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We have FBs, two of them.  What should we do?

Kill the one in the first cavern layer
- 0 (0%)
Kill the one in the third cavern layer
- 0 (0%)
Kill both
- 0 (0%)
Ignore them for now
- 0 (0%)

Total Members Voted: 0

Voting closed: December 19, 2018, 02:54:59 pm


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Author Topic: Skullsguild :: A Martial Pursuit (Community Fort)  (Read 2154 times)

Grimmash

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Skullsguild :: A Martial Pursuit (Community Fort)
« on: December 15, 2018, 04:36:48 pm »

Introduction
Welcome to Skullsguild.  This fortress was founded by a core group of dwarves that wished to see how far they could push military training.  They set out to find a well-defensible position from which to build a fortress, train an army, and begin conquering any that would dare challenge them.

The first year will be devoted entirely to building a strong foundation from which to build a nation.  Once the second year begins, all dwarves will be drafted to the military and put on rotation.  The initial rotation will start with 50% of dwarves training at any given time.

Out of Character:
I’ll writing this from the collective perspective of the dwarves, trying to avoid any OOC talk in the write-ups.

Additionally, my goal is to use no traps of any kind, instead building up my dwarves to be combat ready maniacs through training and controlled combat.  I will consider locking off the fortress if something absolutely crazy comes along, as I want to survive, but I plan to engage foes as quickly as seems appropriate.

Community Engagement
I have a general plan for this fort, basically building an above-ground fortress of stone, with baileys, towers and multiple lines of walled defense.  I am also going to create an encompassing moat.  Below ground will be most everything else.  After that, I plan to build the military and do military stuff.  I haven't played with the world screen at all, so that should get interesting.

Any input, as well as requests for dorfing, are welcome, but I reserve the right to make decisions.

Updates will come as I decide to do them, which is likely roughly weekly.

Embark
Spoiler (click to show/hide)

Starting Seven
Bim Lolokkathil (Manager)
Spoiler (click to show/hide)
Urist Sarveshgidthur
Spoiler (click to show/hide)
Shem Esmulnokin (Expedition Leader)
Spoiler (click to show/hide)
Mosus Kithinatis
Spoiler (click to show/hide)
Tun Urdimsholid
Spoiler (click to show/hide)
Kadol Zegdeduk
Spoiler (click to show/hide)
Urvad Dakasuzol
Spoiler (click to show/hide)

Posts
Year 1 - Strike the Earth
Year 2 - Training Begins
Year 3 - First Blooding and Failure
Year 4 - The Boring Year
Year 5 - Goblins, A Forgotten Beast, a Minotaur and Foreshadowing
Year 6 - Trial by Ordeal, More Goblins, A Curious Statue, and Walls

Grimmash

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Re: Skullsguild :: A Martial Pursuit (Community Fort)
« Reply #1 on: December 15, 2018, 04:37:08 pm »

Dorfings
---------------------------------------------------------------------------------------
Forum - In Game - Nickname
---------------------------------------------------------------------------------------
Grimmash - Shem Esmulnokin - Grimmash - Expedition Leader
Spoiler (click to show/hide)
NRDL - Moldath Sobrilikot - Nix - Captain of the Second Axes
Spoiler (click to show/hide)
Lord_lemonpie - Rimtar Nokol - Lord Lemon - Hunter (And farmer, at this point.  He got assigned to farm...)
Spoiler (click to show/hide)
Justin - Bim Lolokkathil - Justine - Manager
Spoiler (click to show/hide)
Superdorf - Monom Ritharlogem - Arnie - Hammerdwarf
Spoiler (click to show/hide)

Dwarves
NameWaveDeadYear DiedCause of DeathNotesArtifact CreatedDorfed
Bim 'Justine' Lolokkathil01 - FoundersManagerJustine
Kadol Zegdeduk01 - Founders
Mosus 'AllegedOne' Kithinatis01 - FoundersAllegedOne
Shem 'Grimmash' Esmulnokim01 - FoundersPresumed Missing9 - 10UnknownExpedition LeaderGrimmash
Tun Urdimsholid01 - Founders
Urist Sarveshgidthur01 - Founders
Urvad Dakasuzol01 - Founders
Atis Arallogem02 - Summer Year 5Dead7Suffocated, slain by the dwarf Thob Lullshoot in the year 7.Mayor, Bookkeeper 5-7
Atis Isanlikot02 - Summer Year 5Dead7Bled to death, slain by the giant cave spider Swelteredsand the Hair of Creating in the year 7.
Bembul Sazirnir02 - Summer Year 5Dead10Suffocated, slain by the dwarf Grimmash FillochreBroker, 5 - 10
Id Kolorshar02 - Summer Year 5
Kadol Stonmomuz02 - Summer Year 5
Ral Gusilatham02 - Summer Year 5Dead7Bled to death, slain by the troglodyte Spoiledskinned in the year 7.Captain - First Hammers, 6-7Toy Axe
Sigun Risenshoduk02 - Summer Year 5Queen, Former Chief Medical Dwarf
Thob Uvarkeskal02 - Summer Year 5Dead7Died of Thirst in the year 7.
Adil Urrithid03 - Autumn Year 5
Asmel Zasitolon03 - Autumn Year 5Dead7Suffocated, slain by the giant cave spider Graycrack in the year 7.
Doren Rithsolid03 - Autumn Year 5Captain
Imush Regaroth03 - Autumn Year 5
Moldath 'Nix' Sobirlikot03 - Autumn Year 5Captain - First Axes
Rimtar 'LordLemon' Nomkol03 - Autumn Year 5Lord Lemon
Shem Taluliden03 - Autumn Year 5Dead9Drowned
Thob Athelaran03 - Autumn Year 5Dead7Bled to death, slain by the giant cave spider Swelteredsand the Hair of Creating in the year 7.MayorCrown
Athel Bistokeral04 - Spring Year 6
Athel Rigothlular04 - Spring Year 6Captain - Second Axes
Atir Nokgolrigoth04 - Spring Year 6
Atis Rikkiroslan04 - Spring Year 6Dead7Bled to death, slain by the giant cave spider Swelteredsand the Hair of Creating in the year 7.
Avuz Tulonrurast04 - Spring Year 6
Bomrek Domasuzol04 - Spring Year 6Dead9Suffocated, slain by the minotaur Perplexedsucked
Cog Taguzkikrost04 - Spring Year 6Captain - Second Hammers
Erush Zondesis04 - Spring Year 6
Kadol Asenkasben04 - Spring Year 6Dead10Died of thirst
Kulet Zongembish04 - Spring Year 6
Lolor Vucargidthur04 - Spring Year 6
Monom 'Arnie' Ritharlogem04 - Spring Year 6Superdorf
Nil Thocitkib04 - Spring Year 6
Rimtar Onulzursul04 - Spring Year 6
Sakzul Lolokrinal04 - Spring Year 6
Solon Kosothtorish04 - Spring Year 6
Urist Sazirotil04 - Spring Year 6
Urvad Erushnokor04 - Spring Year 6Dead9Suffocated, slain by the goblin Kutsmob Muddleghoul with a iron arrow
Zefon Bomrekabir04 - Spring Year 6
Zulban Luritkadol04 - Spring Year 6
Domas Stelidolin05 - Summer Year 6
Fikod Sheshekinod05 - Summer Year 6
Kib Domascuggan05 - Summer Year 6
Nish Mosusshetbeth05 - Summer Year 6
Rigoth Eralnitig05 - Summer Year 6
Rimtar Othduklolor05 - Summer Year 6Dead7Bled to death, slain by the giant cave spider Swelteredsand the Hair of Creating in the year 7.Mayor, 7
Sarvesh Anrizmosus05 - Summer Year 6
Shorast Toradobok05 - Summer Year 6Iron Chain
Tekkud Unalducim05 - Summer Year 6Dead7Bled to death, slain by the giant cave spider Swelteredsand the Hair of Creating in the year 7.
Unib Olonathel05 - Summer Year 6
Urdim Tashemingiz05 - Summer Year 6
Cerol Endokroth06 - Born Summer Year 6
Bembul Idenshem07 - Autumn Year 6
Fikod Vathsithnokim07 - Autumn Year 6
Kosoth Duthalbomrek07 - Autumn Year 6
Morul Isramiden07 - Autumn Year 6Iron Breastplate
Stinthad Anambim07 - Autumn Year 6Dead9Drowned
Tulon Ritholthob07 - Autumn Year 6
Udil Nosingoltar07 - Autumn Year 6Bracelet
Udil Tatkeskal07 - Autumn Year 6
Vabok Akirimush07 - Autumn Year 6
Zaneg Rakustbetan07 - Autumn Year 6
Tobul Dastotetur08 - Born Spring Year 7
Batow Tegaiqua09 - Spring Year 7
Bomrek Onulducim09 - Spring Year 7
Dakost Regstakud09 - Spring Year 7
Dumed Atuloddom09 - Spring Year 7
Etur Borushavuz09 - Spring Year 7
Fath Mubunrigoth09 - Spring Year 7
Fath Saziritdun09 - Spring Year 7Dead8Bled to death
Kosoth Ingizgemsit09 - Spring Year 7Dead10Struck down by the bronze colossus Shotsilvers
Litast Siknugled09 - Spring Year 7
Lor Tangathshorast09 - Spring Year 7
Minkot Rithunal09 - Spring Year 7
Mosus Tandodok09 - Spring Year 7
Nish Thobudos09 - Spring Year 7Scepter
Oddom Muzishkubuk09 - Spring Year 7Missing9Manager, 9
Reg Nokimsarek09 - Spring Year 7
Shorast Oddodok09 - Spring Year 7
Tekkud Tureloddom09 - Spring Year 7
Vutok Bardumerush09 - Spring Year 7
Ari Cathiura10 - Summer Year 7
Ber Ifinerith10 - Summer Year 7Bookkeeper, Broker (Current)
Edem Asenotin10 - Summer Year 7Missing9
Ineth Dastkol10 - Summer Year 7
Iton Rimadathel10 - Summer Year 7Mayor (Former)
Likot Osustthikut10 - Summer Year 7
Sibrek Fikodlised10 - Summer Year 7
Tulon Atolkol10 - Summer Year 7Dead9Bled to death, slain by the gobline Ozud Yellowplague
Adil Inethvumom11 - Autumn Year 7Dead9Crushed under a collapsing ceiling
Astesh Avuzdodok11 - Autumn Year 7
Avuz Keskalgur11 - Autumn Year 7
Dumed Limulfikod11 - Autumn Year 7
Inod Solonshed11 - Autumn Year 7Dead10Succumbed to infection, slain by the dwarf Grimmash Fillochre
Melbil Bomrekabir11 - Autumn Year 7
Onol Agsalmuthkat11 - Autumn Year 7
Sarvesh Ilrallaltur11 - Autumn Year 7
Tobul Fikodsazir11 - Autumn Year 7
Alath Rimtarbomrek12 - Spring Year 8
Astesh Athelbardum12 - Spring Year 8
Bomrek Tashemiton12 - Spring Year 8
Cerol Zimmorul12 - Spring Year 8
Degel Nirfikod12 - Spring Year 8
Dodok Idenmegid12 - Spring Year 8
Etur Bisolonol12 - Spring Year 8Dead9Struck down by the goblin Ozud Yellplague with a copper spear
Fikod Anilerith12 - Spring Year 8
Kikrost Onshendishmab12 - Spring Year 8
Libash Ideniton12 - Spring Year 8
Likot Kekimathel12 - Spring Year 8
Likot Uziteb12 - Spring Year 8
Litast Koshkel12 - Spring Year 8
Momuz Tomemmomuz12 - Spring Year 8Dead9Bled to death, slain by the goblin Ozud Yellplague with a copper spear
Risen Kadolkubuk12 - Spring Year 8
Rovod Zonaral12 - Spring Year 8
Sibrek Litastked12 - Spring Year 8Dead9Struck down by the goblin Ngerxung Vilefliers with a silver spear
Tosid Amoststorlut12 - Spring Year 8
Tosid Besmarducim12 - Spring Year 8
Tulon Rulakrul12 - Spring Year 8
Ubbul Kelmidor12 - Spring Year 8
Urist Idtat12 - Spring Year 8
Zasit Roderrith12 - Spring Year 8
Adil Imushrur13 - Summer Year 8
Athel Sarveshaban13 - Summer Year 8
Ber Satedem13 - Summer Year 8
Id Rithlutzuntir13 - Summer Year 8
Onol Abalathel13 - Summer Year 8
Urist Itebletmos13 - Summer Year 8
Zasit Ilirber13 - Summer Year 8
Goden Nanirid14 - Autumn Year 8
Ingish Erithmokez14 - Autumn Year 8Mayor (Current)
Kadol Razmebzuth14 - Autumn Year 8
Lolor Dorentishis14 - Autumn Year 8
Nish Idosmorul14 - Autumn Year 8
Unib Medtobthosbut14 - Autumn Year 8
Ustuth Kolkurik14 - Autumn Year 8
Atis Libashadag15 - Spring Year 9
Cilob Cilobemen15 - Spring Year 9
Dastot Kolnakuth15 - Spring Year 9
Dumat Ningmorul15 - Spring Year 9
Dumat Vutokvesh15 - Spring Year 9
Fikod Nishbakust15 - Spring Year 9
Imush Eshtanostuk15 - Spring Year 9
Libash Ableletes15 - Spring Year 9
Likot Mosuszatthud15 - Spring Year 9
Mebzuth Relonsazir15 - Spring Year 9
Ral Becorudil15 - Spring Year 9
Sibrek Oltarzatam15 - Spring Year 9
Stakud Gosmerudib15 - Spring Year 9
Urist Dumatkes15 - Spring Year 9
Zefon Monomvumom15 - Spring Year 9
Deler Nanircatten16 - Spring Year 10
Nish Irolendok16 - Spring Year 10
Shorast Zanegotam16 - Spring Year 10
Sigun Aggusil16 - Spring Year 10
Bembul Melbilastel17 - Summer Year 10
Besmar Bomreklisat17 - Summer Year 10
Tulon Ubbulistam17 - Summer Year 10
Bembul Solonmozir18 - Autumn Year 10
Kol Kifedmomuz18 - Autumn Year 10
Tekkud Itonlerom18 - Autumn Year 10
Ari CathiuraUnknownDead8Struck down by the forgotten beast Ngongo Ashburied
Avuz AvalcogUnknownDead9Crushed under a collapsing ceiling
Belom UshusemothUnknownDead7Suffocated, slain by the helmet snake Beartake
Durpul GibstrulUnknownDead7Struck down by the cave crocodile Hoarymarked
Fath LogemikudUnknownDead/Missing8Struck down by the forgotten beast Ngongo Ashburied
Muved KorzimunUnknownMissing9
Ume GukiebbakUnknownDead7Bled to death, slain by the giant cave spider Sunnynotched
Zuglar AkrulelbelUnknownDead10Struck down by the dwarf Grimmash Fillochre

Lord_lemonpie

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Re: Skullsguild :: A Martial Pursuit (Community Fort)
« Reply #3 on: December 15, 2018, 04:40:02 pm »

Posting to watch

Grimmash

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Re: Skullsguild :: A Martial Pursuit (Community Fort)
« Reply #4 on: December 15, 2018, 05:46:30 pm »

Year One

From the Journal of Shem "Grimmash" Esmulnokin:
I, Shem ‘Grimmash’ Esmulnokin, welcome our band, the Rocks of Direction, to our new home of Nekoldomas.  The translation is Skullsguild, for those unfamiliar with dwarven language.  We will settle this place, and from this meeting of rivers, we shall build a great new nation of warriors.  We shall first construct a simple wall to keep ourselves safe.  Then we shall delve into the earth.  Our labors will be to initially chop down the closest trees and gather all the wood and food we can.  Then we will set up some farms.

As a side note, it seems our local area has stingrays, alligators, and many hippos.  There also appear to be some giant brown recluse spiders, based on webs we noticed.  We shall make haste to fortify ourselves.

Spoiler (click to show/hide)

Start of Summer
Spring was a grueling time of felling trees and erecting walls, but the wall has been built, and we have our rudimentary bailey in place!  Of course this is but a prelude to the greater walls that shall come, but our fortress must begin somewhere.  We have also made some bridges in order to ensure we have access to the far sides of the river.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

A public space with dining room and dormitory has also been laid out, along with a general stockpile and a basic plump helmet farm.  No doubt these spaces will be redesigned in the future, but hey will serve for now.
Spoiler (click to show/hide)

Our miners have also found magnetite, native copper, and hematite, along with a few gems.  Our metalworking industry will be brought up to speed once we have properly established the rest of the basics.

19th Hematite, 5
Migrants have arrived to our fledgling fortress.  They came from the south, so it seems our bridge building was perhaps premature.  Eight souls have joined us, among them two metal workers, and a carpenter.  I shall get order furnaces up and running and task the carpenters to make some trap components to sell to the caravan when it comes.  To facilitate this process, we have appointed Bim Granitewet as our manager to organize our labors.

We have also decided to elect Bembul Sazimir as our broker.  She seems to like art, and has some skills in chatting with others, so she might as well do.  For our bookkeeper we have chosen Atis Arallogem, our future armorer.


Autumn
The dry season has come upon us.  Our carpenters have been building the aforementioned wooden spiked balls.  While we do not plan to use them within our fortress, we have 40 to trade to the anticipated caravan.  This should allow us to purchase a great number of provisions for the winter to come.

Our miners have begun digging out an initial food processing area, with space for stockpiles, a kitchen, a still, and other supplementary workshops.  This will also expose more stone for our craftsmen to begin working on various items.

Spoiler (click to show/hide)

Up near the ground level we have expanded our walls to allow for a protected above ground crops area.  This, combined with the food processing apparatus should find us rolling in booze and meals within a year.  Also present is our first step towards preparing our troops, a row of pumps.  We each take shifts on the pumps, under the hot sun, to prepare our bodies and minds for war.
Spoiler (click to show/hide)

9th Limestone, 5
A liaison and caravan have arrived, from Abanerib.  The discussions were rather boring.  We have requested the caravan bring food, drinks and leather for next year.  The Liaison requests were straightforward:
Spoiler (click to show/hide)

12th Limestone, 5
We concluded our trading.  The 40 spiked balls were well received, garnering us about 14,000 urists in credit.  We traded for about 7,000U worth of food, seeds, drinks, cloth and leather, nearly clearing out the entire caravan of those items.  Once the kitchens are cleared, we will process what we must and continue.

20th Limestone, 5
Eight more migrants have come to our fortress.  Their skills seem generally acceptable, and one or two may be useful in the militia once we form it come the new year.  Given our influx of labor, we are setting up some mason’s workshops to start creating pots to store our food and drink.

Winter
The short days of winter are upon us.  The fortress is beginning to take shape.  We have started our engineered stockpiles.  These will let us manage our goods quite effectively.  Once the tracks and minecarts are all complete, we will have the core of our economic engine prepped.
Spoiler (click to show/hide)

Our basic living quarters and dining hall are complete:
Spoiler (click to show/hide)

And we have some very basic workshops in place:
Spoiler (click to show/hide)

All of our gates and bridges are linked and functional.

25th Moonstone, 5
Ral Gusilatham, a dyer, has been possessed, and claimed a craftsdwarf’s workshop.  He is mutter that he needs stone and rock.  We should be able to provide this.

3rd Opal, 5
Ral has begun building something, and we all are curious to see what this dwarf will create.  In the meantime, we have begun building our first barracks.

7th Opal, 5
Ral created Kokebgomath, a toy axe, and has claimed it is a family heirloom.  It is made of sphalerite, and is encircled with bands of sphalerite cabochons, and has sphalerite spikes.  On it is an image of a giant desert tortoise.  Truly an utterly pointless masterwork.

22nd Opal, 5
We are now beginning another facet of our defense: channeling out the peninsula to ensure we have complete barriers against our foes.
Spoiler (click to show/hide)

3rd Obsidian, 5
We had our first major injury today.  One of the carpenters, Id Kolorshar, was struck by a falling log.  In response we have set up a makeshift hospital and appointed Sigun Risenshoduk as the chief medical dwarf.
Spoiler (click to show/hide)

Year End, 5
Our fortress has completed the first year!  Our annual report is as follows:
Spoiler (click to show/hide)

Our main bailey with farm plots, barracks and depot:
Spoiler (click to show/hide)

The underground farm, hospital, offices, and seed storage:
Spoiler (click to show/hide)

And finally, the moat in progress, plus the water inlets in progress:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

To follow up, Id is apparently ok, although his leg is injured.

NRDL

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Re: Skullsguild :: A Martial Pursuit (Community Fort)
« Reply #5 on: December 15, 2018, 06:11:19 pm »

Very noice. Could I pleased be dorfed? As an axedwarf named Nix.
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Grimmash

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Re: Skullsguild :: A Martial Pursuit (Community Fort)
« Reply #6 on: December 15, 2018, 09:11:14 pm »

Very noice. Could I pleased be dorfed? As an axedwarf named Nix.

Done.  You get to lead one of the axe squads!

Justin

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Re: Skullsguild :: A Martial Pursuit (Community Fort)
« Reply #7 on: December 16, 2018, 07:10:07 am »

Can I request to be dorfed as Shem Esmulnokin?

If we ever get access to morningstars from the humans, I would like to master its use.
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Grimmash

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Re: Skullsguild :: A Martial Pursuit (Community Fort)
« Reply #8 on: December 16, 2018, 09:30:18 am »

Can I request to be dorfed as Shem Esmulnokin?

If we ever get access to morningstars from the humans, I would like to master its use.

I took him in year one, apologies.  Hinted it in the write up but forgot to put it up top.  Is there anything in particular you are looking for besides the morningstar?  I am at 68 dwarves at the end of year two, working on the write up.  Stayed up way to late.  And luckily the end of year two got mildly interesting.

Lord_lemonpie

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Re: Skullsguild :: A Martial Pursuit (Community Fort)
« Reply #9 on: December 16, 2018, 10:13:58 am »

Could I be dorfed as an on-duty hunter? Preferably with as many hunting/war beasts assigned as possible.

Justin

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Re: Skullsguild :: A Martial Pursuit (Community Fort)
« Reply #10 on: December 16, 2018, 12:26:30 pm »

Can I request to be dorfed as Shem Esmulnokin?

If we ever get access to morningstars from the humans, I would like to master its use.

I took him in year one, apologies.  Hinted it in the write up but forgot to put it up top.  Is there anything in particular you are looking for besides the morningstar?  I am at 68 dwarves at the end of year two, working on the write up.  Stayed up way to late.  And luckily the end of year two got mildly interesting.

A bald male dwarf if possible.
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Grimmash

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Re: Skullsguild :: A Martial Pursuit (Community Fort)
« Reply #11 on: December 16, 2018, 12:27:59 pm »

The New Regime

Our first year progressed well.  We have made great stride in securing our land, preparing our food safety, and setting up the backbone of our storage industry.  Now that our second year has come, it is time to begin building our military strength.  Today, we assessed our skills with hammer and axe, and assigned almost all able bodied dwarves to active duty.

Since we have twenty three dwarves, we decided to create two squads, one using hammers and one using axes.  We do not have the axes or hammers, but that will be remedied shortly as we have put in orders for axes, hammers and shields..  These two squads will trade off training each month.  Once more souls arrive, we shall stagger our training again.

The First Axes will be led by Moldath “Nix” Sobrilikot, and the First Hammers by Ral Cusilatham.  I shall be but a grunt in Nix’s squad, as we are running our military and our industry based on skill.  To make sure the fortress is well staffed, we have split our labors up with each squad containing members that can do any needed work.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

12th Granite, 6
An elven caravan has arrived.  We have nothing of value to trade them, and our bridge is not yet complete.  We shall see what happens.

15th Granite, 6
Once the elves unpacked they had a few fruits we have not gathered yet.  We traded away the cages we had left over from the dwarven caravan to obtain some of these items.  Variety in booze is key to a strong military!

19th Granite, 6
More migrants have come from the mountainhome.  We gained 20 more souls.  It appears we need to put two more squads into training.  Cog Taguzkikrost shall lead the second hammers, while Athel Rigothlular shall lead the second Axes.  We put in orders for more hammers and axes, and we will continue to fell trees to fuel our forges.

28th Slate, 6
We have completed most of the bridges in the moat channel.  The final links are being added to our new lever room.  Once this is complete, we shall begin the process of flooding the moat.  A second barracks was also completed, giving squads ample space to train.  Training also goes well, as can be seen from our current jobs:
Spoiler (click to show/hide)

Summer
Our miners are busy breaking down the levees to the rivers and preparing water channels underneath our new island.  Our metalsmiths and furnace operators continue to toil in the heat, creating our weapons of war.

16th Hematite, 6
A human caravan turned up.  This should be quite interesting.

19th Hematite, 6
We ended up trading some of those spiked balls for a bunch of food and drink, and a bit of thread and cloth.

21st Hematite, 6
By Armok, another 12 migrants have come to our fortress.  We are going to suspend adding more to the ranks after we fill the fourth squad for now.  We need to get them armored first.  Our training goes well and weapons and shields are complete, however fully armoring our dwarves is requiring intensive mining, deforestation, and smelting.

1st Malachite, 6
We just had our first baby dwarf!  Imush Reggaroth gave birth to a baby boy, Cerol Endokroth.  The Boy’s father is Adil Urrithid.  The couple arrived to our fortress last fall, so I think they had the bun in the oven when they arrived.  At this point we have one baby and a handful of immigrant children.  I am glad our last liaison took our message of limiting underage immigrants seriously.

14th Malachite, 6
Our moat is ready to flood.  It is time to open the floodgates!
Spoiler (click to show/hide)

19th Malachite, 6
The moat is functional!

25th Malachite, 6
Our miners found some native platinum after digging out a hematite seam!

In order to help streamline our industry we have also laid out a new plan for the workshops, located directly above our storage area.  The old plot was many floors away, and was quite haphazard.  The carpenters were still above ground!
Spoiler (click to show/hide)

The new layout will be much closer to storage and allow for customized stockpiles for each shop if needed:
Spoiler (click to show/hide)

26th Malachite, 6
Shorast Toradobok has been taken by a mood.  He proceeded to run to a metalsmith’s forge, then grabbed some iron bars, and began making something.  After nearly a week he made Etolamnek, and heirloom iron chain.  It is an iron chain, encircled with bands of iron.  Well, at least this is better than the toy axe.  Perhaps we will use it in a well at some point.

Autumn
Our industry is in full swing.  Our militia squads are training.  After finding some seams of bituminous coal and more iron ores, our armorsmiths are honing their crafts.  In order to start standardizing and improving efficiency, we have laid out a new workshop floor.

15th Limestone, 6
Our Liaison has arrived again.  It is Ineth Bubnuserith this year.  The caravan from Abenerib has also arrived.  We will begin hauling our goods up to meet them.

Our goods posted to trade came in at 39,192U.  We traded for all their food, drink, meat, plants, bars, leather, cloth, thread, and a variety of other random items we have not taken time to produce.  A very good year for trading.  Here is the request from the mountainhome for next year:
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After review of the depot, we also decided it was time to begin improving our fortifications and traffic patterns.  We nearly missed the last caravan due to hauling those giant corkscrews along a winding path.  By build walls, of solid slate, and connecting our depot entrance to the main stairwell, we’ve cut the hauling distance to a third of the previous trek.  We also have a much stronger entrance.
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14th Sandstone, 6
Yet another wave of migrants came, 10 this time.  This will help shore up our labor and speed up completion of the initial wave of armoring.  We have begun designating bituminous coal seams for strip mining to try and remedy our constantly dwindling charcoal supplies.  Trading a single piece or charcoal for 9 coke nuggets is fantastic, and we cannot ignore it.

The workshops are coming along nicely:
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21st Timber, 6
Morul Isramiden was taken by a mood.  The soap maker took over the metalsmith’s forge.  He ran about gathering up iron bars, some cut indigo tourmalines, and some logs.  Some six days later she came out with an heirloom iron breastplate, decorated in wood and gems, with an image of a gem.  I have added it to my uniform, as such a fine piece of armor should have a place in our combat ready ranks.

Winter
As our fortress met to plan for the end of the year, and interesting idea was proposed:  Since we have been so focused on industry for almost two years, perhaps it was time to upgrade our dormitories to actual bedrooms.  There was some disagreement, until it was pointed out that the digging of the rooms could also be used to identify more minerals for use in the war effort. This mollified the warhawks amongst the fortress, and we designated a massive ten story complex that could in theory hold some 200 dwarven souls, using the following rough outline:
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Eventually the central shaft will be completely dug out save bridges to balconies around the rooms.  This may be adjusted, as there are safety concerns with this.

17th Obsidian, 6
While digging the starter shafts for the 8th floor of the new bedroom complex, we breached a large cavern:
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This obviously complicates our bedroom plans.  Luckily our masons have been consistently toiling away, shaping raw stone into blocks.  Using these blocks we quickly built walls to provide some barrier to the caves until we can assess a proper entrance.  Completing the bedrooms will take a bit longer than planned!

Year End Report
Overall, it has been a mostly dull but very productive year.   Our stocks of food and drink are good.  Our dwarves are training up into their squads adequately, our industry is producing what we need.
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A tour of the fort as it stands may be the best way to show the current state.

At ground level we have a new depot, our bridges are all complete, and our new island is defensible from ground attacks if needed:
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The first underground level has our farm, hospital and seed stores, plus the offices of the manager and bookkeeper:
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The next floor down holds our future water channels, in case we need to divert some of the river for other uses.  These channels are controlled by two double drawbridges.
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Nine floors lower is our workshop complex.  The intervening floors have the old workshop space and various dug out sections of mineral veins.
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Below the workshops, the stockpiles:
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Below the stocks, the kitchen, food storage, dining room, and dorms:
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The next floor holds the levers controlling the river gates:
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Further below that is the planned three floors for a grand dining room, the ten floors of housing, and the cavern breach.  I will show a few of the walled cavern levels:
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On the arms and armor front:
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Grimmash

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Re: Skullsguild :: A Martial Pursuit (Community Fort)
« Reply #12 on: December 16, 2018, 12:37:10 pm »

I'll do some more dorfings soon, and try to follow the dorfed dorfs more closely in the coming year.  As a concolation for playing non-stop and getting ahead of people getting in, here are the combat stats at the end of year two:
Spoiler (click to show/hide)

Grimmash

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Re: Skullsguild :: A Martial Pursuit (Community Fort)
« Reply #13 on: December 16, 2018, 02:55:43 pm »

OOC:  Just got our first petitions, a monster slayer.  I put a poll up to decide what to do.  Come vote! 

Superdorf

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Re: Skullsguild :: A Martial Pursuit (Community Fort)
« Reply #14 on: December 17, 2018, 01:40:04 pm »

This has great potential. Dorf me as 'Arnie' the male hammerdwarf, please.
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