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Messages - Loam

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136
In generated (non-player) dwarf forts, you can only trade with a dwarf standing at the trade depot - you can trade with any dwarf (not just the broker) for the goods that are in the depot, but you can't trade anywhere else or buy anything else.

I'd guess that, if trading at player forts works anything like the above, you'd need to stock your trade depot with whatever you wanted to buy before retiring, then find a dwarf at the depot and trade with them.

137
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: May 15, 2020, 06:06:12 pm »
I've no idea. Thob gets caught in some in a later episode, but I have yet to see any negative (or otherwise) effects.

138
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: May 15, 2020, 08:34:41 am »
Thanks for reading, everyone, and the compliments!

I know it's just a bit of trim-and-paste, but your photo editing is excellent. So is your storytelling.
That's probably my favorite pic, actually. I got lucky with the "It is noon" announcement.



For a while now Thob had noticed the light getting dimmer; he had thought it was just his eyes adjusting, until he noticed that the bright thing had almost completely disappeared behind the western mountains. The blue dome overhead was darkening, and everything was taking on the dark subtle hues of the caverns. It was also getting noticeably colder. The sudden change was a surprise to Thob, but a welcome one. Whatever the bright thing had been, it was gone now, and the surface looked a lot more like home in the darkness. Thob realized now how the ancient dwarves had been able to live up here: it was probably that bright thing’s appearance that caused the dwarves to go underground.

He found himself feeling tired—he’d walked the whole length of the valley, almost. There were no beds about, but the green fungus was decently soft in places. He found a good spot and dozed off.

He was awakened by the awful light again. That bright thing was back, hovering over the eastern mountains this time. Thob sighed, but picked himself up and trudged on.

Spoiler (click to show/hide)
Nearby was a large cluster of stone buildings, small towers and pyramids, in front of a much taller structure rising from the sand. There didn’t seem to be anyone around, so Thob decided to go check it out.

Spoiler (click to show/hide)
The smaller buildings were open, and abandoned. Thob looked into one little pyramid, but there didn’t seem to be much inside. It was probably just some old house—maybe this was once a dwarven surface-city?

Spoiler (click to show/hide)
The main tower was an irregular, imposing structure. Cautiously Thob went inside. The interior was a maze of small rooms and hallways, full of table and chairs but not much else, except for several books and scrolls. They were very old and dusty, but mostly intact. Thob picked up a few and scanned them.
Spoiler (click to show/hide)
Most of them were about the place itself, which they called “Brightbrand.” They were all in the same hand and signed “Mosus Presentracks.” But they didn’t tell him much about what the place was, or had been.
He thought he’d look around the other structures a bit more. He went over to the nearest one, a boxy building a few stories tall, and looked inside. He saw, to his astonishment, some piles of stuff on the floor, in chests and bags. He crept over to investigate: all the goods were of quality dwarven craftsmanship, and made of good material. This must be a treasury! Since no one seemed to live here Thob thought he’d help himself.
He found, to his excitement, a fine iron pick and a nice iron buckler, which might help against dangerous animals. There was more to the place, and Thob was searching eagerly through the fine goods, when suddenly…
Spoiler (click to show/hide)
With a rusty rattle of mechanisms a bronze pike shot up from the floor: Thob jumped away just in time to avoid a skewering. The weapon was heavily decayed, but would still have made a mess of his insides if it had hit. Somewhat shaken, Thob decided to leave the rest of the treasures alone; he took his new gear and left the building, and the strange complex, behind.

Ahead was nothing but sandy wasteland. Thob knew he could follow the mountains east to Stoneclasped, but it was a long way off and the land looked forbidding. Still, he had to try. It was his best chance of finding some alcohol.

Spoiler (click to show/hide)
At last he approached the old fortress, nestled in a corner of the mountains. He hoped there was food as well as booze inside—he’d eaten the last of his rations on the way.
Spoiler (click to show/hide)
There was another temple to Doren inside the top cavern—she must have been a popular deity with the old dwarves. The temple was partially collapsed in the center, but among the rubble Thob saw something glinting in the faint light. He turned over a few blocks, and found two masterfully-worked swords!
Spoiler (click to show/hide)
He recalled that Osmod, in Dawngloves, had mentioned some dwarven artifacts at Stoneclasped, and these matched their descriptions. He stowed the swords in his pack: maybe if he got them back to Dawngloves, the king would be more likely to listen to him, and help him out.
There was a trade depot here full of goods, and (more importantly) food. Thob took a few rations for the return journey. But the tavern was another disappointment: all the casks were empty, and had been for a long time. Not even the smell of alcohol remained.

He took a look around the lower fort as well, though he didn’t expect to find any booze.
Spoiler (click to show/hide)
He didn’t find any, but there was plenty of other good stuff around. The old dwarves had left a sizeable hoard down here. Among it Thob found some armor, made of the best dwarven steel: a breastplate, helm, and some mail leggings, along with a pair of iron boots and bronze gauntlets. The stuff was heavy, but you couldn’t ask for better protection. He was in a new world, and who knew what dangers lay in wait for a lone dwarf?

As if to drive the point home, when he came back to the surface several strange creatures had gathered around:
Spoiler (click to show/hide)
a gray, scaly thing with a knobby trunk paced through the sand;
Spoiler (click to show/hide)
on top of the fort sat a fat, one-eyed black creature with bat wings;
Spoiler (click to show/hide)
and among the rock fields nearby stood a couple small, scaly things with bug-like mandibles, whose skin seemed to let off a dense smoke.
None of the things bothered him, though they watched him warily. Still, he hefted his iron pick and kept a close eye on them. He really hoped the king would help him find something to drink: he couldn’t wait to get back to the caverns.

139
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: May 11, 2020, 10:59:45 am »
The Great Outdoors

The clear, harsh light Thob had seen upon waking up was even brighter now; it spilled into the upper cavern from a single wide opening in the wall. Thob couldn’t see anything beyond the opening because of the light, but he knew that must be the way out of Dawngloves, out onto the surface. Pick in hand, he stepped from the dimness of the caverns into the light; he had to shut his eyes against the glare, and squint for a long time, but when his eyes adjusted Thob caught his first glimpse of the world above:
Spoiler (click to show/hide)
A narrow green valley stretched north between two lines of high rock walls. Through the middle of the valley a stream of water flowed, clearer than any cavern water he had seen and glinting in the light. And over all loomed a bright blue dome, stretching to all edges of the visible world and set near its peak with something so bright Thob couldn’t look at it without his eyes hurting.

A short distance away he could make out a few low mounds standing in a wide field; nearby, on the eastern edge of the valley, were a cluster of boxy stone structures. He set out for the mounds.

Spoiler (click to show/hide)
The surface was covered with a weird spiky green moss, and here and there grew large fungi with very hard stems. Their branches sprouted green flaps, and they looked like big quarry bushes. Everything up here was green; it was honestly a little monotonous, lacking the variety of color the caverns afforded.

Spoiler (click to show/hide)
When he reached the mounds he had seen, Thob realized they were apparently some sort of earthen dwellings: at least they had doors and floor hatches for entry. There was nobody within, but there was a statue nearby, clearly of dwarf make and recognizably Mingtuth, an important dwarf deity:
Spoiler (click to show/hide)
Thob wondered about these tumuli: had dwarves once lived on the surface, among these alien fungi and under the awful glare of that bright thing overhead? Even just thinking about that ghastly light made Thob uneasy, even… somewhat sick. His head spun. He placed a hand on his belly…
Spoiler (click to show/hide)
This went on for some time.
Spoiler (click to show/hide)
Maybe he could walk it off. He started towards the stone structures to the east, tortuously treading and heaving with every step.

Spoiler (click to show/hide)
Whatever had gone on here before, there was nothing here now. There was a room full of tables, one of beds, and in one corner a small temple: a sign beside it read “The Church of Wealth.” There were several smaller shrines as well, although questionably decorated:
Spoiler (click to show/hide)
Maybe it was a cautionary tale. Thob steered clear of the shrine, just in case.

The nausea hadn’t subsided yet, so Thob kept pacing the grounds. Beyond the farther buildings he saw a copse of woody fungi and a pool of water—and a horrible shape squatting beside it!
Spoiler (click to show/hide)
Spoiler (click to show/hide)
The thing looked about like a dwarf with big bat-like wings and wrinkly gray skin, but the worst part was its face: it had no eyes! Some blind cave creature, come from the depths, like himself? But no, Thob knew all the beasts of the underground. This was a surface-dweller: no doubt it had no eyes so it wouldn’t be disgusted by the dreadful light. What a strange and grotesque world he had come to!

Then the thing turned its head to face Thob. It must know he was there! But it made no move to attack, or run away, as another beast would have. Thob waited to see what it would do, but it only sat. Finally, after a while of standing in silence, Thob eased forward. It looked vaguely like a dwarf: maybe it could speak? He spoke calmingly to it:
Spoiler (click to show/hide)
At least it could speak. Maybe if he got on its good side it could tell him about the area? He tried asking how it felt, as though he cared for its health—but the thing rebuffed him haughtily:
Spoiler (click to show/hide)
Then Thob remembered his talk with the baroness: perhaps the creature liked…
Spoiler (click to show/hide)
This was encouraging—but ultimately fruitless. The creature still wouldn’t talk to him, though it grudgingly laughed at his jokes. After a while Thob gave it up: he left the weird thing to itself, on the bank of its muddy pool, alone. Maybe that’s all it wanted.

On the plus side, his nausea seemed to have passed for good. The light was irritating but sufferable. He continued on his journey.

Spoiler (click to show/hide)
The greenery began to fade away on either side of the valley, turning into fields of dry white. He passed through another cluster of empty mounds, then saw another group of stone buildings nearby. The ground here was coarse white sand and rock only sparsely vegetated.

As before, all the buildings were empty, but Thob found one altar with a silver divination die left on it. He hadn’t much use for gods before, but in this new world he felt it might be good to have someone above at his back—just for insurance. Standing before the statue of Doren, he made himself as reverent as he could, took up the die, and rolled.
Spoiler (click to show/hide)
Should’ve known better. That’s what he got for messing with gods.

140
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 10, 2020, 09:23:03 pm »
That's great. My best monster slayer was a dwarf lady who went around completely topless, wearing a helmet made of cloth (don't know how/why), and beating crundles with her crossbow until she became a Competent Hammerdwarf. Until she died, predictably, to a blind cave ogre.

I also had two human monster slayers who were actually a young married couple - a spearman and a bowlady. They arrived separately, though: I wonder if there was an awkward moment when they spotted each other, did a double take, and said at the same time: "What are you doing here?"
(Sadly the bowlady died, also probably to a blind cave ogre - we had quite a few in those days...)

I know the monster slayers are (worse than) useless, but I can't help but like them: they're so fun to watch!

141
Well, this seems a fitting end to a good adventure:


This dragon lived in a cave at the extreme northeastern corner of the world, across an evil tundra infested with undead. It was a tense fight throughout. The dragon managed to land a clawing blow on Sarek's right arm, tearing it to shreds instantly and forcing him to drop his shield - he managed to pick it back up again, but there were a few moments he was in danger of instant dragonfire incineration. But the real bad wound came when the dragon caught Sarek's right foot in his mouth and ripped it off, sending Sarek to the ground in pain and bleeding profusely. But he fought on, managing to land a crippling gut-strike that made the dragon retch, before plunging his greatsword deep into its skull.

The bleeding stopped, and he made it back to civilization with some dragon-bone bling, but I think it's time for Sarek to enjoy retirement. It's been a good run:
Spoiler (click to show/hide)
Not pictured: the dozens of night trolls Sarek made it his goal to eradicate, along with several vampires including a human law-giver, a dwarven king, and an elven queen (who turned out to be a human male - go figure). Oh, and all the zombies and necromancers from the coven he cleared out, dumping their blasphemous books into the magma sea. I'm just a little sad he never got to fight the zombie hydra this world also had.

Spoiler (click to show/hide)
Sarek's weapon of choice: a masterwork sword made of divine metal, which he forged (and decorated!) himself. He also wore armor of the same metal, which was strong but extremely light (it was, however, notably not very strong against certain blunt attacks, like horn gores from a night troll).

142
Quote
While you can't "own" a house in a pre-generated settlement (though nothing stops you from squatting) you can assign a room to yourself in a settlement that you build. Then, if you retire that character at the site, they will remain in their room.
I dont understand this. can you elaborate?
When you build a site in Adventure Mode (with "b") you can assign various "zones" to it, much like in Fort Mode. One of these is (IIRC) is a bedroom zone, and you can assign these rooms to yourself or your companions.
As for squatting: just find an empty house and move in. As long as no one else lives there, they won't bother you about sleeping or waiting inside.

Quote
Quote
You can claim ownership of a site you create, or of any human site (town/hamlet, possibly castles in .47.xx?) either by killing the former occupants or by claiming an abandoned site. It should be possible, also, to give your adventurer a position in a player fortress (including nobility), using retirement shenanigans
I dont understand the last part. can you elaborate?
Retirement shenanigans? Something like:
1. Build a fort, set up a fortress guard squad, then retire the fort
2. Start and adventurer, go to the retired fort and join the fortress guard - this should make you a citizen of the fort, eligible for jobs/positions
3. Retire the adventurer, then unretire the fort. Adventurer should be there and be able to be made, say, baron if you get elevated to a barony.
***I don't know for certain if any of the above is true, I've never tried it, I've only read about it. Caveat lector.

143
DF Adventure Mode Discussion / Re: Mountain halls are BORING!
« on: May 09, 2020, 08:59:49 am »
Ruined mountain halls, from my games, sadly never contain the FB that stomped them into dust.

You just aren't looking hard enough. They like to hide in bedrooms, which means you have to check every single bedroom in the fort. They may also start out Stealthed, so you have to get close enough to observe them. But I have found them in Adventure Mode (and Fort Mode reclaims as well).

@joostheger: You know the game's only 47% done, right? You shouldn't expect a polished experience. At least there are mountain halls to visit: when I started playing in 2012 we didn't even have those - only human sites actually existed!

144
  • Craft a quire
  • Create weapons (exept stone axe)
  • Create Armor
  • Make Clothing
These are all possible with some light RAW modding; in fact several mods for them exist already, I think (I make my own, so I'm not sure what's publicly available)

Quote
  • Use workshops (except Carpender)
Actually you can use any workshop - it's just that there are no Adventure Mode reactions for any shops other than Carpenter's. But if, say, you mod in some smithing reactions that happen at a metalsmith's forge, you can totally use a forge to do them.
Of course the problem there is the forge itself - since you can't build one (without DFHack) you have to find one in a dwarven fortress. But it is at least possible.

Quote
  • Lie in a bed
I mean, you can lie down anywhere (with "s") - just lie on top of the bed?

Quote
  • Have a house inside a settlement
...
  • Own a room, using retirement and fotressmode
While you can't "own" a house in a pre-generated settlement (though nothing stops you from squatting) you can assign a room to yourself in a settlement that you build. Then, if you retire that character at the site, they will remain in their room.

Quote
  • Become a noble in a fortress or settlement, or have some occupation or position
You can claim ownership of a site you create, or of any human site (town/hamlet, possibly castles in .47.xx?) either by killing the former occupants or by claiming an abandoned site. It should be possible, also, to give your adventurer a position in a player fortress (including nobility), using retirement shenanigans, but I've never tried it.

Quote
  • Marry, get a wife or husband
  • Get children
All adventurers start out asexual - so, in vanilla, these are impossible. You can change this with DFHack's "fix-ster" script, though, which should theoretically allow adventurers to get married and procreate. I don't know a way to "choose" your lover/spouse, though; but if you retire a fix-ster'd adventurer and let them operate on their own for a while there's a chance they'll hook up with someone.

Quote
  • Swim underwater
  • Fly
Unless you start as a species that can breathe underwater or fly, no. Swimming underwater as a non-amphibious creature (or a non-vampire) always causes you to be Drowning, and you'll die pretty quickly if you don't swim back up. Most bird-men can fly, and some bug-men too, but there's no way for one of the standard races to fly.

If I may say, this topic seems a little... loose? Like, there's a whole lot of things you "can do" in Adventure Mode: you can walk around, talk to people, attack people, look at objects... but obviously that's not the kind of activities you want to know about. Similarly, there's potentially infinite things you can't do: you can't build a spaceship, or travel to other planes, or gamble... these things haven't been added to the game. It might be helpful to add some extra parameters to your question: like, "What can you not do it Adventure Mode that you can do in Fort Mode," or something like that? Otherwise we could could go on ad infinitum with things we can and can't do.

145
DF Suggestions / Re: Legends in Books?
« on: May 08, 2020, 08:41:34 am »
They sort of do. Some types of books, (auto)biographies, chronicles, and cultural histories (others?) contain several "chapters", each dealing with a historical event. These are, admittedly, not very complete or informative, but you can at least get some historical info from them. There's also engravings on walls (usually in temples) which sometimes deal with historical events. And, by the same token, statues and items with images on them.

Again, it's not really a "good" way to learn the world's history, since it's all so sparse; I totally agree that books, especially, should be more informative. Perhaps history books could record the entire history of a person/site/entity up to the authoring date? Or specific events, like wars/battles/etc. As it is they mostly record festivals, since those generate a disproportionate amount of historical data.

146
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: May 07, 2020, 09:15:23 am »
Thob’s encounter with the so-called “king” had been disappointing, to say the least. But he wasn’t going to let it stop him: someone else here would know where the drink stockpile was. He decided to take a look around the fort.

Spoiler (click to show/hide)
An old temple stood in the corner of the big chamber, a crumbling piece of architecture that had dropped some of its floor stones into a storeroom below. It clearly hadn’t been used in ages. Thob looked at some of the carvings and statues. Most seemed to be images of the temple’s priests, devotees of Doren, goddess of wealth. Maybe that’s why it stood over the hoard?

In the other corner were the remains of a tavern. Thob looked in each of the big stone casks lining the wall, but alas—all empty.

Spoiler (click to show/hide)
The upper chambers seemed very rudely carved: the walls were stone but the floor was covered in red sand. Maybe these used to be farms.
Spoiler (click to show/hide)
There were several dwarves in these chambers, all dressed in fine garments. They all seemed to be moving around sort of aimlessly, as if they had nothing to do, chit-chatting with each other about nothing in particular. None of them looked like brewers, either.
Spoiler (click to show/hide)
There were two reptile women in the fort as well. They spoke in strange hisses and were generally friendly, but seemed not to know much about the fort’s goings-on.

Spoiler (click to show/hide)
In the lower story was the old great hall, lined on one side with display cases and loaded at the end with treasures of ancient dwarven craft. Thob reasoned it would be imprudent to take from the king’s own treasury without asking, but there was one item that caught his attention: a little roll of paper with writing on it. The symbols were old, and Thob had to try hard to figure out what they meant:
Spoiler (click to show/hide)
Wasted effort, that. But it did make Thob wonder: what’s an elf?

Thob looked all around but found no drinks. Finally he called to one of the dwarves.
“H’lo there. My name’s Thob.”
“Ah, hello,” she replied. “I am Osmod Reasonchurch.”
“So, what do you do around here?”
Spoiler (click to show/hide)
“But what does an abbot do?”
“Well… the king says I run a monastery nearby. Of course I’ve never been there. No one has. Been abandoned for centuries.”
“The king made you an abbot?”
“Who else?” said the dwarf. “He made us all something: abbots, barons, generals, diplomats…‘nobles’ he calls us.”
“And nobles just… walk around and hobnob?”
“Well… so far, yes. There’s not much else to do. We’re still getting everything set up.”
Spoiler (click to show/hide)
“Set up?” asked Thob. “I thought this was the dwarven capital.”
“Oh, it was,” said Osmod. “Hundreds of years ago. And it will be again, that’s what King Urvad says!”
“Uh-huh. How’s he plan to do that with a dozen dwarves?” A dozen useless dwarves, he thought.
“Well, I don’t know the details, but he says we’ve got to ‘reclaim our heritage.’ He’s found some of our ancient artifacts and wants someone to go reclaim them.”
Spoiler (click to show/hide)
“Stoneclapsed? Is that another fortress?”
“Yes. About a day and a half to the northeast, across the desert. But it’s a dangerous trip—none of us are suited for it.”

Thob spoke with some of the other “nobles” of Dawngloves. All of them wanted this or that artifact returned; not one knew where brew or brewer could be found. Still, they were polite enough. Thob was chatting with one so-called baroness, Rîsen, when he let slip some of his more controversial opinions:
Spoiler (click to show/hide)
The baroness was getting visibly distressed as Thob continued arguing. Hoping to save the conversation Thob tried to lighten the mood a little. He thought for a second, then made the best joke he could think of:
Spoiler (click to show/hide)
It turned out Rîsen really liked jokes:
Spoiler (click to show/hide)
Either that, or Thob was a gifted comedian. Soon the baroness was cheerful again, and Thob felt he had learned a thing or two about getting along with nobility.

But he couldn’t stand around talking all day. He had a mission: if there was no booze in Dawngloves, he needed to look somewhere else. Another fortress might have a few casks left. He would set out for Stoneclasped.



There'll be more adventure and a lot less plot-buildup (if you can call it plot) in the following episodes: I just needed a rationale for Thob to start his quest. I also hope to get these out a little quicker, now that I'm officially done with school. I'll try to do more illustrations.

147
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: April 30, 2020, 05:10:21 pm »
The cavern air began to grow fresher, and a little warmer too. Thob felt he must be getting close.

Spoiler (click to show/hide)
Turning a corner, Thob saw the caverns open up before him, widening into a large cavity carved in the rock salt—the remains of an ancient magma chamber, he thought, now dry. The road ran into the center of the chamber, where a great staircase spiraled up into the roof of the cavern. This must be Dawngloves. Up above Thob thought he could hear faint sounds echoing down… voices maybe, and footsteps, but it was hard to tell. Relieved, he marched up to the stairs and began to ascend.

Spoiler (click to show/hide)
At the top of the stairs was a huge chamber, mostly empty, with the shadowy shapes of a few buildings at the edges. A wooden platform lay nearby, laden with various goods and the sleeping shapes of a few dwarves—some kind of dormitory, maybe? Thob himself was rather tired from his journey, and figured sleeping on a platform would at least be better than sleeping on the ground. He found a bare spot, pulled a sack of plump helmets under his head, and soon began to sleep.

When he woke up he noticed two things. First, it was extremely bright in the cave: not the hot angry gleam of magma nor the soft luminescence of cavern fungi, but some light at once clearer and harsher than anything he knew. Second, there was a very spooky sort of dwarf standing over him, staring at him.
Spoiler (click to show/hide)

“I don’t know you,” said the old dwarf. “Who are you?”
“Name’s Thob. Thob Poweraxe. I’m from Lawmined, out to the… well, far away somewhere.” He rose. “And um… who are you?”
The old dwarf raised a white eyebrow. “I?” he said, and he stood tall and lifted his head a little and looked down his nose at Thob. “I am Urvad Whipgem—King of the Sandaled Key.”

“Oh, you’re the king!” said Thob. “That’s great! I was lookin’ for you. See we’ve got a problem back a Lawmined—ran clean out of booze! Silly, I know, but ah… you wouldn’t happen to have some kegs to spare, and maybe a good brewer too? Or even a middling brewer, so long as he knows how to build a still. We’ve got all the plump helmets we need, but no still! Imagine that! Oh, and some dwarfpower to haul everything back, and maybe a guard or two—it’s a dangerous trip, let me tell you…”

All this time the king’s brow had been lowering and lowering until Thob could barely see his eyes anymore. Finally he cut Thob off with an impatient bark…
Spoiler (click to show/hide)
…and left, without answering any of Thob’s questions.



Short one this time, had to focus on other stuff for a while there. Things are quieting down, and I'll be able to get more updates out.

148
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: April 21, 2020, 08:24:48 pm »
In Search of Lost Wine

As Nish had said, Thob was used to extended trips through the caverns: when Lawmined needed ore or stone, he was the one to go out and get it. But that didn’t mean he took the caverns lightly. For Nish it was simple: draw a line between two points on a map and follow it. Thob knew better—he knew of the maze-like passages, spider dens, troll nests, precipitous drops, and dwarf-drowning pools. Even the ancient and long-unused roads that crisscrossed through the caves could lead one astray, as evidently the ancient dwarves hadn’t heard of signs. There would be no “This way to Dawngloves” for Thob… maybe not even a road to Dawngloves.

But Nish was right about one thing: they needed alcohol, and Dawngloves was their best bet, and all things considered Thob was probably the most qualified dwarf to go get it.

Spoiler (click to show/hide)
The plump helmet fields continued a long way out from Lawmined. They were overgrown and essentially wild now, but you could tell they had once been cultivated. Thob watched a pack of troglodytes gleaning the purple caps and munching them brutishly. The creatures left Thob alone, and he certainly stayed clear of them.

Spoiler (click to show/hide)
The muddy, stagnant cavern pools were, as far as Thob was concerned, nothing but a blight on dwarfkind, undoubtedly the creations of Zagith, meant for misery.
Spoiler (click to show/hide)
Water itself was a weak, tasteless sort of liquid that barely registered on the liver; what was more, the water here was full of mud, dead plants, and dead animals, not to mention the waste of living animals (dwarves included). Doc Lokum said it was “necessary for cleaning wounds,” but alcohol was clearly much more sanitary. He also said that sick dwarves should only drink water, which was pure nonsense. Furthermore, nothing good lived in water: they were either clammy limp-tasting cave fish, or something that wanted to eat you—like that cave crocodile.

Spoiler (click to show/hide)
Some miles south of Lawmined, Thob reached the crossroads. Probably there were more crossroads, but this was the only one he knew. It was also the farthest he’d ever been from the mountain hall.

Thob leaned on his pick as he considered the next move. Nothing in the dark caverns beyond, west, east, or south, suggested where each road went. Judging by Nish’s map Dawngloves could be either west or south, but for all Thob knew the eastward road curled around and headed for the fortress, while the other two ways led straight into magma pipes.

But Nish’s map was all he had to go on. And the way west smelled fresher, somehow. Thob hefted the pick and trudged on. Hours passed in the blackness. The road wound on. He came to a long bridge over a pool, when a grunt startled him into wariness.

Spoiler (click to show/hide)
A hairy troll stood on the bridge before him. Thob began moving more quietly, but the beast didn’t seem to have seen him yet. He glanced at the white tusks and horns that could separate a dwarf’s insides from the rest of his body, and probably would if the thing spotted him. The bridge was too narrow and too open for him to sneak past unseen. Thob gulped. He saw only one way through. Carefully, cautiously, he eased himself over the bridge and into the fetid pool below.

He hated water, but at least he could keep his head above the surface. Giving the bridge a wide berth he paddled slowly around, like a damn cave fish, through the half-submerged nether-caps and bloodthorns, ever certain that any moment some awful thing would grab his foot and drag him under. He seemed to spend hours in the frigid stagnation before finding the opposite shore and hauling himself up onto the muddy bank, dripping and miserable—but uneviscerated, thank Egesh. He found the road again and struck out. He must be getting close.

Thob was just about over his encounter with the water when the hair on his neck started to prickle up. He was in a tunnel cut through the rock, nothing in sight ahead or behind… but when he took a few more steps something touched him—and then a sharp bite!

Spoiler (click to show/hide)
Without even trying to see where the spider was, Thob ran. He ran as fast as he could, not looking back, not even trying to be stealthy. If he could run far enough fast enough the eight-legged demon of the deep might lose interest. But he knew he could only run for so long. Breath became labored, sweat poured from his already-soaked skin, leg muscles grew weary. Thob barreled through a pack of naked mole dogs crossing the road and hurled himself around a corner and stopped, panting.

He listened, heard nothing, waited for the sudden pinch of the invisible mandibles… but it did not come. After a few minutes, his breathing mostly normal again, Thob stealthily resumed his treacherous march.

Please, let Dawngloves be nearby…

149
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: April 20, 2020, 08:29:31 pm »
Is this what you made that dwarf-picture for! Delightful-- and I'm grinning already at the prose. Looking forward to this one.  :D
Yeah, helps me visualize the character. (And improve my art, which has been sorely neglected)

This looks great! Posting to watch.
Thanks! Hope it delivers. I have several updates played already, and Thob has been in some interesting situations...

150
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: April 20, 2020, 08:21:47 pm »
In all seriousness : I prefer the flat colors in general. The highligts and shadows are properly placed, but the highlights feel a bit wrong. The skin is too reflective, and  the coat, assuming it's leather, maybe not enough. That's just my opinion tho, I love your drawing and I'll read your story now
Thanks! I tend to agree on the highlights - I'm not a very careful artist, I'm too impatient  :P
I like your, ah, gritty reboot: crosspick is truly the dwarfiest weapon.

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