Dwarf Fortress > DF Community Games & Stories
Murderfarmed, A Farming Village Succession Fort (Overseers Needed)
Broseph Stalin:
Murderfarmed
We shall overcome!
On the rounded continent a scarcity of metal and a dissatisfaction with dwarven tradition drove seven dwarves from the safety of the mountainhomes and to abandon the old ways. They struck out on their own as farmers to live or die by the sweat of their brows in the year 336, this was the tale of Murderfarmed. But this settlement failed. Scarcity of water during the winter and constant harassment by goblins spelled the end of Broseph Stalin's dream in the year 340.
Ten years later the situation has become far more dire. The mines no longer bring up iron, the forges gather dust, the black smoke of the furnaces is gone forever. Seven more have left their homes, gone out in search of the fertile eastern woodlands to make their own way. There is no optimism in the Dwarven Lands, without metal their way of life is dying.
You are expected to have read these rules, if you violate the rules on your turn your turn will be skipped over and the save reverted.
Spoiler: Rules and Modifications (click to show/hide)* Standard one year turns, after three days without an update or explanation your turn will be skipped and any updates will be stricken from canon.
*All construction is to occur above ground. No workshops, or buildings may be built on subterranean squares. Buildings may have basements containing stockpiles but the basement cannot larger in any dimension than the building on top of it.
*Clay and sand can be collected, stone must be imported.
*There can be no wall protecting the entire village, ONLY Nobles may have walls protecting their own property.
*There are no public services. Dining halls, Dormitories, Hospitals, and all industries cannot be constructed without a dwarfed player to control them.
* All houses must be individually built: no apartments.
*Traps are fair game provided there's a noble or the trapping industry. this does not mean spam the map
* To have an organized military you must have a barracks and a barracks must be owned by a noble or dwarfed player.
*The aquifer is an impassable barrier do not attempt to breach the aquifer
* Try to base your decisions on RP significance rather than efficiency or metagaming. this means no danger rooms
* Dwarfed players are invited to post their own journals.
* Dwarves have been given access to above ground crops
* Each year an additional farming related feature will be added. Thusfar this includes above ground wheat, bread, and bacon.
Overseer Succession
Turn CompletedTurn SkippedTurn In Progress
1.Broseph Stalin
2.DeKaFu
3.Betelgeuse
4.Felcis
5.Australian Winter
6. Objective
7.Made of Stardust
8. infinity WEAPON
9. Gulf
10. Broken
11. Triaxx
12. Dariush
14.Hostergaard
15.Broseph Stalin
16.Hostergaard
17. Lightnigfalcon
Dwarfing List
Dwarfed (as of last turn/update) Awaiting Dwarfage Deceased(as of last turn/update)
1. Helmet Woodcutter, Carpenter
2. Felcis Marksdwarf Hunter, Trainer
3. Halt Marksdwarf Hunter, Marksdwarf Redwarf as Male
4. Flamey Weaver, Clothesmaker
5. Infinity Weapon Grower, Brewer
6. Stardust Butcher, Tanner, Leatherworker
7. Winter Architect, Miner
8. Fishybang Fisherdwarf
9. Dariush Woodworker or legendary Falsely imprisoned, died of thirst.
10. Flug Carpenter Son of Gulf
11. Dusty Male if possible Fighting-Man (Woodcutter/Axedwarf)
12. Broken Fisherdwarf preferably male
13. Uristeamer Preferably Male
14. Argonnek Bonecarver
15.Sacha (female) Wife of Nerjin
16.Wolfwood
17.Triaxx Woodcutter/Butcher
18. Hostergaard Inquisitor (sherrif) "is in a constant state of internal rage"
19. Pon_Katt
19. Zasit "little common sense"
20. Ruhn Male melee fighting, leatherworking, home near watchtower.
21. Austere Male Crossbowdwarf
22. Nyla Jewlerd
First above ground fort? Expect fun. Unlike below ground forts or forts carved into mountains wildlife is a constant and unavoidable threat, sieges are infinitely more dangerous, turtling often isn't an option, stone is a valuable luxury, the weather can imperil your every move and building anything becomes a mini mega project that burns through resources and time. What this means for you is that even after we get well established we will still be woefully unprepared for any serious threat is going to steamroll the living hell out of us.
Nerjin:
What version is this? Are there any mods? Also I'd like to have a turn. Are there any rules other than "Just farm"?
Nerjin:
Nevermind that last post. I still want a turn though.
Broseph Stalin:
--- Quote from: Nerjin on June 05, 2012, 06:50:14 pm ---Nevermind that last post. I still want a turn though.
--- End quote ---
Any preference on your title or industry?
tahujdt:
I'll take a turn. Question: Are pottery and glassmaking allowed? IF so, then bring one stone block at embark for the kiln.
EDIT: I want to be Tahujdt, Toa Mata. Also, I want a turn as overseer.
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