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Topics - Splint

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31
DF General Discussion / Splint's Story Fort Archive
« on: August 06, 2014, 04:08:22 am »
Hello all, I'm making this post so I have somewhere to catalogue my story forts for future reference, comparisons, or to just be pointed and laughed at. I'll list things accordingly of course. Everything here is finished/abandoned/inactive until further notice.

v.34.11
Good ol' 2012, and home to most of my forts at present and for the foreseeable future until invaders work properly again. All forts here will have the relevant mod listed as well.

Carryscar, the horribly dry savanna 'mountainhall' in the ass end of nowhere! Played on the wonderful Civilization Forge mod by Mephansteras. Bugbears, goblins, xelics, and worse couldn't kill these stalwart dwarves in this horridly hot savanna. So give it a read, even if the ending's kinda crappy! The save can be found here. As this fort is finished, no new updates will be made.
COMPLETE

Angel Abbey, a miserable little bolt hole lacking clean water, ammunition, or much in the way of trade goods not pulled from junk piles and played on the Underhive Settlement mod version lovingly crafted by Suds Zimmerman and based on the modding work done by Abregado and Destroid as well as of course, Gee Dubs' 40k based Necromunda tabletop game.  If interested in the setting or mod, it is a dandy little read.
SAVE LOST

Northernshores, Intended to be a haven for pirates and brigands allied with the shadow broker Nithim and the orcs of the Sterntorch pirate clan. Played on an old version of Masterwork by the beloved Meph, this short tale ended abruptly due to my own stupidity in  chucking the save during some house keeping and mod updating. Still a neat little read though and a nice glimpse into Orc mode.
SAVE LOST

Riverrun, Set up by destitute entrepreneurs, criminals, and debtors by The Joyous Steel merchant company in the middle of a pandashi and badgerman infested forest full of things that can eat most of its residents due to sheer size alone, Riverrun is quickly making a name for itself in its own world as a place were nature and the term "extinct" are told to go fuck themselves, mushroom men can become mayors, beggars impersonate clergy, and where goblins and frost giants go to die. While the main fort updates slowly, alternate timeline stories have been opened in the thread to fill the gaps, and overall it's a great story unfolding! Saves of both up to a past update and right at foundation can be found here, and it's played on a slightly older version of Meph's Masterwork mod.

At the time of save loss, it boasted the vast majority of advanced workshops and stuff, and was even considered one of the best looks at the mod at the time.

Sadly, I've decided against my original continuation plans. The last usable save I have is from so far back that at this point it'd be a disservice.
SAVE LOST

The Orcish Stronghold of Blackold! On the most recent 34.11 Masterwork version, this fortress got far further along than Northernshores and is in progress, seeing so many bodies hit the floor it isn't even funny. Come and see, come and see, as we build shale hovels and kill shit in this Vale of Tears!
INACTIVE

Welcome to Trampledlantern, in the Murk of Toads. The plan? 500 elves slain with a platinum-cored mace. Simple, but a very tedious goal.
INACTIVE

Limulid, The village of Goldenrocks.
Founded by dwarves sent to recover elephants and the stranded by the subsequent loss of their map, Goldenrocks simply follows their lives in the place as they battle intruders, wild animals, and conduct trade. Very old fort, done on Civilization Forge.
RETIRED/SAVE LOST

Sunwave, a post-arcane Holocaust Settlement! Using the Fallout: Equestria mod, Sunwave is in the middle of nowhere outside a place called Trident Valley. However, the residents seem to have disappeared, leading our framing device Carbon Copy to try and figure out what happened to them. Hope you like ponies.

May or may not return to this one.
INACTIVE

v.40.11+
2014! It was inevitable, we all knew that.

I open this section with Castlefly, which is the last hope of a dwarven nation called The Lancer of Princes that's had the crap beaten out of it by Forgotten Beasts and war. Early on it saw bugbear raids and later on refugees flock to the fortress. Told through logbooks read by the possible leader of a band of possibly inept adventurers looting the place during a snowstorm years after its fall, including a dwarven chef, a goblin boozehound, and a guy who found a box of stone harps. And Ari. Long live Queen Bannerspear!

Due to poor quantity of not-invading-hell stuff to do, the fort has been resolved to be abandoned.
RETIRED/ABANDONED

And next, another failure fort, Spiritnet! Named for an old fort of mine that ended with disaster, it spurred me to create a mod specifically to facilitate the killing of 500 elves with an overly fancy metal club called the mace. A failure because it was forsaken? Yes. But it did lead us to the next one.
RETIRED/ABANDONED

Ivybolt, in the Swamp of Hell! In a land besieged by the dead and elves, Ivybolt was started as a place for the the people of one dwarven nation to flee to. The reigning queen dropped the ball on picking a place to resettle her people.

Some complications with the mod have lead me to decide to pull the plug.
RETIRED/ABANDONED

Blazegate, The Bulwark of the Oceanic Merchant! Forced to send various miscreants to establish a border control fortress, a supply error doesn't halt thier progress as they scrape by. Presented in a Bravemule style with some amount of artwork.
RETIRED/ABANDONED

Battlejudge, home of Elf Slayers. Established in a jungle home to human-genociding elves, the dwarves of the Abbey of Equity have ordered the foundation of a "trade post," intended to hopefully kill enough elves to prevent the fall of the humans and stop elven encroachment northwards. This fort ended up being retired as I found myself written into a corner through my own stupidity. While under direct supervision, the elves would likely bleed themselves white, but without it, I suspect people would flee en masse and the elves would swamp it thanks to a lack of a capable military tactician.
RETIRED

Ferncrypt, a botched tileset showcase. Made mainly to show off Meph's tileset, overmodding may have caused errors that prevent it from doing that job very well. However, the writing style and inclusion of art should help it stand out from the rest, with the writing leaning to an "updated" speech of the dwarves of Kevin Snow's Bravemule.
ABANDONED

Granitepanther, yet another showcase. Done for Meph to show off his tileset at the time. While like a small number of newer features, the place is nearing completion, though artistic requirements I imposed by myself have slowed things down considerably. These dwarves live and work on the surface, and indeed in this community a generation of dwarves will grow up without fear of the sun and rain.

[INACTIVE]

32
===Welcome to Riverrun!===


==INTRODUCTION==
7th Galena, 137, 12 year of the Age of Heroes

Deep in the dungeons of  the capitol of The Shovel of Hope, Workedsilks, one of two dwarven realms, a trio of dwarves approach one of the many occupied cells. Most are simply serving time for accidental export prohibition breaks or production violations, but as the group turns toone particularly unpleasant corridor, one painted black, they stop.

“Ahhh, I suppose this is death row?” Says the leader, a well dressed dwarf from The Joyous Steel Company, a leading import-export company that specialized in precious metals and firearms. The sign set up off to the side was the main indicator; rather than the usual 'Cell Block A, B, C,' and so on, it simply had an anvil with a skull over it and a hammer over that.

“Aye, sir.” Responded the female Guardsdwarf to his right. “They're all dead dwarves anyway, if you need an expedition, this'd be the place to get'em.”

He grinned, and nodded. “Well then, let's see what the hammerer has on tap shall we?”

They went down the hall, which held 12 cells, the merchant reading the reason for each dwarf's sentence.

'Excessive Property Destruction'
'Habitual Export Violationist'
'Cultist'
'Cultist'
'Cultist'
'Excessive Property Destruction'
'Unsanctioned Cat Murder'
'Repeated Assault with a Deadly Weapon (Chair.)'
'Repeated Assault with a Deadly Weapon (Pants.)'
'Repeated Assault with a Deadly Weapon (Mug.)'
'Repeated Assault with a Deadly Weapon (Sock.)'
'Murder'


He stopped and eyed this last one, then looked at the dwarf inside. He looked strong, if painfully sober. “You there, murderer. What happened?” He said to the dwarf who was slumped over his eating table with a mug of warm water, staring scornfully at his waste bucket.

“Sparring accident.” He said back flatly.

“Oh? Then why does it say you committed a murder?”

“Two new scrubs. Thought I killed him on purpose, turned me in before I could go to Colonel Mengaval or General Kilrudanzish and explain what happened.”

“I see. Could you elaborate on this? I'm somewhat curious now.”

“We were bored, decided to have a go with the knuckle dusters we had in storage.” He took a sip of the water in his mug before continuing. “Got in his guard, hooked his arm, flung him over my shoulder. Learned why the Colonel always told us to wear our helmets when we spar. Put a little too much force into levering him over and I squashed his head on the barracks floor.”

“I see... Well, I do believe I have some good news for you...?”

“Private Splint Quiescencethimble, Shovelhope Army. And unless that good news is that those two Fortress Guards have a barrel of ale for me to dunk my head in, you can piss off.”

The merchant smiled. “Oh, there'll be ale a plenty, if you agree to act as the protector for a little expedition.”

The convict sighed. “I'm listening.”





Originally, the Joyous Steel Company had intended to establish a trading post along a major river, to take advantage of the trade done with the elves of The Pattered Weather to the south. While most elves are disliked on principle, they had fought hard at the side of The Shovel of Hope in the terrible war against The Eastern Seducers, a race of fell automatons, machines gone horribly awry, and against The Trussed Avalache, the second oldest foe to dwarven kind after the 'Frosties' of The Crossed Menaces, The Seducers of Submerging, and The Occult Hate, all of whom sent mighty warriors to destroy the dwarven holds in the Northwest, while simultaneously battling the Dwarven Kingdom of The Healing Cruelty.

Many a bloody battle was fought, and nearly all of them ended at the edge of The Dyed Forest, the land that our elvish allies called home. But 75 years into the wars, automatons began to bypass the elven armies and soon Dwarves were meeting the enemy outside their halls, and soon after orcs and goblins followed, as did roaming bands of the reclusive Pandashi seeking to test their skill against the dwarven soldiers.

Orchelards, Dyegored, Shorefences, and even the capitol of Workedsilks were the sites of terrible battles, but each time the invaders slinked out of the trees and marched past the ever-watching towers of the warlocks inhabiting the evil-tainted lands around the darkest mountains, we crushed them. It was after the seventh automaton assault on Mirroredaxes, the place which saw the worst battles of the wars against The Eastern Seducers, that it seemed the war had finally ended. The Pandashi ceased their attacks on military camps, the greenskins turned their eyes east instead of north and fought the elves and bandits closer to home, and the automaton assaults finally ended.

However, bandits and warlocks have quickly filled the gap in the savanna between The Shovel of Hope and The Dyed Forest. So instead of strictly trade, the merchants of The Joyous Steel decided a beacon would fare better. A small river crossing in the location on the map would be invaluable to many Pandashi clans, and being along the safer part of the Dyed Road trade route meant wealth would collect in the place, drawing the brigands and warlocks to it. Yes, draw bandits and such to the inside of a forest built around killing things smaller than what lives in it. Including the company's expedition.

And with the Pandashi seeking to claim the eventual bridge, their spies would send word of a possible camp full of powerful warriors the frosties and heretics would be eager to stamp out. On top of all this, human and elven merchants wouldn't need to travel all the way through a forest so large and wild to peddle goods to dwarves, and many beleaguered fortresses and hilltowns would be able to thrive and rebuild on internal trade back in the home mountains with a settlement out here to draw all comers away from them.




All in all, it amounted to suicide, painting a giant fuck-all “Kill us!” sign on our heads. A gnomish expedition hired to survey for minerals reported very poor prospects, with the few metals there possibly being buried quite deep. However, there was little that could be done about it. They were all in dire straits. Bankruptcies, investigations, murder convictions, incessant preaching about the god of war, and likely other things had led to this motley band of eight to be picked for this.

But it didn't matter now. I was given a sword, a cheap piece of junk meant for training recruits, and told, along with my traveling companions, to go to this place and strike the earth.

And anything else that gets in our way.



=More Intro!=
Hello hello! Been meaning to start this bitch up for some time now. Is there an award for “Most community games started?” If not, there should be. I'd totally win it.

It was pretty difficult to decide what race to play since there's so much to do with any one, but ultimately I decided on the good ol' dorf. Why? Well because Gnomes don't fit my play style (as you can tell, I prefer to see my enemies demolished by force of arms,) Orcs are a bitch to write as, Kobolds are both hard to write as and prone to dying of old age in droves in longer lived camps, and Warlocks have a nasty habit of being too few in number for me to do anything with (as in the 'locks themselves, not the skeletal/zombie minions.) Succubi I don't know enough about, and humans haven't been released yet. They're all fun to play as but they just didn't suit what I wanted to do, largely because, well other than the gnomes and dwarves everybody is constantly trying to kill the others and that makes getting anything done a pain in the ass, and not in a good way. Me being the huge bitch I am, that means I like having at least most of a year before someone kicks my shit down with a rifle or an army of dire wolves and giant eagles.

Anyway, Riverrun is intended to be a semi-mercantile fortress, run and funded by the Merchant Guild. The intent being to control at least a small portion of trade between the dwarven realm and the lands of others, as well as draw the kingdom's foes like moths to a flame.

==IMPORTANT THINGS TO KNOW==

  • Diseases are enabled, but I removed high blood pressure. This puts us all at considerable risk though, as it will be more likely for us to be killed by disease than invaders, starvation, or *shudder* sobriety.
    - Specifically, high blood pressure can disrupt trade if a merchant has a stroke. Happened before, don't want it to happen again.
  • Secret Fun Stuff is enabled. We'll be bringing wards.
  • Necromancers and Fear The Night creatures are in play.
  • I have an actual set of goals I intend to reach, after which I will possibly hand off the save. Depends on if I wanna continue playing myself or not.
  • We will have numerous foes, as most “basic” enemy races except for evil counterparts are enabled: Automatons, Frost Giants, Taiga Orc Clans, Goblins, Kobolds and Warlocks. Succubi were left out on the grounds that I don't know enough about them to want to fight them, as well as to free up space for the fortress defense races (many of whom are often wiped out before the 100 year mark in world gen.)
  • Fort Defense races are included: Roving packs of stranglers and beak wolves would have plagued us, but constant conflict killed both off. However, the Badger Tribes yet live and many call the region around the fortress home, as do the Pandashi clans, who may also come out of their strange bamboo forests to face us if our warriors prove mighty foes, worthy of testing their mettle against.
  • Harder whatever are all disabled. I don't care for them, and we'll have enough problems with disease and invaders as it is.
  • As you guys know, I am a dwarf of honor. That being said, especially since I decided to include Chaos Dwarves (because why not,) our strength will primarily lie in the might of our bravest dwarves and through the coin of our coffers, not in traps or complex goblin grinders... Usually.
  • Golems will not be employed unless they arrive via the mountainhome caravans or someone volunteers to become one, assuming we ever get access to such a thing in a prompt enough manner for it to matter.
  • I have added an additional noble, the Governor, as an upgrade of the mayor once we have 80 dwarves. This is mainly for flavor and extra annoyance.
  • Audience participation is encouraged, appreciated, and above all loved! As said in both Carryscar and Angel Abbey, you guys make this fun and give me a reason to carry on; I couldn't do this stuff without'cha!

=Less Important Things to Know=

  • Due to the presence of fairly large opponents, cutting and piercing weapons will be our main answer to enemy forces. I learned the hard way that maces and sometimes even hammers have difficulty dealing with larger invaders wearing helmets.
  • I will try my best to follow what the audience wants, but do keep in mind limitations in resources and dwarfpower.
  • If your dorf dies, they ded. Anyone with abilities that may lead to otherwise will be left to rot and handled with gloves afterwards. You're welcome to claim a new one though.
  • That being said, keep the 'specialness' to minimum. Everyone's a squishy dorf, what matters is who they are. And how they die and if it was hilarious.

==EMBARK==


The location


The gear


The initial area.

We started with 2000 points, representing company funds. So much coal was brought due to expectation of little in the way of fuel. We currently have 4 out of 8 founders claimed, who will be listed further down.

33
-INTRODUCTION-
Welcome dear forumegoers, to Angel Abbey!


An imperial hive is an ancient and incomprehensibly vast city, built up layer upon layer, stretching ten miles into the planet’s atmosphere. To those who live in the depths the dark and ruinous Underhive offers every opportunity for wealth and power. Its collapsed caverns conceal the riches of the distant past: rare and precious metals, unfathomable archeotech devices, wondrous mutated fungi and much more. It is also a place of danger, where mutant creatures, renegades, cultists, and killers hide from the laws of House and Hive. And, of course, there are others who want the riches of the Underhive for themselves.

Outside the hives proper, the planet’s surface is covered by endless miles of toxic ash wastes and the atmosphere is so polluted that it corrodes the outer layers of the hive’s armored walls. Above is a harsh  pollution-laden and storm racked sky and the sun’s deadly light when the clouds are breached. Beyond the planet itself is the wider galaxy and the great realm of the Imperium of Man, an empire of a million worlds held in thrall by the Adeptus Terra on Earth. But such things are practically legends in the Underhive where open sky, space, planets, and even ground made of something other than compressed rubble, wreckage, and ash itself are concepts so wild that many refuse to believe they exist.

The central parts of Hive Primus, Hive City, is generally polluted and decaying but the Underhive is a hundred times worse. Its domed caverns are dark and ruinous, collapsed floors and fallen buildings have reduced many areas to nothing but wastezones of rubble and debris. Poisonous effluvia, toxic dust and the filth of the hive seep downwards and bury everything in a thick layer of detritus. Underhive has a geography all of its own. But amongst the tangle of ruins there are isolated pockets which can be
made habitable with a little effort.

In places the rubble conceals the remnants of previous occupation – machinery or artifacts which can be reclaimed or traded and scattered across Underhive are outcrops of naturally formed ores or ancient refuse which can yield rare and valuable minerals. Entire regions remain unexplored, and much of the hive is unreachable because of blocked and/or flooded tunnels. There are plenty of domes which are simply wastezones, neither habitable nor containing anything of obvious worth. Tunnels and bent and mangled shafts link the domed chambers together. The tunnel structures are weaker than the domes they serve, so they are often destroyed in by the ravages of time, weight, petty firefights between gangs and militias, or partially blocked even if the dome itself is intact. Sometimes though narrow crawlholes through the debris may allow a man to squeeze through, but narrow tunnels are dangerous and often lead nowhere or end in flooded sumps or sudden drops. The whole of the Underhive is a complex maze where it is only too easy to become disorientated and lost.

Ours are citizens of House Orlock. Known as the House of Iron because of its foundations deep in the worlds' ferrous slag pits. These are the hivers that mine those pits for the debris of times ancient and modern (for a certain definition of the term modern,) and extract enough pure metal from the refuse to serve their industries. Of course many of this house, like the others in the lower reaches of Hive Primus decide to make a new home for themselves, stake claims to the wealth to be had, or most often, both. But it is a treacherous path, one fraught with peril: Escaped pit gladiators, various mutants, wandering hosts of House Cawdor and many other things  pose serious dangers to these wealth-seeking and somewhat adventurous hivers from the outside. From within the various holes, settlements, and shanty towns is the ever present fear of heretics covertly turning the populous against the faithful, the only hints that a cult is present being those found dead with their throats slashed and their blood drained for their foul rituals.

Ours is but one tale of this dark, dank, and frankly depressing underworld, one few will ever be likely to know of save those who lived through it and their descendants, if they have any. Ours is the tale of Angel Abbey. It is a tale of glory and tragedy, madness and brilliance, death and horrors of all kinds. Let us begin our story.



Hello! And once more I am your attention whore of a host in a wonderful funderful community game! Why a community game and not a succession? Well because I like to write, share the stories somewhere were others can provide meaningful input, and I like to maintain a degree of control over layouts, military action, and other such stuff as well as dislike having to enforce rules on other overseers. Spearbreakers taught me I have control issues with that sort of stuff.

Anyways, I've wanted to run something based on this mod and wanted to have a minimum of 2-3 games running, so when I don't wanna play one I can jump to the other(s.) To that end, Angel Abbey was born! While there were attempts to make a good game of the mod, one of which falgged and died due to my own jerkassery, I felt it time the mod spring up once more and under a semi-unified direction and with a version much friendlier to the common player. With that in mind, I haven't played in a while so there's stuff I likely don't remember. Like how to put guns together or making frenzon.

So I'll begin with a few things, mostly just certain rules and information for both myself and you guys.
  • Unlike in many mods (including the original form of this one,) firearms in Necromunda can actually seriously mess up a human-sized target – we're talking blowing off limbs and popping out guts here - and don't feel like just crossbows with a different name and harder to make ammo. They will likely be our primary defensive measure. Keep that in mind if you wish to join the militia.
  • We're humans, not dwarves, and likely barely educated outside the House field of expertise at that. Traps can be used sparingly but don't expect trap-halls or silk farms. We can read and write, do math, and operate machinery but designing deliberate engines of doom is a bit beyond most of us.
  • Soil isn't diggable in this mod. This will make surviving and designing a bit more difficult.
  • I am a very conservative player. I dislike loses and this will show in how I play but will accept them if they aren't migrant-haltingly serious. That being said I avoided embarking in an evil biome. The dust storms that may pop up are bad enough, I don't need an instant death cloud causing a total party kill a week in.
  • ::<DATA EXPUNGED>::Thought I remembered to give hivers access to anvils, didn't. Moods are now disabled. Feel free to laugh at me for that.
  • I will be setting Nicknames to [REPLACE_ALL] and will be making an effort to track family history and names. If you want a hiver, make sure you provide a full name. They can be whatever you want so long as it's a reasonable length: Normal like Dave Brown, more exotic, downright odd sounding or even sue-ish like Aerie Darkmoon are all fair game. It's a huge hive and there's plenty to go to for names! Unclaimed hivers/families will be assigned a random name.
  • Off-worlders welcome. Never know who'll end up down here.
  • No immortal hivers. That is the realm of things man is barely meant to know. If you get whacked, you get whacked. You're welcome to lay claim to someone else though!

Now, without further delay here's some basic stuff.


This was the best I could manage for what I was after.


We're starting with the balanced rifle industry start, but I traded two busted rifles for a grox, dogs, and some extra seeds.

Spoiler: Founders (click to show/hide)

Last but certainly not the least, Audience Participation is welcomed, encouraged, and greatly appreciated! As said in Carryscar, it's you guys who make doing this fun for me and seeing my audience get involved even if its simple journals or letters honestly fills me with great joy because it tells me you guys like it enough to do so and I need to press on!

First thing's first for this: We need founders! Hold off on posting until I can get the administrative posts ready. Oh, and that top pic goes to whoever made it!

EXTRAS

Saints and those who revere them.

34
Welcome to Lugdufugbugdur "Nothernshore,"
A Masterwork community fortress!
Let the fortressing commence!

Hello all, as some of you may have gathered, I really really like doing community forts. Call me an attention whore, but I genuinely enjoy sharing the story of particular forts/camps/what have you with a larger audience and giving said audience a chance to participate so it can have more life jammed into it. So it is for this purpose I am starting this thread, centered on my first ever orc fortress, "Northernshores."

I wanted a little break from Carryscar (and dwarves in general,) but still wanted to continue a story and orc fortress provided. So, what d'you say guys? You willing to put up with yet another one by me? Because honestly I don't feel comfortable enough doing these anywhere else.

-

Premise: I decided to go for a challenge embark, that of the shipwrecked orcish raiders, lead by Captain Drosh, a Corsair of clan Sterntorch. Far from the primary clanholds of the southern tundras and taigas, this crew was acting under the direction of a Shadowbroker named Nithim, and have found themselves wrecked in unfamiliar land after an upriver raid on a forest retreat ending with a nightmarish storm out of nowhere. Their ship wrecked and much of their plunder and supplies lost, Captain Drosh must lead what little of his crew he knows for sure survived and make a home for themselves in this horrid tropical forest, amidst elves, tigers, and the equatorial sea.

The first two waves will be other crew members who survived and simply washed ashore elsewhere. Also within at least the Sterntorch clan and Drosh's vessel, Snaga aren't nearly as repressed or seen as quite as disposable. The little buggers are good shots and pretty quick so they're considered far more capable among these groups than elsewhere in the orcish world. Any Ronin migrants in the first two waves will be considered blind luck having blundered across us in their travels.

Embark Party and supplies: Since the orcs in this gen didn't have access to some stuff we had some points to spare, which were put into a breeding pair of steppe auruchs, frill lizards, and 16 extra units of swamp whisky and sewer brew. We have a few weapons, stone saw blades, food, cloth, and wood (the last two presumably having once been the sails and salvageable bits of ship.) Our party will be updated in a post further down. Now, for the intro stuff!

As before, I'll begin with some simple flavor text and pre-fort entries and stuff. Additional posts will follow, including a list of available orcs, an update and community contribution archive, and the first update. Also, since I've never played Orc Fortress, you can watch if for nothing else but to point and laugh while I blunder along unfamiliar territory.

Challenges: Since this is the shipwreck challenge, we need to get a minimum of 20000 black market ducats (platinum coins,) plus an additional 5000 per year since embark to pay back the owner of our vessel for all the loot, captives, and gear lost, and of course the lost ship itself. I've also decided that I'll add on the bonus objective and at least try not to mint any ducats myself. Other goals include: Building a pirate cove consisting of a waterfront villa, at least 2 raider's drydocks, 2 freelancer's guildhalls, and one of each type of caravanserai bazaar.

PRIMARY GOALS MET
Construct Large Villa/Meadhall/Whateveryoucallit
Build 2 Freelancer Guildhalls

Build 2 Drydocks Complete!
Acquire 20000 Ducats
Pay Interest on Above
Build a full Caravanserai Bazaar

ADDITIONAL GOALS MET
Full Veteran Warrior Squad (minimum 30 kills on fortress grounds)



-This is leather-bound journal. All craftsmanship, pages included, is of standard quality. On the cover is an image of orcs and elves in iron. The orcs and elves are fighting. Inside the cover are the words "Property of Captain Drosh, Corsair of Clan Sterntorch" in orcish glyphs. Many pages are smeared and torn, but you find a partial entry and beyond it, the pages seem mostly intact, if dirty and frayed along the edges. Strangely it is written in standard, denoting the orc owner was well traveled and more used to it over his own language, at least for writing, and appears to use the dwarven calander. Clearly whoever this Drosh was has some respect for the dwarves or their warriors.-

... and the snaga are complaining about not getting to fight again. They're quick buggers, and fine shots to boot, but that's just it: They aren't sturdy enough to help us on the up-river raids and we need someone to keep the ship and by extension our plunder safe, and no matter how many times I tell them that, they get angry.

But they listen. I'm the captain and they know my even taking them on as crew members show's my faith in them as warriors. While my fellow Corsairs don't mind the snaga, my perceived "progressiveness" has made me somewhat unpopular with both the common orcs and uruks in the crew. But they listen too; the commons are out here to become Corsairs themselves, and do their clans back south proud. After all, we've come a very long way to work for Shadowbroker Nithim and ruining it over some petty tradition regarding the snaga is pointless. And the Uruks... Well, they're here to fight, pure and simple. Might not like having to treat the snagas as equals, but they'll play along with it if they want to see another sunrise on this ship.


9th Opal, Year 92

The last raid was a massive success! We put together some small landing barges and went upriver and caught the knife-ears completely by surprise! Those poor bastards only had a minimum of troops around, just like Nithim said! The snaga were especially happy about finally getting to fight, and the uruks even enjoyed seeing elves get outshot by them, in spite of their prejudice. Came off with a good haul of mithril goods and even managed to trash a visiting caravan from the human empire! Got a nice healthy amount of powder and parts for our ship and coin for ourselves!

12th obsidian, Year 92

A damned storm came on us out of nowhere late last night and we're still getting buffeted around by the winds and waves... We've seen the odd storm in our time, but even the uruks are having trouble keeping us pointed in the right direction... I'm worried if this storm doesn't let up we'll be run aground or worse, and drowning is no way for an orc to die!

35
-INTRODUCTION-

-The following is an excerpt taken from the journal of one Splint Unitefences, a Caravan Guard.-

25th Timber, 225

Heading out today, as per the norm when visiting Dyansauri settlements. No more than a month peddling what we have, except the coal we're shipping out to the human capital. The lizards were willing to pay triple for the coal, but Boss Zacen says that's not our call. The humans' monarch already paid in advance for the shipment.

5th Moonstone, 225

Stopped in at another lizard town to get some supplies. Can barely understand them, but they keep their turf clear of bandits for the most part. Gonna be setting out tomorrow morning.

24th Obsidian, 225

Fucking violet xelics. The fucking things show no respect to their kin, much less us... They jumped us on the way out of Dyansauri territory.

There were so many... They jumped us while we were with a few of the silver xelics, took out the lead xelic and one of the assistant caravan masters almost right away and it went pear-shaped from there... Someone let the cave crabs we were taking to Salvisila to some wealthy buyer there loose, three wagons got toppled during the initial onrush of purplish colored warbugs, Logem took two before a third got him from behind, Tholtig took out six before going down to wounds... Then there was that big bastard. Vutok, Riis, Kulum, and Urist, killed all of them... Crushed a beetle and a crab too along with a xelic that took a swipe at him with a dagger.

Our caravan was 42 strong, not counting a few of the kids some of the merchants brought along, trying to get them to learn the family trade and such. Dunno what happened to them, but now there's seven of us total, at least that got out with this wagon, counting myself. Thor, Firecrazy, and I are the only guards that got away. Didn't kill any, but we hurt a few. And Thor didn't so much get away as get dragged out of the fight by one of the crabs. They weren't kidding about them being protective of us. Dropped his warhammer though so all he has is his work hammer to fight with now. No matter.

There's a cave up ahead that Zacen wants to use for shelter; there's storm clouds ahead and frankly I'm inclined to agree to a little shelter.




Welcome dear travelers of the Bay12 boards, to Ozkakurrith, Carryscar, a Civilization Forge community fortress. We are the survivors of the Autumn Axe caravan company, lost between friendly lands in the shadow of a cave in a somewhat hot savanna/woodland. I will do my utmost to create a good tale for you all to enjoy, and I would love it if you guys would help me, because it's you fine folks who help make this stuff fun! Or, y'know, !!FUN!!, whichever, since I'll regularly post polls that you guys will use to dictate what we do next, which could easily result in deaths or injuries!

Now, as you may have noticed I, being the genius I am, forgot to grab a pic of the embark location. We're somewhere between either two Dyansauri settlements or a Dyansauri and some other race's town. I did however, remember to get a shot of our embark gear.

Spoiler:  For the curious (click to show/hide)

We have chalk on site, and our cave is made of the stuff. We have a brook, a moderate amount of wood, and a will to survive. And survive we shall.

Sorry about the wonky/substandard into, I'll touch it up later.

Construction/Mining Projects Goal Post

36
Welcome to Jackirons
Be it a place of glory or a place of horror, only time can tell.

Welcome to Jackirons dear Bay12. I have decided at the behest of both my own brain and several.... We'll put it gently and say mentally unwell compatriots, to move Jackirons to a new home, where a hopefully new, larger audience will breath brand spanking new life into it. I am using Valadiku's Rampage edition mod, the latest release of which can be found here.

I have decided to alter the story for the Bay12 release and further play of Jackirons, which was originally in a divirgant variation of Equestria that had gone to shit so badly you'd never know it wasn't fucked up. I will explain in a post further down what this new variation on the story is. As I already have several updates available for you all to consume, I shall post those and then what happens from there happens. Things in this post are subject to change.

Now, as to what I did and am doing with the mod in general.
-Grazers: Turned off. Don't feel like putting up with that at present, though if I want to thin out my lesser pony herd I may turn it back on and let them kill eachother.
-Aquifer: Turned off as a general rule I have.
-Anthroponies: renamed for the normal pony entity as humans. They remain anthroponies/zebras/whatever for the other entites and are generally refered to as halfbreeds. This will be explained ina seperate post.
-Battleaxes: The version of the mod I'm using had messed up axes that acted as blunt instuments. I have restored them to choppy capacity.

-INTRODUCTION-
War has come to the lands of the south. Shortly after the revelation of man to ponykind, a deranged tentacle pony known only as The Diomedian Emperor seized power from The Oligarchy and declared war on the kingdoms to the south and east of Diomedia, on the grounds of the southern ponies encroaching on their lands and declaring them heretical scum for imprisoning Diomedia's chief god, Discord.

Using the naturally violent nature of Diomedians mixed with claims of unlawful land grabbing (when in fact all current claims were legitimate land grants from The Oligarchy that originally ran Diomedia,) and religious rage, he began his war. But sadly, news travels slowly from one country to the other. Many ponies were still on the trek north or still raising their towns when warbands began appearing, slaughtering and destroying everything they could reach, lead by the Dark Royals, the servants and spawn of the emperor himself.

When word reached the seats of government, they knew this was more than mere banditry, but kept this fact secret. Equestria didn't have a standing army at the time, relying on the Royal Guard to patrol and police its lands. Instead, they opted to trade land for time in order to raise a proper army, knowing that without the knowledge of their neighbor to the north actually declaring war, the towns and hamlets to the north would stand their ground and protect what they viewed as theirs, bogging down the invaders. To this end, many administrators such as Ray Questbeak ordered the caravans to keep quiet on anything about it.

And here begins our story, of one such unaware group heading north to  stake a claim on the fringes of Equestrian land.
[DO NOTE THIS INTRODUCTION IS MORE PLACEHOLDER THAN ANYTHING AT PRESENT.]


Location mapping

Nothing major, I hadn't played the mod in a while so I wanted something easy to survive initially since I wanted to kind of explore stuff in this older version of the mod. Wanted a savage one so there'd be the danger of giant animals, but what're ya gonna do right?

Our neighbors

We can expect for hostiles: Diomeidan warbands, their chimera allies, and Unity raiders, with annoying honey badger folk who are probably upset with us over invading their territory.

Loadout


Founders
PSI  Canyonblows – Tainted Earth pony mare, Garrison Commander and Axepony [Claimed by P(ony)SI]
Spoiler (click to show/hide)

Cleavage Fracture– Earth Pony stallion, miner [Claimed by Andal]
Spoiler (click to show/hide)

Indigo Surprise– Unicorn mare, Woodworker, Expedition Leader/Sub-Overmare [Claimed by Indigo_Surprise]
Spoiler (click to show/hide)

Alina Pinedaub – Human female, miner [Claimed by Zangi]
Spoiler (click to show/hide)

Replica Shortpearl – Pegasus mare, woodworker [Claimed by Replica]
Spoiler (click to show/hide)

Twig Villagebeaned – Earth pony mare, craftspony
Spoiler (click to show/hide)

Satin Spirit – Earth pony mare, farmer/animal trainer [Claimed by NobodyPro]
Spoiler (click to show/hide)

Kills of Interest
[I need to go back through my updates. We killed an FB.]

37
    Hello. Most who come here I suspect will be from the Spearbreakers main thread. I'll give a breif rundown of what this mess is. The main thread can be found here. As I'm no novelist, expect chapters to be short.

The following is a continuation of a non-canon version of Spearbreakers during The Master's turn. The incident involved a dwarven liaison left over from the year before accidentally being targeted during a goblin ambush which sparked a loyalty cascade that killed all but 15 dwarves (from well over a hundred.) With All the other leaders dead and still rotting in the halls, the fortress' only remaining officer and founder is Colonel Fischer Strifulrope. She has served as Commander and Champion since the fortress was born, and now assumes the mantle of leadership to save her home from utter destruction. She knows that now is not the time to discriminate, and will use any means to ensure survival of not only the fortress, but all who come to seek asylum in the fortress, be they dwarf, human, goblin, elf, or any other creature.

Spearbreakers yet lives, but wethere or not time will decide to finsh the fortreess off is another matter entirely.

If you'd like an avatar as they become available, please specify a name seperate from what your dwarfs name was in the main thread. This OP may be updated with more information upon request.

38
Welcome to the story of Goldenrocks folks. I had a previous plan for a different tale but it tanked due to an incident involving war animal stupidity and a monstrous beetle rampage killing some elephants I needed for something else. I have decided, largely because I like to procrastinate on assigned reading and because I want something to give me a reason to see a fort to it's inevitably bloody end, to share the tale of this place as it goes puttering along. I also have some bizarre fixation with running crap like this, despite the fact that it will eventually drive me to the brink of madness.

I'll be nicknaming dwarves as they come, some after forumites, but if you'd like to claim one, go right ahead. I'll be maintaining a list for this purpose. I might also add in drawings of my own or anything you fine folks decide to cobble together, so I'll be tracking those as well. Probably going to end up going stark raving mad keeping track of this shit though. Anyways, I welcome you all, to a lost group's little home. First official post further down the page. Also because of the hassle of uploading images, this will largely be sans pictures unless I feel they're needed or somebody wants a profile of a dwarf they've claimed.

I hope you'll all bear with me, and enjoy watching this mess unfold. I may also set up polls in the thread to decide a few courses of action. on to the story! Below I'll put significant events in this post until I run out of space. they'll be colorcoded thusly: Good Significant, Mundane Significant, Oh Crap Siginifcant.

Also, do note I encourage those who claim a dwarf to participate in some fashion. A little audience participation can help me when writing updates.

Semi/Important Events
- 2nd Granite, year 5: Foundation of Goldenrocks
- 23rd Limestone, year 5: Chops is killed by a giant flying squirrel.
- 23rd Limestone, Year 5: Chops' Murderer is brought to justice.
- 1st Sandstone, year 6: Squid and Mattock marry, becoming the first  dwarves married in the settlement.
- 4th Sandstone, year 6: Frost Poollash is Born to Cobalt and Skull, being the first dwarf born in the settlement.
- 7th Sandstone, year 6: Mantis and Slade marry, becoming the second hook-up in Limulid.
- 6th Opal, year 6: Lev and Mona have married, being the third hook-up! Here's to a prosperous marriage!
- 21st Opal, year 6: Targe and Zinc get hitched.
- 10th Hematite, year 7: First crops sown! We'll hopefully be good for food now.
- 25th Felsite, year 8: Nightfire Ropeshocks is murdered by the violet xelic snatcher Kisnast Athotatig.
- 25th Felsite, year 8: Nightfire is avenged by Corai the Warrior-Merchant as his murderer tried to flee.
- 8th Moonstone, year 8: Cobra Whiptaut is snatched while following Cobalt around running errands.
- 21st Felsite, year 9: Targe completes his great work, Aliliost, Gleefulfolded, a cedar weapon rack.
- 23rd Hematite, year 9: The first segment of the golden road of Goldenrocks marked to be lain.
- 12th Limestone, year 9: First section of the Golden Road completed.
- 10th Sandstone, year 9: Splint completes his great work, Tinothnobang Raluk Mafol, Equaldismal the Hail of Chambers, a Brightsilver mug.
- 6th Obsidian, year 9: Andi completes her great work, Emastokid Nelzurdumu, Cherishedimpales the Invisible haunt, a giant sparrow bone throne.

39
DF Gameplay Questions / The humans refuse to leave. [SOLVED]
« on: September 10, 2012, 10:50:32 pm »
I have the wagons and marksmen, ammo depleted, who refuse to leave my glacial fortress. Because of them I haven't recieved any new soldiers or workers. now, i don't want to attack them because I wantthey shit they bought off my map and don't want my soliders attacking humans if a siege hits while they're trading. I tried scaring them out with a kobold geting set loose but the wagon pullers just oneshotted it with a kick to the face. I tried firing a ballista at them (a waste of wood I may add.) They just won't fucking leave.

How long do I have to wait before they go insane? Because no human caravans will come either because they won't leave. Or should I just bite the bullet and kill them/use tweak makeown to force them into my settlement's unrecorded population?

40
Ok, so before I begin with everything that's been done and what this thread is for and all that happy crap, I'll just say it now: This thread is a planning thread for a human-themed game. I didn't want to clutter up the community games section with a thread for just planning AND one for the actual game, so I figured using the general discussion forum was the next best option.

What needs to be covered are any further additions, embark location, and if applicable, getting dwarves to visit the settlement.

Now, for what has already been modded in -

Roman legion armor and weaponry. Went with the most recognizable, the Galea and a plumed version for officers, the lorica segmentata, and the tower shield scutum. Also, replacing the shortsword for humans is the gladius hispania, and the hasta replaces the pike. Grazers have been removed as well for saftey reasons. Like dwarves, humans will try to bring livestock inside so that's obviously bad during a bowman ambush. I've also included, since humans rely far more on wood for building, the sawmill from the corrosion mod (credit to said mod's creator.) Also included are some of the weaker Fort defense critters. (again, credits to the creator.) Numerous soldier professon names have also been fiddled with.

Things for consideration -
Early firearms - Just things like matchlock guns. Gotta admit roman legionaires fighting with those would be funny to imagine.
Human steel: Better than iron or bronze, but worse than the game's vanilla steel and more resource intensive to produce, and only useable for weapons.
Weaponcraftable platinum: Just for bitchin' cemonial weapons for no real reason, though hammers would probably be devestating.

Location considerations -
Now, please bear in mind as humans, they have greater sense than dwarves and as such will need a VERY good reason to settle somewhere evil besides mineral wealth or the valuable plants and phantom spider silk(I upped it's value, as such silk would be a rare novelty.)

The following locations are considered savage neutral unless listed otherwise.

Swampland
Taiga
Coastline
Jungle/Tropical forest
Temperate forest
Sinister forest
Evil grassland


I've already gathered a few players, who'll serve as a permanent cycle of players. I'd like at least three more who would like to serve "by election" before being cycled out (unless they wanna go again.) The council will function sort of as a triumvirate set up, with each of us controlling something and hence meaning other players will need to ask us about before doing it. Anyways, any and all ideas shall be considered and you can ask for a go here as well. Once everything is finalized the actual thread in community games will be started.


---

The following shall be included in the game's actual OP and is being posted here for convienience/advance warning.

Several of the founding group have already been claimed and will be approriated as such.

Splint - The Warlord: Tasked with the administration of the army and manufacturing it's supplies. He tends to operate with effiency in mind and will gladly lead his men to battle personally. He is known throughout legend simply as "The Overseer." it is unknown if Splint is the same as the one of legend or not. Has military skills

Corai - The Merchant Baron: Taksed with economic managment and trade. He's a business man first, anything else second. He says he was named for a great demon of legend. Some believe he really IS the demon he speaks of. broker/social skills and miner

Hanslanda - The Master Architect: In a way the father of the community. He builds and maintains the homes and defenses of many a settlement and manages the workers in charge of these roles. Where he came from is unknown. mason/architect/miner

Mr Frog - The Master Warsmith - The head of the esteemed Warsmith Enclaves. He is a paranoid, but efficent and dedicated, and a master in his art. Where he is from exactly is unknown. has weapon and armoring skills

Talvieno - The Enginseer - A woodsman and an engineer like no other, he's creates everything from stockade walls to traps laden with pointy slicey death. Where he is from is unknown. woodworking skills and mechanics.


Peasent levy - The peasent levey is when the majority of the population is called up to aid in the defense of the settlement when the professional army doesn't have the man power to deal with the threat on its own. These crossbowmen will only come out when absolutly needed.

The Triumvirate/ The Council - One of the main aspects of the game. Three of us will maintain a constant cycle, with three others being able to join at any point, thier turns going between each triumvirate cycle. The Triumvirate is composed of three mysterious individuals, known in legend by various names. Three other players will take extra slots, and may opt for another or are "voted out" or resign. The Triumvirate will administer to different facets of life, and in the event one dies, someone shall assume thier name and continue as if nothing happened.

Army - The Army will be handeled exclusivly by The Warmaster, Splint. Any changes to be made must first be approved by him.

The military has been organized as such.

1st Company, tasked with defending the surface if we must begin the world's first incurrsion into the caverns by men. 2nd shall defend the caverns and be issued smaller weapons to compensate for the cramped spaces.

1st Company will have a greater of swordsmen and multigraps weapons, such as mauls and pikes.

2nd, due to the cramped nature of the caverns and the fact that cavern tribes love blowguns, will be issued the surface forces' smaller cousins in weaponry.


Swordsmen - Filling our grunt role.
Town Watch - Our town guard, armed with flails and crossbows.
Sniper Corps - Marksmen (crossbowmen) tasked with protecting caravans.
Peasent levy - See above.

Name changes
Macemen - Enforcers and Lord Enforcers, as in law enforcer, since the twonwatch will be using maces/flails.
Hammermen - Hammermen and Maulers
Lashers - Extractors and Master Interogators because whips = torture, get it?
Crossbowmen - Marskmen and Snipers
Bowmen - Archers and Villetes
Swordsmen - Hastati and Legionaires
Spearmen - Guardsmen and Praetorians
Pikemen - Triarii and Triarii Veterans
Axemen - Axemen and Executioners
Militia Captain - Sergeant
Militia Commander - Centruion
Trade shall be overseen by the strange Merchant-Baron. Whatever is to be produced and exported shall be seen to by him, as will all negotiations. That means he's going to be the man who meets the liason ALWAYS.

Construction is to be handeled by Hanslanda The Master Architect. Any megaprojects must be OK'd by him before things are started. Meaning literally you MUST ASK BEFORE BEGINNING. He'll probably ok damn near anything regardless.

ALL trade is to be handled by Corai unless he's on break. As such he will also be the settlement's resident nobel when we  become elevated.

Well there it is. Some preliminary and other nonsense and whatnot. If you have any other questions, ideas, all that happy crap or just want to a human when the game begins say so here. And don't be polite if you wanna hate on it. Just insult it and move along. Also, pardon the typos, as I more than likely missed alot of them.

41
Welcome. As DF spawned this story, I melded the dwarves of DF with my own setting, calling them the Talon-Sel. In thier language within the setting, this simply translates to Mountain Man. Fitting, as they live almost exclusivly in the Talosian mountains, a great range that splits the southern and northern hemispheres of Yukaris, a war ravaged world.

I recalled the name Kippling somewhere and used it for the name of a warrior priest of the Sagon-Hai, a techno-theocracy. Preists and Preistesses are the military's higher officers, equivalent to a Captain or above inmost real world militaries. Kippling heads the 384th Infantry Birgade (I know I'm off but for them a birgade is 1000 soldiers) to reinforce the 451st Infantry Birgade under Priestess Sena, Who were trapped in the only Sagon-Hai foothold in dwarven territory, a fortress called Hydrakania. Kippling's force is being sent due to reports that the 451st is suffering terrible attrition and needs aid.

If you guys would like to start a game based on this, I'll be happy to oblige. This thread will serve as the planning stage in the event of that.

Kippling's arrival and unseen death are recorded in a few journal entries he sporadically kept over the cours of 4 and half years. The entries are undated, as the setting tracks time by global catastrophic events and he felt another was approaching, leaving the date aside because of this.

I give to you his journal.


----------------------------------------------------------------------------------------------------------------------


 "I can finally see the peaks of the mountain ahead but the journey has been harder than I ever imagined. This place is... bleak. The stench of sulphur fills the air and the treeless landscape is battered by harsh winds. I have the terrible feeling I am being watched, so I have prayed for the Seren's divine protection. As soon as I have composed myself I will set off for the final stretch of the trek. When I arrive I must find the strength to bring the light of the Seren here. I hope I have not arrived too late." 

- Brother Kippling, Warrior-Priest of the 348th Infantry Birgade near  the Hydrakania fortress, Talon-Sel territory.

---------------------------------------------

"An old abandoned fortress the 451st Had claimed prior to our arrival truly is the only light in this wasteland. Fearsome mountain beasts, Humidai tribes, and even the undead stalk the valleys outside, and regular tunnel assaults by the Talon-Sel did not help. But I must be strong. The 451st had been cut off from Sagos for many decades, and have long been away from the teachings of Seren so I must show them back to the light."
 Last week some of our scouts found a truly legendary piece looking peice of.... craftsdwarfship I guess, a crown worth quite pretty sennec back home. However I am unnerved by it. Upon it is an image of a wave that has appeared in my dreams, along with my own death."

- Brother Kippling, Warrior Priest, 384th Infantry Birgade.

-----------------------------------------------------------------

Seren preserve us, we have been attacked once again. Sgt. Daleon, our sniper, was taken by suprise by Talon-Sel intruders. He fell through an assault tunnle in the mess hall and received a sword to the heart before having his legs choped off. How he survived this at all, I know not but he was found to have bled to death alone in the opening. It was a terrible thing to see when we had faught off the resultant attack. In the rush to retrieve his body before it could be defiled almost his entire platoon ran to get him before  more raiders arrived. Three others were injured greviously and I do not expect them to survive the next season. Sgt. Arven Sertior took an axe to his midsection, a Pvt. Alius Holvom  of the 451st had an arm and leg mangled, and a trooper who went only by the name 'Skaw' (he refused to tell me his name and rank) received a chest wound courtesy of a large steel dagger. When the rest of the birgade had arrived, Sgt. Arious and Pvt. Garnew were frenzied like true holy warriors. They ripped apart the invaders, splitting them into chunks and burnt flesh with sword and holy plasma fire. The carnage they created was unlike any other I have been forced to see, chunks of Talon-Sel strewn about the hall, floating in vast pools of blood soaked equipment. A long track of blood and vomit created a slippery path between the doors and the battlefield before the  charred and mangled corpses left most of the troopers sickened. Even now bits of dwarf and general wreckage from the attack are being dumped down into the opening of a breached magma pipe in the northeast wing of our charge on a sheet of half digested rations and gore.

- Brother Kippling, 384th Infantry Birgade

---------------------------------------------------

"A cloud of depression overshadows both birgades. The three injured Troopers are slowly dying of wounds that refuse to heal, despite our medical officers' best efforts. I hope their suffering ends soon.several of the 451st's power cells mysteriously combusted, including an emplaced weapon and several rifles, killing or otherwise harming 34 troopers. The arrival of a supply caravan lifted the spirits of a few, and we even found another legendary artefact said to be worth 600,000 Sennecs, but the daily struggle for survival in this hell hole has taken its toll on morale. Being told we're to remain here sunk our hearts further. My own mind keeps wandering back to the image of a wave carved on that damnable crown. My sleep has been disturbed by the sounds of digging behind the walls. I'm not aware of any new storage space or a chapel being created, so I think I'm going to investigate. I could have sworn I had all the of the drills locked up...

- Brother Kippling, 384th Infantry Birgade

------------------------------------------

It seems my guiding light has been correct, though far too late. The Dwarven scum had been digging out an aquaduct in hopes of drowning, or more likely, simply washing us out of thier old fortress. Whilst most of us slept, they had succeeded in finishing thier damned construct and, while we managed to barricade the way to that section of the barracks, they had drowned several troopers and one of our medics in the flash flood. Soon after, Skaw died from his injuries, and I fear that the other two may soon follow suit. But they shall meet Seren in the next world. We are now short nearly 150 troopers not counting the medic and the two slowly dying troopers, as well as thier gear. 147 rifles, 132 swords, well over two hundred power cells and one squad long range vox along with nearly 80 pounds of medical supplies that we had stored in the Medical Officer's room until we had managed to build more storage space for them. In light of the incident in the mess hall and this aquatic assault, I have ordered seismic detectors and motion mines be placed in the most strategically sensitive places, along with additional camera spikes and detectors in our makeshift chapel. I intend to honor my fallen warriors in a manner befitting them as best I can, given my resources available.

- Brother Kippling, 384th Infantry Birgade

-----------------------------------

Several of Presitess Sena's Troopers have taken to carving trinkets and amulets in our seemingly endless spare time. Many of them are rather.... Unsetteling. These troopers have truly fallen far from the path and I fear that Sena must have severely neglected the 451st's spiritual needs, though based upon the generally unpleasent atmosphere and the already below strength Birgade, they may possibly be suffering from simple trauma-induced madness. Not dangerous per se, but a problem for the morale of my own Birgade all the same. I believe a sermon and rousing speech may be needed to correct this. I have also interred our fallen troopers in the earth, as we managed to finally drain the flooded barracks enough to be able to recover thier bodies, if nothing else, with simple stone blocks engraved with thier name and a simple eulogy as grave markers. They deserved to die on the field of battle with thier heads held high in rightous fury for Sagos and Seren, not drowned in thier quarters while they slept.... I have managed to organize a respectable schedual now for the 384th, after months of endless attacks upon the fortress. And for some reason one of Sena's officers dropped off an amulet. It depticted a man, wreathed in flame. He sported armor of dark making and seemed to have a horde of featureless beasts behind him. What this means I know not, but it has begun to haunt my dreams, with this man always bringing death to those who have been tasked with holding this miserable patch of dirt and stone.

- Brother Kippling, 384th Infantry Birgade

--------------------------------------

Another ambush, this time from above! How these damned Talon-Sel tunneled around our detectors I shall never know, but the resultant mess has left  much of us broken or dead. Numerous holes exploded from the caverous fortress cielings, with seemingly endles dwarven agressors rappeling down from above. 30 Troopers were lost in the first few minutes of confusion, and several others died when a stray plasma bolt ruptured an emplaced cannon's power cell, engulfing the area in a blue ball of searing light, though several Talon-Sel were engulfed by the blast as well. Those of us who managed to arm ourselves barely defeated them, though we did kill them to the last. We now stand at 529 Troopers, combined with the survivors of the 451st, whom had sections of thier barracks collapsed on them while they ran for thier arms. So many in the 4 years I have been stationed here.... from nearly 1000 men and women, to less than 375, with the numbers only shored up to the 500's by the ragged remnants of the earlier garrison. We know now we have been doomed, but we are fearless of heart, and sharp of mind. If we are to die, we shall die with honor. We know now why the 451st were originally trapped, but we've made our choice. No retreat, no surrender.

- Final entry of Brother Kippling, 384th Infantry birgade.










This journal was found on the body of a messanger being sent for reinforcements, found 37 miles from the fortress, the messanger having been found felled by a throwing axe to the spine and a spear or sword induced head injury.

-------------------------
Pardon the typos, and thank you for humoring me.

Rules are here, such as they are.
 To do list.

42
I genned a new world and stumbled on a less than ideal area (temperate freshwater lake, lacking volcanos I normally require to embark; and I have an issue with my hospital water freezing. My injured soldiers die when it happens.) But, the lake and stream will feed my dorfs. So, how will this war be fought? Magma isn't an option here as I dislike the FPS drop pumping the shit causes. So, what will occur oh mighty Bay12ers?

Shall I kill them with the wood they so love? Shall I forge my arsenal with the trees they cherish? Kill them with glass disks requiring wood to make? What about my modded yaks (no fear, and trainable?) Shall I bring them to enter the battle?

Let's see what you guys suggest. Outside the magma, I'll take all ideas for this; It's the first time I've ever been at war with the tree humpers, and I wanna have a whole mess of fun kicking thier miserable teeth down thier throats.

43
The following is based upon the exploits of a number of hivers on the hiveworld of Necromunda. I am running DF2010 with a total conversion mod that represents such. It is available here:
http://www.bay12forums.com/smf/index.php?topic=100255.0 should you wish to play it/update it yourself for the latest version.

I'll be doing things via the typical journal format, or occasionally standard story format. I hope to create a decent tale for you all to read while I play this mod. If 4 viewers request this be made a succession game, then it will become such.

Currently there are 6 other hivers available, who's names will be changed if people request to be made a direct part of the story. As I have already played a way in, this will largely be picturless. I'm also sorry to say I'm a lazy little turd in regards to that anyway. The only hacking tools I am employing are reveal to be able to plan my bunkers and living spaces, and grow via dfhack so I have a ready supply of trees.

And so, it begins.

-This is a ferroplas-silica dataslate. All craftsmanship is of dubious quality. it is bordered with slightly corroded ferroplas and posseses a damaged mallium stylus. It's screen-edges are caked in dirt and grime and a small crack is visble near the top. The borders show signs of heavy use and the casing shows signs of heavy wear with many dings and evidence of worn away paint.
____________
Audiolog of Lacinia 'Splint' Harenaventus, Expedition leader into the southern ash wastes, date unknown.

We've come across a good position we can defend after maybe 6 weeks of traveling? We're all worried about outlaw gangers, scavvies, and crap like that, but I'm sure the Emperor will protect us out here. Our hunter Turris said he'd like to try and tackle a few of the local wolf spiders, but I forbade him to even consider such a risk; he's our only skilled soldier out of the lot of us, and we need his skill to defend the settelment and train new recruits. It doesn't help that at present we have niether the tools or means to produce more munitions for our only respectable weapon, a cheap carbide autogun. Not as nice as Guard issue Lasguns, but better than nothing at all.

We've also setteled on a name, Manialaboro, Crazedlabors. Figured it fitting, as everyone back home called us insane for setting out of the main hive habs. And our supporters are equally insane for planning to come later, apparently.

I spotted an outcropping of compressed rockcrete and underhive rouble that will make good pillboxes, so I've ordered Convallis to dig out a bunch of that useless compressed rubble. She's a sweet thing, a bit on the slow side and clumsy in speaking, but still. She's also the only one of us who knows how to work that stupid rockdrill without making the batterypack explode. My brother-in-law came with us, but killed himself when he overclocked the pack on our spare rockdrill when he was trying to figure out how to work it causing the damn thing to explode weeks ago. Reduced our number from eight to seven, and there wasn't even enough of him left to bury in a coffee cup... Also took our one radio with him, so we'll have to rely on the guilders we told we'd be out here to bring news to and from.

Ah well. I've got some diseased trees to fell. I'll report back in on any ocurrances log. Splint out.

-AUDIOLOG TERMINATED-

___________

Audiolog 2 of Lacinia 'Splint' Harenaventus, Expedition leader into the southern ash wastes, date unknown.


Excavation is going well, all things considered. I had a few of the others make some mechanisms, proper blocks, anchairs and tables from some excess rockcrete from the under-construction rockcrete pillbox. Then we set about smothing out the walls leding to it, since we had little else to do with our time as the few saplings growing by our mercilessly lifeless river have yet to regrow and we've nowhere to put any plants we gather. And I figured it needed a proper fortification...y... look to it. Also had a Depot tossed together from some of the rockcrete blocks.

Since we ran out of food and haven't the bags to process our gathered bloodfungi and cave spore flessh to, I decided I'd handle butchering our spare grox bull. As much as I hate to say it, I may need to send Turris out to kill a spider or two so we'll have enough food to eat.

I'm getting sick of this damned rain. Splint out.

-AUDIOLOG TERMINATED-

___________

Audiolog 3 of Lacinia 'Splint' Harenaventus, Expedition leader into the southern ash wastes, date unknown.

Damned spiders will be the death of us! I dunno if our grox cow will live, and as we haven't had the opprotunity to make a nest for her I fear we'll have none come next.... whatever passes for spring on this miserable rock. I have dispatched Turris to deal with it. Hopefully a few mallium slugs and a thorough Carbide stock beating will teach those Emperor-damned things not to mess with hivers.

The grox bull we still have didn't take kindly to that spider attacking its mate, and one of our two fungilists is topside being hounded by that thing. As the other is inside and I paid little mind to who was doing what while I chopped up the spare bull I can't tell who it is running around screaming topside. No matter, as from what I heard unless they sink their fangs into your skull you needen't worry about much beyond a broken bone at the absolute worst. I pray that's correct.

Excavation is progressing well, at least. We've moved the organs and meat in for food and fertilizer, not that we can make any until we get the water purifier up and running. I'm going to see if I can get a view of the fight topside, Splint out.

-AUDIOLOG TERMINATED-

____________

Audiolog 4 of Lacinia 'Splint' Harenaventus, Expedition leader into the southern ash wastes, date unknown.

The overall crisis has passed, and no-one aside from the grox cow was harmed, aside from some light brusing on Mencrium. Although quite honestly I fully expect him to develop a mild form of what Turris calls PTSD.  -SOUND DETECTED: SOURCE: AUTOWEAPON- -eaking of which, he's driven off several, probably more with the noise his autogun was making. Now he set his sights on another spider and some roaming scavvy dogs.  -SOUND DETECTED: SOURCE: AUTOWEAPON- -eeded in doing since I last checked was fire haphazardly in thier direction. Said he's just trying to "scare the miserable little dribbleing...." Well I won't  -SOUND DETECTED: SOURCE: AUTOWEAPON- -ast part but you get the idea.

The room for the Water purifier, cultivatorium, distillery, and butchery/tanning works is nearing completion, though it may need to be expanded to accomodate all the shops.

That constant shooting is starting to get on my nerves..... -SOUND DETECTED: SOURCE: AUTOWEAPON- Alright, that's it. I'm gonna have to make him stop it with the random shooting He's only wasting ammo now. Splint out.

TURRIS! IF YOU AREN'T ACTUALLY HITTING THE STUPID MUTTS KNOCK IT OFF WITH THE POTSHOTS OR I SWEAR TO THE EMPEROR I'LL-

-AUDIOLOG TERMINATED-

_____________

Audiolog 5 of Lacinia 'Splint' Harenaventus, Expedition leader into the southern ash wastes, July 6, 956M40 [AKA 26th Malachite]

A few single folks and a small family arrived. Brought thier runt and everything. Hope he makes it to adulthood. I also found the time/date function on this stupid dataslate, and appearently it's July 6th.
The guilders will be here in a few months I guess. Seems we got:
another fungilist, a presser, a cratsman, that kid and a wood burner. Oh and a couple pups.

Turris also managed to down one of those scavvy mutts and scared off both the rest of its packmates and a small pack of wolfspiders. I told him next time to actually aim or I'd take his autogun and shove it firmly up his ass. Also set to making the the water purifier. After the room it's in is done, I'll be ordering a small... Well, mockery of a manufactorum across from it to provide a few trinkets to sell off and some storage for our food and drink.

I've got to set about situating the newcomers. Splint out.

-AUDIOLOG TERMINATED-

__________________________

Audiolog 6 of Lacinia 'Splint' Harenaventus, Expedition leader into the southern ash wastes, September 9th, 956M40

Some stupid wild grox came lumbering down from the mountain above us. Scared the ever
loving shit out of the new guys, but our own grox "herd" and Turris would have none of it.
He expended the rest of his ammo and beat the thing to death with the aid of the grox herd.
Made a small mess of it too; Got blood everywhere. I was going to lend a hand but he
bludgeoned it to death quite roundly; So we now have another month or two worth of meals and
some more hide.
Got a few pots and bottels made, and that new girl I assigned to make some good from the
bones hasn't seen to it. Needless to say, I'm a touch annoyed. Guess I'll need to have
someone make some rockcrete junk so we can eat next year, and get a few stubguns and ammo
so we can defend ourselves.

Welp, I'm off to chop up that dead wild grox. Splint out.

-AUDIOLOG TERMINATED-

_______________________

Audiolog 7 of Lacinia 'Splint' Harenaventus, Expedition leader into the southern ash wastes, October 5th, 956M40

Some more new blood arrived. Consisted of the following:
a couple jack-of-all-trades craftsmen, a.... A jewler? Didn't think any were still around
back home. They usually fuck off to join tech gangs, and... A drillworker! Good. Convallis
won't have to work all on her lonesome anymore. Should speed things up dramatically, and
that lazy prat I had assigned to bone work has finally seen fit to deal with it.

I have also ordered an exploratory tunnel dug. I'm hoping we'll hit some compressed
rockcrete or even plascrete in this mess of underhive rubble.
Welp, back to chopping this damned thing up. I only paused to read the report Turris gave
me of the the fresh faces. Overall our number is now 16. I got Turris alone in our main
force; A team of autogunners will be the backbone of the settlement defense, with a
currently unmanned stubgun team and myself leading a team of miscellanous melee fighters to
run interception.

I'm starting to ramble, so Splint out.

-AUDIOLOG TERMINATED-

______________________

Audiolog 8 of Lacinia 'Splint' Harenaventus, Expedition leader into the southern ash wastes, November 18th, 956M40

So the guilders arrived. With an insulting number of things for trade. As we lacked
additional rockcrete and bone itmes would have been inefficent, I told the guilders to
stuff it. They had brought only two men for trotection, both armed with simple swords, so I
had Turris "persuade" them at gunpoint to leave without thier goods I told them we needed
them more than they did, and they obliged. I feel bad for this betrayl, but they did agree
we needed the supplies more, and that the threat on thier lives was unneeded. They said
they'd return next year, and that thier returning emptyhanded may delay raids, which is
good. The last thing we need is an attack we're pitifully prepared for.
They said I had better make the supplies last, or they'd have to beat me for being wasteful
when they showed up next year. [OoC: I ripped the depot out from under them. I needed the material for bags and I was running low on food.]
I also met with the guild liason. I doubt we'll ever have any of what they'd like next
year. And they had the nerve of asking for preserved [prepared] meals. Regardless, I
humored him and said we might be able to oblige.

I must go to haul the supplies to various piles as it stands. Splint out.

-AUDIOLOG TERMINATED-

_________________________

Audiolog 9 of Lacinia 'Splint' Harenaventus, Expedition leader into the southern ash wastes, February 3rd, 956M40

Been nearly a whole three months since I spilled my guts to you log. Pinna went and got
herself killed searching for yound pond slimes in the ponds above the settlement. She'd
been missing a couple days so I sent Turris to find her. Found her up by the ponds that I
honestly didn't even know about. Turris said she'd had a hole bit through her head, and the
spiders that did it must've just felt threatened by her being there cause they left the
corpse be.

When we have the numbers and weapons, I plan to make a point of killing those wretched
things when they rear thier ugly heads. We've enough ammo that I can have Turris activly
gun them down if he needs to, and I was informed the kid is nearing the coming of age, so
he'll soon have his first recruit and they can start proper training.
I'm.... I'm sorry log. I have to sign off and see to Pinna's burial arrangments. She
deserved better than this...

-AUDIOLOG TERMINATED-

Audiolog 10 of Lacinia 'Splint' Harenaventus, Expedition leader into the southern ash wastes, February 28th, 957M40

A fitting end to the month, some Scavvy mutant tried to slip in to snatch the runt. a pup
and a couple hivers spotted him and promptly bludgeoned him to death with thier bare hands.
I think I'm starting to like this lot. Welp, gotta see what he left us and who did the deed. Splint Out.

-AUDIOLOG TERMINATED-
____________________

Audiolog 11 of Lacinia 'Splint' Harenaventus, Expedition leader into the southern ash wastes, April 4th, 957M40

Seems a few crazy or lost souls have found thier way here. I converted my former recording
place and office into Pinna's burial chamber. Once her remains are intured and belongings
gathered I plan to seal it off forever more.

Of the new hivers, we've got:
A glassmaker and his pet dog, a stray grox bull hatchling, a fish cleaner, a presser with
some limited medical skill, a person skilled in making cheese form that soupy grox milk,
but he also has skill in forging armor. An insect hive keeper, thier leader who is a simple
hiver, a former scribe's apprentice, several adopted pups, a craftsman, miller, asurgeon
with some rudimentary fighting skills, another cheesemaker, a pair of hatchlings, a person
with great skill in farming, by the emperor, TUrris did a terrible job with this
organization... lesse 'ere, an architect, leatherworker, carpenter who prought a plassteel
axe, oh! A stray grox bull! A rookie spear user, a man skilled in smoothing out rubble and
rockcrete.... Jesus this list is long.

Oooh, a skilled armorer with skill in the fine art of chopping raiders and freaks to
ribbons with a sword! Also a gunsmith, ex-enforcer [maceman] and... Hell yes! A man who
brought both his stubgun and the skill to use it! And thus our stubgun fireteam has its
sergeant!

And in all Turris reports a population spike of 20! With this plethora of recruits I intend to expand the
settlement's militia when we've the weapons for them all. In the meantime I guess I can
have someone toss together some gear for training areas in the pillboxes.
I've also set up two more bunkers and intend to get an airlock made so we may lure enemies
into the areas in from of them and mow them down in a hail of auto-and-stubgun fire. I'll
lead the "cleanup" team after all the shooting stops.

Welp, back to the grind log, Splint out.

-AUDIOLOG TERMINATED-

Splint walked into the meeting hall, a dour look on his face. This was a job for less
sympathetic people than he. He slammed the door to the room to garner everyone's attention,
and waited. "What's with the long face boss?" Furnax, one of the two new arrivals asked
while he tried to wake Turris the settlement militia commander, to no avail. "As we've
found sources for malium, ferroplas, carbide, and plassteel, I need to call some of you lot
up to defend this little pit in the ground." He brought up his dataslate, which few ever
saw him without and began calling names.

"Munio Conlegiumspeculum?" Splint called out. Munio just sighed and stood up.
"Here, sir." he said half-heartedly. "Right. Cleanup crew. I'll see about getting you a
spear as soon as, alright?" Munio nodded. "Aye sir."

"Sigillum Euqesmarco?" Splint went on, reading the name from his dataslate.
"Yo." Came the gruff response. "Turrise said you were a former enforcer right?" Splint
asked, unsure of why anyone would give up such a job. "Yup. Got tired of crackin' heads for
a livin back in the habs. But if you need an extra set of hands I'll be happy to oblige."
"Good. You're on cleanup with me." Splint said.

"Chalbys Cristaaurum?" "Over here sir." waved a girl in the middle of the cluster of
hivers. She had a bit of a rasp in her voice. "Uh huh. Turris informs me you brought a
stubgun. And I have to ask, do you smoke?" Chalbys raised a worn out but functioning rifle
"Indeed I did bring a gun. Had it since I was little. And yes I smoke." SPlint let out a
little chuckle. "Well I guess you're shit out of luck then. We haven't got any smokeables
here, and if you even try to smoke any of our plants I'll have you beat with your own
stubgun." Splint said before going on.

"Pagina Atramentumporto?" Splint asked the crowed.
"Here!" Came the quick response. 'Great. Another smoker who'll have issues with withdrawl.'
Splint thought at her scratchy voice. "You smoke?" He asked quite bluntly. "Nope. I know, I
sound it don't I." She said quickly. "Good. You'll be serving under Turris." "Whi-" "The
fool sleeping on the table. Moving on."

"Pingo... Novaculovo? What the hell kind of name is that?" Splint blurted out. "Mine, sir.
What suicide detail am I in?" The carpenter asked, with a snarky tone in his voice.
"Autogun. You'll be under the layabout in the chair."

"Clostrum Contigerraptor?" Splint looked around and saw no-one until someone entered from
the door behind him. "Right here." He said, as if nothing odd was happening. "Ah yes, spear
boy right?" "Mhmm. Where's my gear, cause I know where this is going." Splint was taken
aback by this."Er, we haven't made it yet But I'm assigning everyone Turris cataloged with
fighting skills we need. Anyway, anyone else.... Nope! ALright then everyone, I'll leave
you to it till we get the equipment thing sorted."

"Oh, just so you know, a feral grox tried to pick a fight with that little herd of yours. Ended badly for the feral one." Clostrum said as he took a seat. "Err.... What?" Was all Splint could manage.

44
DF General Discussion / So, I was looking for a challenge...
« on: March 20, 2012, 02:10:02 pm »
What would the denizens of Bay 12 recommend? Before telling me how I should risk the lives of my short bearded lunatics, I will say:

No items not happening: I read reports of the wagon not being present with no stuff. Plus I like to dig.
No HFS: That's a mess I'll take on when I feel I must.
Let elves live: Screw them. I need wood for beds, soap, and charcoal.
Megaprojects: I can barely keep a fortress from collapsing under the wieght of dwarves flipping shit when armydwarves die in battle(I'm not fond of traps or ranged combat; Just not as satisfying as watching goblin limbs and teeth fly from a morningstar to the face or battleaxe to the arm.) Another I will do only when I am ready.
Evil Embarks: I gen worlds with no curses or evil rain. I like to live longer than five minutes. So if you suggest that bear in mind I will have no husks or bloodvomit inducing rain to deal with.

I know the above makes me sound undorfy, but damn it that's stuff I'm not ready to tackle at my skill level: See above trouble keeping everyone happy due to ludacris numbers of casualties and deaths due to people not being seen to in a timely fashion. Or lack of soap.

But there are still other challenges, of which I don't know what to pick from. I do have a few personal mods made, and some little habits I've grown accustomed to, so these might be an influence on choices:

Chainswords: Nothing short of candy coating will stop even the copper ones. And only dwarves have access to them, as a show of technological superiority.
Gladius: Felt like adding it in for flavor. If I should add the rest of a Roman soldier's (namely the Lorica segmentata and square scutum) gear, say so.
Stonehammers: Where there is stone, there is weaponry.
Anvil casting: I've taken to just casting anvils and tools on-site.
Various weapons rescaled to dwarf size, or otherwise made usable by them.
Elven babysnatchers: I got sick of thier pack animals hurting my soldiers.
Mountain barbarians: Slavers who like to smash things with maces or thier bare hands
Homemade Spawn of Holistic: My own brand of !!FUN!! creation, credited to Mr Frog for the raws. Can make dwarves into spawn via zombie apocalypse biting rules. 1 in 4 chance, so every fourth bit of torn skin on 4 different dorfs will probably result in a screeching monster.
Wether or not I should PROJECT SPARTAN any childeren.
Capturing megabeasts for a fighting pit: A little habit I like to indulge in. Pitch a goblin down four z-levels to a waiting Ettin or Minotaur. Always satisfying as they knock greenskin teeth out.

So let's see what you propose Bay12! And for !!SCIENCE!! be sure to tell me what I should do for it. Never done any proper stuff outside of Arena combat testing.
Will it be a glacier?
Scortching desert?
Above ground fortress?
Trying to figure out a way to lobotomize crundles?

Let's see what you got.

45
DF Dwarf Mode Discussion / You have discovered a downward passage....
« on: March 18, 2012, 08:09:24 pm »
I sent a pair of miners to do exploration digging in the caverns, and in thier strolling over a few bends, they reported finding a passage.

As it stands my professional army is growing painfully slowly, as I wanna do this without danger rooms.
And due to not having enough to do, the fortress is pretty tight knit, so sending someone down is a touch risky.

So I was wondering, should I A. Send my meager army, or B. send the miners to check it out, since they're right there.

And what does a  passage below ground mean? esspecially since there already, you know underground.

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