What Is This?Herein contained is what will be a generational fort with a specific ethos that will be developed a bit as the game goes on. A roleplaying style and multiple megaprojects are planned, but much may of course be diverted by the actual events. Once children begin to arrive I will probably add sign-ups, so hopefully it'll last long enough to be a community fort to some degree. Should anyone be chomping at the bit to join the ranks early just in case there's FUN with the infants once they arrive, you may be sign up and you will be dorfed in turn when a crying whiny whelp is available.
A true generational fort in the style I attend wasn't previously possible(I've been away from DF for a year or so) due to the hardcoded migrant waves. This is 40.14 vanilla(I was almost ready to start a 40.13 game but decided to regen after the update came out), and it is my firm intent to finally play a fort through until death by FUN or FPS -- my tolerance for the latter is much higher than most players from what I've read, but who knows how much my system will take. I was on a different, older computer the last time I played DF.
Why Should I Read It?You probably shouldn't. Goodness knows there may be better ways to spend your time. Certainly there are better writers you could read. For me, I write about the events of the game because DF gives such great material but more fundamentally simply because I enjoy playing more, and I play better, if I'm taking the time to write about it. So feel free to let me know what you think, or not, at your whim.
World Generation and FactsI start with a Small Region(65x65) as I find this to have the best balance of enough size to have a few options, small enough to feel a sense of intimacy and familiarity with the world. This is the seventh world I generated and the situation proved much more fitting for what I wanted than the first six, so here I stopped.
Welcome to
Gethnitom, 'The Past Planets'. More specifically, you are looking at 'The Crazed Continent' here. Generically named, the realm consists of 30 regions. We'll concern ourselves here in the pre-briefing with only the most important ones:
The two significant bodies of water are the light-colored temperate Mauve Oceans in the central-east area, and the darker-colored tropical Gleeful Sea that dominates the eastern border of the map. Beginning in the northwest, we find
Rufaelera, 'The Vile Finger', a moderately sized haunted mountain range. In the NE and north central area a couple of hilly regions are known as
Enafalema, 'The Cremated Hills' and
Laven Sakzul, 'The Prairie of Trumpets'.
Rofelalema, 'The Fatal Hills' is an area of haunted hills in the west central and west northern area.
Moving then to the south,
Oruxebra, 'The Granite Murk' -- Forest and swampland, central-western, spans most of the area from the mountains in the west to the oceans in the east. At least in terms of arable land, it is the single part of the Crazed Continent. The dominant mountain range is
Iskak Norod, 'The Horns of Disappearance', which can easily be seen in the west and southwest, The mountainhomes are naturally here. South of Oruxebra, a couple of plains regions in the south central of the map are variously described as
Yeme Nisa, 'The Plain of Jaws' and
Lebe Casser, 'The Plains of Dancing'. In the extreme south we find savanna --
Ngumostbosu, 'The Dutiful Hill' -- and just to the east of it, another forest --
Shezpalesno, 'The Saffron Forest'.
With this largely extraneous and unquestionably boring geography lesson now complete, we can turn our attentions to the civilized(loose definition of the term for certain) races of the Crazed Continent. Humans are present to the east, Elves to the southeast, but we need not concerns ourselves overly with them. All of dwarfdom calls the Iskak Norod home, with our capital at the Mountainhomes of
Avuztilesh. Collectively we are known as
Logem Akrul, 'The Paints of Tin'. Yes, it's every bit as stupid a name as it looks to be. We're dwarves, not poets.
Slightly to the northwest of Avuztilesh are the homelands, to the extent they have any, of the skulking kobolds of
Chukeengish. To the northeast, the goblins of Sludadostngosp, 'The Creative Cruelty', seem intent on dominating Oruxebra. More goblins('The Sensitive Cruelty') and more kobolds are present in the north. In case you are need of a reminder from Cpt. Obvious, these goblins are all about cruelty. Truly a shocking observation, that. At least they are honestly descriptive with their names, which is objectively more than you can say for us. The Paints of Tin? What does that even mean? Does tin essentially get different paints than, say, aluminum, gold, or copper? And why a wimpy metal such as tin? These questions, and others equally irrelevant, have not been answered and likely never will be.
The Tragic and Mercifully Short History of Logem AkrulIt is the 10th year of recorded history, and the Paints of Tin have already seen their fair share of misery. There is no end in sight. Initially
Sodel Deepmetal was appointed as General by the first monarch, Queen
Thikut Drinkrough. And then came the Chukeengish invasion. Our kobold neighbors to the northwest, no longer content with raiding and a basic low-cost war of attrition, launched more massive attacks on the outskirts of the Mountainhomes. A year later, the first fledgling outpost,
Minedtrussed, was attacked by the goblins of Sludadostngosp, aka 'The Creative Cruelty', with the jackal demon
Weevilbuds the Sunny Sins(we were too busy fighting them to ask what the *#&^#&#) leading the way. General Deepmetal led the defense and the attack was repelled.
Being the idiotic sycophants that they are, the dwarves of Avuztilesh turned to the spouse of skinless monster
Melbil Fedlens as their new queen, ousting Drinkrough from her throne. They wanted a stronger leader who would frighten our foes into submission, but one of her first attacks was to propose peace with the goblins! After an initial rejection, it was eventually accepted. Over the next few years, a troglodyte, a forgotten beast, and another skinless monster began to terrorize the us. A couple more outposts were established, but still it was clear that the deal with the devil had not worked.
In the 6th year of the official reckoning,
Zon Windlantern was named the first King and third monarch, settling in Mindtrussed. Another outpost was established the year after, and four dingos declared themselves our enemies. Year 8 was particularly busy. A minotaur and another forgotten beast joined the ranks of dwarf-hunters. King Windlantern married the local baronness, former mercenary
Mafol Tomehole. He's officially now both King and consort. You figure it out. I've given up. Both of them found themselves defending personally against enemy assaults. King Zon defeated the troglodyte
Thunen Tournobles, while Mafol had her right lower leg ripped open by the minotaur
Wive before it eventually withdrew.
In year 9, the skinless monster spouse who is also our second deposed queen returned in war as an enemy. A daughter was born to the crown,
Iden Bravemerchants, and promptly became the third kidnap victim of
Mato Stealvomits of the northern goblinic faction,
Zozodostngosp, 'The Sensitive Cruelty'. She has yet to be recovered, under the watchful eye of their 'lady',
Amxu Malignwring.
As of the present day, the balance of race populations is as follows:
398 goblins(not counting an obscene number of troll allies)
377 kobolds
341 humans
280 dwarves
231 elves
As you can see, the odds are(as always) never in our favor. It was at this point, with the dwarves of Logem Akrul mired in a cesspool of ceaseless bungling, incompetence, and generalized epic fail that a new, apparently inconsequential expedition was authorized ...