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« on: July 13, 2008, 02:57:15 pm »
OK, I downloaded Coelocanth's save file and took a look around. Pressing concerns and my meticulous playstyle mean I won't be finshed til tomorrow, but I'll post now to prove I'm doing it. How long should I play for?
Also, does anyone object to me using DwarfCompanion to tweak some names and genders? I promise I won't do anything else.
Fortress Log of Sedil Zalìs, 14th of Sandstone, 1052
First entry of Aqizzar Alåthlodok
When tales spread of a band of stout dwarves heading into the southern mountains to assault the Goblins in their lair, my fellows called them fools. I called them short sighted.
When stories came that the band sought not just to slay greenskins, but knock down their blighted towers once and for all, my fellows called them mad. I called them heroes.
When word came that they were looking for dwarves to journey there and join them, my fellows laughed. I jumped at once.
And when the valiant outpost's leader Coelocanth came to me and said that, by true and proper dwarven tradition, it was now my duty to direct the fortress, I could only stammer. He could only shrug.
Though Coelocanth will remain the effective ruler of Sedil Zalìs, it is now my responsibility to devise a plan of action against our foes and larger goals for the settlement. It is a task I can only approach in earnest. As of today, I can identify three areas in need of improvement-
1. Considering it's other current residents and our, to say the least, dubious claim to this land, when I arrived, I was appalled to find that Sedil Zalìs has no standing military. As is, our only dwarves-at-arms are the easygoing sheriff (who has neither deputies or a jail), and some daft bloke named Urdim who fancies himself a hunter. I've been sifting through the peasents who arrived with me in the past year to find some who would make proper soldiers. Traps alone will not keep us safe.
2. Concurrently, having been blessed with a magma chimney, we could be running a much more robust smithing operation. I have conversed with Coelocanth and ChJees' notes, and our scouts, surveys, and intuition tell us there are some unexploited veins of iron ores around the dark towers. They will have to reached by tunnel alone so as not to disturb our wicked hosts. With more iron, the new defense force can be outfitted with proper armor and weapons. Those complacent goblins will be so surprized.
3. Also distressingly concurrent, the tomb complex dug into the eastern face must be expanded and improved on. Dire concerns aside, there are already dwarven bones bleaching in the sun. This will quickly rectified.
Beyond these necessities, the fortress could stand for some other improvements. We have no shortage of foods or plant stocks, but the alcohol stores are no where near as robust as I'd like, and take far too much time to supply. Indeed, the whole industrial network, what there is anyway, is quite inefficent.
I came to this outpost with great dreams of the siege surely waiting, and as an engineer of considerable talent, I believe some destructive engines are in order. I have conversed with my good collegue Zes, and we have begun designing some emplacements for catapults. Ballista would be even better; I imagine a saguaro would make a spectacular projectile.
Finally, we are swimming in puppies. A solution does not exactly present itself.