Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: The story of a place called Boathailed (42.02)  (Read 663 times)

FortunaDraken

  • Bay Watcher
    • View Profile
The story of a place called Boathailed (42.02)
« on: December 05, 2015, 09:57:06 pm »

Because with that name, it can only come to ruin. Also I've wanted to try a write up for awhile now, and really. Dat name.

Information stuffs
- Biomes: Badlands (Joyous Wilds) and Temperate Savanna (Untamed Wilds)
- Multiple shallow metals and deep metals
- Flux stone layer
- Some soil
- Few trees

The starting 7 are a miner/broker, miner/mechanic, mason/stoneworker/mechanic, carpenter/wood worker/wood burner, wood cutter/engraver, grower/brewer, cook/butcher/tanner. Animals are 5 turkeys, 4 dogs, 3 cats, 2 pigs, a horse and a yak.
Logged
I just had a "lord consort" visit and decide to stay. Preparing for Trojan war reenactment.
Protip: statues cannot be made out of wood unless they're artifacts. If you see what appears to be a wooden statue outside your fort and it's not an artifact, destroy it immediately.

FortunaDraken

  • Bay Watcher
    • View Profile
Re: The story of a place called Boathailed (42.02)
« Reply #1 on: December 05, 2015, 10:02:15 pm »

Diary of an overseer

15th Granite

It figures that the first thing we realise is that it's the perfect breeding ground for giant desert scorpions. If any of use survive until the caravans get here, it'll be a miracle.

Initial survey of the land is that it's fair flat, but we're right near a small hill so the miners have already started digging into it. The grazing animals have been pastured outside what will be the entrance, the rest can wander unless something nasty shows up. There's nothing around yet, but that'll change soon, no doubt. Nothing else too interesting of note yet...


1st Hematite

Spring passed with nothing more of interest. Bedrooms are being dug out. One good thing of note is that we're practically swimming in float stone, so if we can find some iron ore, we'll be set for steel. Haven't actually found ANY ore yet though, just a lot of gemstones that no one can do anything with.

The miners are starting to work on a dining hall that'll be a tavern too. Visitors are a thieving lot, but they'll help keep the more stressed out dwarves happy. Hopefully some migrants will turn up soon, we don't have nearly enough hands to do all the work that needs to be done here.

25th Timber

Time's passed kinda boringly. Probably a good thing. Got all the farms up and running, along with two safely roofed off above-ground plots making blueberries and blackberries. The variety of wines and food can't hurt, even if it feels strangley undwarflike to be eating plants. Haven't got enough animals or hunters around to fix that yet though.

Tavern's attracting various humans to come and tell stories and perform, got a temple up and running for those worship types. The caravan come and went without too much trouble. Apparently more dwarves are setting out lately to build forts. Maybe we'll get some neighbours. We've had two migrant waves so far, no-one too special. Gotta get some more mining done, it's about time to start hunting for ore and magma.

8th Hematite

Ach, in the hunt for metal we hit not only one but TWO caverns, right on top of one another. Thank Armok someone thought to stick a cage trap at the entrance. We caught a Troll trying to sneak up to break the mason workshops. Though someone reckons they caught sight of a cave crocodile now. At least with enough cage traps it'll be somewhat safe, but by Armok, this cannot be good. Especially with nothing but copper and gold ores in sight. Tetrahedrite at least'll get us silver for maces, but with no iron...
« Last Edit: December 06, 2015, 06:40:48 am by FortunaDraken »
Logged
I just had a "lord consort" visit and decide to stay. Preparing for Trojan war reenactment.
Protip: statues cannot be made out of wood unless they're artifacts. If you see what appears to be a wooden statue outside your fort and it's not an artifact, destroy it immediately.

roushguy

  • Bay Watcher
    • View Profile
Re: The story of a place called Boathailed (42.02)
« Reply #2 on: December 07, 2015, 02:56:12 am »

Can you show what each of your dwarves is named and sum up their tendencies?
Logged