After all the original negative feedback I'm editing this topic. Stay tuned.New and improved!
News
6-29 to 30-11
Conan has created two pictures. Find them on pages 12 and 14.
Andy finished his turn, Spoony's giving it a go.6-24-11Conan has uploaded the save. It is year 6
6-23-11Partial cave drying is successful; we can now build plots/walls down there without too much job interruptions.
Tobul on way to death, emergency soap is needed. Along with a traction bench.
6-21-11[/size]
Hit cavern layers 1 and 2 in just one dug out down stair. Both are flooded.
Penetrated main part of aquifer, found passage down deeper. Need system to connect deeper area to surface, or a larger entrance for stone hauling.
Possible flooding of our only way down after losing one miner; how !!FUN!! is that?
6-18-11!!ONE!! space left, grab the spot before its taken!OFFICIAL GO! Journal Log starts on page 3.
Current Embark:
6-17-11Topic revamped, reapply![/size]
Embark items have nearly been finalized[/size]
6-15-11Topic started
Embark area designated
In the fifth year of the Whiskered Fortification's grand rule, it had come to mind that they needed to expand their glory across the land. As volunteers were short, the king issued a draft to all the dwarves from 30 to 80. Groups of seven were made, and though skills were varied, supplies were short, necessitating self-sufficiency. Along with this, each budding fortress was assigned a specific export agreement; all directed towards the next generation of colonists. Viable mountains, woodlands, and volcanoes were picked across the land, all in the name of the WF.
However, not all were directed towards economic growth. The king knew that eventually his empire would encounter hostile civilizations. Rumors of goblin snatchers and kobold thieves have already taken root, along with horrifying tales of other beasts, some from the unexplored mountains, and others from the depths of the earth. To secure the life and prosperity of the Whiskers, separate, and unknown groups of unlucky dwarves were chosen to survive in harsh environments across the world.
Uristildom (Daggerfaints) is one of them. Led by The Cooperative Relic of Distinguishing, they were sent to the coldest regions in the world to ensure the survival of the Fortifications.
Player ListVerified for participationVerified, turn donePendingSkippedPassed, to be queued1. Conan - Axedorf and Broker
2. andyman564 - Miner, Stoneworking, Mechanics, and Architecture Mason and Engraver
3. Spoony Bard - Miner, Stoneworker, General Metalsmithing, and Hammerdorf
4. nanomagnetic - Ambusher and Bone Carver
5. Farmerbob - Grower, Herbalist, Brewer, Cook, Butcher, and Miner
6. Machinesquid - Doctor
7. kilozombie - Bookkeeper and Speardorf, no "arms" though
8. uber pye - Metalsmith (who is also a multiworker)
9. Jeffery - Miner10.
11.
12.
The 3-day respond and 5-day deadline applies. Journal logs are a must, make it from the point of view from your dwarf. Feel free to assign yourself to mayor on your turn. Length of playthrough can vary, but try to stick it to around a year. Images appreciated, but not necessary.
Note: I will be doing custom pictures on request. All handmade using mouse on MS Paint. Just give me the description of the dorf and/or artifact, and give me 3-5 days.However, we are not following the strict 1-year playthrough. Although we are aiming for 1 year for everyone, if any of the following occurs, you have one month to deal with the threat, or prepare the fortress for the next person to deal with.
1. Siege
2. Forgotten Beast(s)
3. You breach second-level or third-level caverns. First level, just make a big note. Something with dwarven unrest or something.
4. Any other HFS I might have forgotten.
That also means that if you’re nearing the end of your reign, and a siege comes, you have one extra month to play.
If you just started, you’ll be next in line after the next person. Or you can just tell us through a post and extend your rule.
If you are receiving the save and another HFS came along, you do not need to pass it on. This rule only applies if there is no current threat before the HFS arrived.
Tileset can be changed, but restore it to the default ASCII graphics before uploading it.
World Gen Params: (TAKE NOTE)
I'm a lazy bum and don't want to gen a specific world to fit this succession game.
Embark Location:
Also, for some absurd reason, goblins are not able to access our location. Hopefully there will be enough fun stuff to offset this. Remember, its year 5!
Available Embark Item Materials (Metal Only):
Steel Bronze
Bismuth Bronze
Copper
Silver
Rules EDIT ALERT 6-25-111. Breaching the aquifer cannot be done using a cave-in method. Any other is fine.
2. Cage traps are off-limits. Except for iron, steel, or candy cages.
3. No danger room. Train the military the hard way.
4. Do you best to keep this fortress alive. It’s no fun for others if you don’t give them a chance.
5. You can, if you want, make war with the elves and humans. Don’t betray the mountainhomes.
6. If you get a migrant wave, post the list of migrants and their professions for people to choose to dorf themselves.
7. If you die, you must give up your turn. This is to encourage survival of the dorf of the current leader. Yes, you may be reincarnated and request another turn.
8. Pop cap at 100.
If you want to participate, you must be dorfed. For the first seven, use this format:
Name: Urist McIdiot
Profession: Proficient Teacher, Proficient Student
Embark Items: Optional.
Turn: 42
Afterwards, just quote the migrant list and say who you want to be. Don't forget to include turn!