair so I can set up an office for myself.

Then I need to build a mason's workshop, make a quern, and make some slabs to place around the fortress so people can record Data on them.
The quern should be placed near the food stockpile, so I can either mill flour myself or get someone to do it for me.
Title: Re: Rise of the Clans
Post by: BronzeAge on March 14, 2013, 10:52:11 pm
"Them dwarves don't seem like the trustworthy kind. I was talkin' with them all and they seem well enough, but may not be the kind to look out for a simple messenger from the mountainhomes.  In the morning I'm takin' me pick, carving out a room in that ore vein across from the stockpile. When I get the stones I'll be makin' meself a butcher's shop and a craftworkshop. I'll take whatever stone leftover and make a few rock pots."

Spoiler (click to show/hide)
OOC: Can I see a list of my dwarf's friends?
Title: Re: Rise of the Clans
Post by: SilverDragon on March 15, 2013, 12:37:20 am
Be wary of the size of your migrant waves. Recently I got a 45 dwarf strong wave. It was horrible!
Title: Re: Rise of the Clans
Post by: Orange Wizard on March 15, 2013, 01:00:33 am
Be wary of the size of your migrant waves. Recently I got a 45 dwarf strong wave. It was horrible!
Migrants are the biggest threat to dwarvenkind. I've had migrant waves that wipe out the entire fortress before. No-one survived, there was no food left, the hallways were choked with corpses.
Ah, tantrum spirals. How fun.
Title: Re: Rise of the Clans
Post by: chaosgear on March 15, 2013, 01:30:46 am
How do I have so many points? Where do I even begin?

"Them dwarves don't seem like the trustworthy kind. I was talkin' with them all and they seem well enough, but may not be the kind to look out for a simple messenger from the mountainhomes.  In the morning I'm takin' me pick, carving out a room in that ore vein across from the stockpile. When I get the stones I'll be makin' meself a butcher's shop and a craftworkshop. I'll take whatever stone leftover and make a few rock pots."

Spoiler (click to show/hide)
OOC: Can I see a list of my dwarf's friends?
Why not let me handle crafting? That is my skill set, I'll gain experience in my trade, and you can put your points to better use.
Title: Re: Rise of the Clans
Post by: Strife26 on March 15, 2013, 02:09:58 am
Dig a two by two shaft of up/down staircases, going down five z levels, start carving out a chamber on the third level for everyone to use. If anyone wants to borrow my wood to make a training axe and start lumber operations, I'd be willing to allow them to.
Title: Re: Rise of the Clans
Post by: peregarrett on March 15, 2013, 02:43:12 am
*To the leader of Fortificers*
- So, Udil, do you have blueprints of our defences? You were silent all the way here. I think I could make some Surprises there.

So, first idea I have is Minecart Grinder Mill at the trade entrance:

       #####
       #▲═╗# ║-Ramp
########║#║#############    V<^ - motion direction
Caravan+║+║+++++++++++++    V ^
++++++++║+║+++++++++++++    V ^
Entrance║+║+++++++++++++    V ^
########║#║#############    V>^
       #╥═▲# ╚-Track under bridge, ║-Ramp
       #╨### - Deactivation Raising bridge
       #▲#   ╚-Ramp
       ###
      
Level Above:
         ###
         #▼######
       ###≡┼..... - path to trackstop
       #▼═╝######
       #####


When decativation Bridge is raised and minecart set at the stop - push it north, it goes down the ramp, accelerates, moves, turns to next ramp, accelerates again, and so on.
When bridge is lowered, cart jumps into green zone, goes up one way and stops at the trackstop. It's ready to be pushed again.

Later I'll present a set of minecarts moving along the caravan entrance. I was always wondering how the collision of wagon and minecart looks like....

Meanwhile - make a few more mechanisms, arrange The Laboratory where Gar will be living and making small experiments.
Title: Re: Rise of the Clans
Post by: Brewster on March 15, 2013, 06:26:27 am
Doing a small Spring Break trip so I'll be back Tuesday!  8)
That'll give you time to get your shit together.
Title: Re: Rise of the Clans
Post by: mavj96 on March 18, 2013, 11:47:53 pm
Er
 Bamp
Title: Re: Rise of the Clans
Post by: Brewster on March 19, 2013, 01:14:51 pm
awww.... no one wants to play anymore?  :(
Title: Re: Rise of the Clans
Post by: peregarrett on March 19, 2013, 01:25:04 pm
awww.... no one wants to play anymore?  :(
Great, so we can use their action points for our goals!

Forced labour could be inefficient, but it has good sides too.
Title: Re: Rise of the Clans
Post by: chaosgear on March 19, 2013, 03:36:02 pm
Oh, uh, just have me do whatever needs to be done, I guess. I just want to help get the fortress on its feet until we can go our seperate ways.

Unlike some people.
Title: Re: Rise of the Clans
Post by: Korbac on March 19, 2013, 03:49:23 pm
I think we were waiting for you to come back! :)
Title: Re: Rise of the Clans
Post by: Brewster on March 19, 2013, 04:06:15 pm
I think we were waiting for you to come back! :)

Whelp? What should the group do?
Title: Re: Rise of the Clans
Post by: Korbac on March 19, 2013, 06:01:36 pm
Well if the other dude isn't going to post orders I pour all our points into making a communal meeting hall.

Messengers ho! :)
Title: Re: Rise of the Clans
Post by: BronzeAge on March 19, 2013, 07:00:24 pm
I thought I was going to make the room I talked about building earlier?
Title: Re: Rise of the Clans
Post by: Korbac on March 19, 2013, 09:08:20 pm
That works too! Unto glory, Bronzeage!

Messengers ho! :)
Title: Re: Rise of the Clans
Post by: chaosgear on March 19, 2013, 10:56:42 pm
There sure is a lack of communication in this fortress.
Even among the messengers, ironically enough.
Title: Re: Rise of the Clans
Post by: BronzeAge on March 19, 2013, 11:22:53 pm
There sure is a lack of communication in this fortress.
Even among the messengers, ironically enough.
I guess this means it's time to start doing my job.

Quote from: Brass's journal, second entry
"Them dwarves seem so unorganized. Without anythin' besides me journal to write on all I can do is to start hangin' the announcements on the group yak."

Quote from: Fortress news- scrawled on the side of a yak with crushed stone
"Construction of the messenger halls begins on the 21st. We need a stone carver for our pots and probably a carpenter for some beds. We offer a free butchering station and crafter's shop Those joining must sign the horse.
Title: Re: Rise of the Clans
Post by: Orange Wizard on March 20, 2013, 12:57:18 am
C'mon, Brewster! Don't let us down, now!
Title: Re: Rise of the Clans
Post by: mavj96 on March 20, 2013, 01:00:36 am
It seems there really isn't much of an easy way of organizing this. I hope we can get it rolling.
Title: Re: Rise of the Clans
Post by: peregarrett on March 20, 2013, 01:33:50 am
Quote from: Brass's journal, second entry
"Them dwarves seem so unorganized. Without anythin' besides me journal to write on all I can do is to start hangin' the announcements on the group yak."
Great idea!
*Gar runs to pig sow's pasture and starts covering it's back with strange blueprints. Good that pigs are quite bloated and flat-skinned*

So, let's make basic industries first - food, boooze, living rooms and such, and then concentrate on each clan's goals. I can't build Defencive Surprises till I see Fortificiers' projects!

And if someone wants to dig down to magma ASAP - I'm all for that! Magma is mandatory for most of my experiments.
Title: Re: Rise of the Clans
Post by: SilverDragon on March 20, 2013, 05:37:30 am
Mmmk. I'm personally best at making bedrooms, so I'll do that methinks.
Title: Re: Rise of the Clans
Post by: Brewster on March 20, 2013, 06:43:21 pm
"Basics boys! We need the basics." demanded Gar the Mad Doc.
The lads start to chop more trees, dig more stones, gather plants, and set-up more workshops.
Magia and Casser continued to dig a large communal hall and rooms.

"I'm tired of looking at your bloody face before I go to sleep." complained Silver.
He soon has crafted 7 just-okay beds and placed them in newly carved bedrooms.

A high piercing scream is soon heard throughout the camp. Casser was being attacked by a wolverine. Quick as a flash Silver was slashing away with his sword. Brass geared up in his armor (minus his left boot) banging away on the wolverines back end.
(http://i.imgur.com/qIgvXL8.png)
Silver soon lands the final blow and peace is restored among the camp.

Everyone agreed on the new Still that was built.
Brass crafted a few stone pots to hold the newly brewed alcohol and plants gathered.

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


The Knights -69
Gold Guild -20
Fortificers -20
Visionaries -0
Alchemist -20
Maildwarves -54
Science -40

(http://i.imgur.com/2YQpb3i.jpg) (http://www.random.org/dice/dice2.png) (http://i.imgur.com/Yy2ELAj.jpg) (http://www.random.org/dice/dice2.png) (http://i.imgur.com/6dYVbSK.jpg) (http://www.random.org/dice/dice1.png)
(http://i.imgur.com/AHMOoOj.jpg) (http://www.random.org/dice/dice3.png) (http://i.imgur.com/ssFWnFQ.jpg) (http://www.random.org/dice/dice5.png) (http://i.imgur.com/TNNxhdl.jpg) (http://www.random.org/dice/dice5.png)
(http://i.imgur.com/hLU8QjG.jpg) (http://www.random.org/dice/dice6.png)
Title: Re: Rise of the Clans
Post by: Orange Wizard on March 20, 2013, 11:36:28 pm
Five times ten plus twenty is seventy.

I don't know...

Start by making some slabs at the masonry shop, then placing them in random locations. Then help out other people with their goals. Bored Casser is a nice Casser.
Title: Re: Rise of the Clans
Post by: chaosgear on March 21, 2013, 01:20:39 am
I have absolutely no idea what to do.
And I still don't fully understand the point system.

Just keep me doing whatever needs doing. I'll think of some real goals once we get migrants.

What's the date? Still spring?
Title: Re: Rise of the Clans
Post by: peregarrett on March 21, 2013, 01:34:43 am
*An feet-sized runes inscribed on yak's side with red clay*
Magia the Fortificier! Will you come up with your fortress design or what?! Provide your blueprints (use pig boar's back) as soon as possible!

Let's dig down to magma sea!
Do we have sand here? We need to pump magma up.

I have absolutely no idea what to do.
And I still don't fully understand the point system.
You get (10+ clan apprentices)*dice roll action points. Last Brewster's update brought you 20 points that you can spend on your actions. The very first post has action ponts cost chart.
Title: Re: Rise of the Clans
Post by: Ruhn on March 21, 2013, 05:02:42 pm
I have absolutely no idea what to do.
And I still don't fully understand the point system.

Just keep me doing whatever needs doing. I'll think of some real goals once we get migrants.

What's the date? Still spring?
Perhaps get a treasure room dug and start making crafts.  You are sure to be popular once a caravan arrives.  ;)
Title: Re: Rise of the Clans
Post by: BronzeAge on March 21, 2013, 08:06:23 pm
Quote from:  Brass' logbook: entry 3
"One of them dwarves was screaming this mornin'. I guess I should get aroun' to scavenging some food from the leftovers, after all w've no meat, just some plants layin' about. I may just ask one of the others if they can make some pots. I'll just sharpen up a few of them bones and go huntin' for some more meat. "


Quote from: Announcement Yak
"There's a lack of meat out here, a dwarf needs their seasonal dose of blood not and then. I'll be out hunting the rest of the day, if someone wants to prepare pots for my triumphant return it would help."

Butcher wolverine (2?)
Craft bone bolts (2)
Go hunting (?)
Title: Re: Rise of the Clans
Post by: Brewster on March 22, 2013, 05:13:42 pm
No one cares Remuthra hasn't done diddly?
Title: Re: Rise of the Clans
Post by: Orange Wizard on March 22, 2013, 05:18:42 pm
No one cares Remuthra hasn't done diddly?
Lock Remuthra in his room.
Title: Re: Rise of the Clans
Post by: Brewster on March 22, 2013, 07:47:56 pm
Silver leaned against the wall dragging a wet stone across his blade. He stared at the goings-on of the camp.
"Deeper! Deeper!" demanded Gar the Mad Doc. Little did they know of this painful mistake.

(http://i.imgur.com/7KYBo4J.png)

"Deeper! Deeper!"

(http://i.imgur.com/CKdoAjA.png)

While digging deeper and walling up the caverns a beast slipped into the main stairway...
(http://i.imgur.com/e96tur2.png)

Silver and Brass sprint down the stairwell takiing them 2 and 3 at a time. Taking a few lumps Brass and Silver dispatch of the beast.
(http://i.imgur.com/4PRI3rO.png)

"Deeper! Deeper!"

(http://i.imgur.com/wITz6hP.png)

Gar the Mad Doc's eyes glowed red as he beheld the sight of the magma.
Work continued throughout the camp. Gar looked for sand, but found none.
Casser set-up a slab in his room, often scribbling on it.
Brass butchered the wolverine, olm and the few crundles that that made their self in. Brass had a small smile across his face as he crafted the bones into bolts for the crossbow.
"Gar! Gar" was screamed throughout the camp. A crundle that was supposed to be simple, injuried Brass's leg. Gar soon put his skills to work while Silver crafted a crutch for his comrade-in-arms.
(http://i.imgur.com/7ToinaK.png)

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

The Knights -20
Gold Guild -31
Fortificers -20
Visionaries -0
Alchemist -36
Maildwarves -49
Science -59

(http://i.imgur.com/2YQpb3i.jpg) (http://www.random.org/dice/dice5.png) (http://i.imgur.com/Yy2ELAj.jpg) (http://www.random.org/dice/dice6.png) (http://i.imgur.com/6dYVbSK.jpg) (http://www.random.org/dice/dice5.png)
(http://i.imgur.com/AHMOoOj.jpg) (http://www.random.org/dice/dice6.png) (http://i.imgur.com/ssFWnFQ.jpg) (http://www.random.org/dice/dice1.png) (http://i.imgur.com/TNNxhdl.jpg) (http://www.random.org/dice/dice2.png)
(http://i.imgur.com/hLU8QjG.jpg) (http://www.random.org/dice/dice2.png)
Title: Re: Rise of the Clans
Post by: Brewster on March 22, 2013, 07:49:39 pm
*** stupid forum had me post twice ***
Title: Re: Rise of the Clans
Post by: Orange Wizard on March 23, 2013, 01:52:00 am
I rolled a 1? Eh, it's not like I'm using a whole lot of points.

Ok... Build a quern, with which to mill flour. Then grow moar cave wheats!
Title: Re: Rise of the Clans
Post by: SilverDragon on March 23, 2013, 03:54:54 am
I'm a little blind, what did I roll again?
Title: Re: Rise of the Clans
Post by: Brewster on March 23, 2013, 08:15:47 am
I'm a little blind, what did I roll again?

a five
your total points is on the front page next to your name
Title: Re: Rise of the Clans
Post by: SilverDragon on March 23, 2013, 06:18:27 pm
Okay thanks.
Title: Re: Rise of the Clans
Post by: BronzeAge on March 24, 2013, 05:27:56 pm
A master of running that can't run? How bad's the injury?
Title: Re: Rise of the Clans
Post by: Brewster on March 24, 2013, 05:46:13 pm
A master of running that can't run? How bad's the injury?

Back on your feet, hobbling on a crutch.
Title: Re: Rise of the Clans
Post by: peregarrett on March 25, 2013, 01:18:04 am
A master of running that can't run? How bad's the injury?

Back on your feet, hobbling on a crutch.
You can knock Morse code messages with your crutch while walking.

So, since we have no sand, and no iron either (I only see grey ore exits on the surface - tetrahedrite? whatever, it's not magma-safe for sure) then we have to do piston-push! Find a proper section where the piston can be carved, and dig magma-tank there...

Oh, I see blue mushroom trees there - are these nethercaps? Then we can make magmasafe pipe sections from it! We need about 150 pumps then.... I think better use combined method - piston as big as possible, then few pumps to deliver magma into proper place. Piston can be reused to push magma up again, loosing one tile in height each time... I'll come with design later.
Title: Re: Rise of the Clans
Post by: mavj96 on March 30, 2013, 12:57:31 am
Bump
Title: Re: Rise of the Clans
Post by: Brewster on March 30, 2013, 08:15:17 am
bump?!? Ya'll not said what to do. more like 'dead!'
Title: Re: Rise of the Clans
Post by: BronzeAge on March 30, 2013, 02:37:16 pm
I don't know about everybody else, but I'm still in shock over the irony of my situation.