Dwarf Fortress: The RP (Dead)

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cnordskog

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Woot:)

Well now that im "secured" a spot. Am I free to choose locations or do I choose the Arid plains?

anyways the rest of the Sheet

Group Name: Striking Hammers
Name of Civilization: Lorenkos " Tooltaker "
Fields of talent: Masoners and engravers.
Special item: magical pickaxe ( It mines faster than normal )
Location : Somewhere with mouitains if I can, every location is taken so I could go to the Arid wastelands if needed.


Group History: The striking Hammers used to work in the mouintanhomes as the finest masons and engravers of history and their carvings fills large parts of the mouintainhome. But with the recent crisis the Striking Hammers have left the mouintain home and heads out to fund new mouintain fortresses.
 

Zacharine

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cnordskog said:
Woot:)

Well now that im "secured" a spot. Am I free to choose locations or do I choose the Arid plains?

anyways the rest of the Sheet

Group Name: Striking Hammers
Name of Civilization: Lorenkos " Tooltaker "
Fields of talent: Masoners and engravers.
Special item: magical pickaxe ( It mines faster than normal )
Location : Somewhere with mouitains if I can, every location is taken so I could go to the Arid wastelands if needed.


Group History: The striking Hammers used to work in the mouintanhomes as the finest masons and engravers of history and their carvings fills large parts of the mouintainhome. But with the recent crisis the Striking Hammers have left the mouintain home and heads out to fund new mouintain fortresses.
Sounds nice. But we can have (and already ahve had) several clans within the same area. The plains aren't exactly small (It took EvilJoe 1, with a wagon, almost two weeks by foot to travel from somewhere on the middle-ish to near the south-eastern corner for his trade mission)

There's plenty of room everywhere. The plains are mostly flatlands and rolling hills. The wastelands of the north are more rockied and cliff-faced, there are hills to the south and in the west we was found at least one small mountain / large hill.
 

Zacharine

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cnordskog said:
Okay so I would like to head towards the small mouintain. I like mouintains.
Well you see, the forests at west are largely unexplored. There has been no information coming back from those areas. You don't know that the small mountain is there, or even where 'there' is.

You can head towards the forests of the west, but hitting upon the same locale as a previous group is so unlikely to happen by chance as to make me say "Yeah. Not going to happen."

Remember, we are talking of areas that take weeks to travel trough by foot. Twice so in a natural obstacle course called a forest.

You can of course always convince me I'm wrong (and this applies to all that is to come during the game as well). Point out something I missed. Show me why your group knows something / can do something to give them an edge.

The point is, make your argument for why something should happen or why something is likely to happen in a certain way a good one, and you'll stand a good chance of convincing me.

Remember, Karmic points are used only in blatant 'fate manipulation'/'Gods smile upon you' manner. Grounded arguments cost nothing, and explanations can always be asked.
 

cnordskog

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Aug 6, 2010
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" edit reason misread.. "

Well I want to head west into the unexplored forests. If possible I want to conceal any wooden weapons and wooden items as much as possible as I fear the tree hugging hippies known as elves that might or might not inhabit the forest might attack me in a frenzy of wood loving rage.

I want to pack enough rations and water for a good long travel but hoping to be able to reforage slightly along the way.

If possible I would like to bring along two chainmails and two war hammers. But only if its okay and doesnt loose me to many "good points".
 

Zacharine

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My apologies for a slight delay, yesterday I managed to land myself a one-time 6h job of paper-pushing at my uni for a little extra income. So, I'll be doing a huge post-up this weekend instead of my original plan.

Again, my apologies.
 

Bluedemon322

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Oct 17, 2008
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Group Name: The Red Rock Clan

Settlement name:

Description of area: In a system of deep caves right next to the forest area

Group history: Originally formed by the great Dwarven Miner/Jeweler Orik as a meeting place to discuss various tactics for mining and shaping, as well as a yearly council to discuss the selling price for various valuable gems such as diamonds, emeralds, and amethyst. One day, Orik was personally mining in the deepest mine the guild ever dug, and found the edge of some red gemstone, Like a diamond , except a red, rosy color. After excavating and cutting the gem, it turned out about the size of a large dwarf! And with magical properties as well. Placing the dwarf-sized gem stone in the center of their guildhall, they named it, after a long debate, Illuminari or illuminated in Elvish. They continued mining the site where they found it, but they were unable to find any more signs of this mysterious gem. Pretty soon, everywhere, their mines were running dry on gems and other precious minerals. After nearly going bankrupt, the guild spent the remainder of its money on a caravan to carry Orik, about 9 dwarves, and enough supplies for a while to re-establish themselves in mines in nearly unpopulated lands.

Fields of talent (2):Mining and Forging

Special item and its description: Illuminari: Large red Diamond size of a large dwarf. All mines near The Red Giant have increased amounts of useful materials. The Red Giant seems to give off an aura of happiness, healing, and well-being to all those whom it's gentle light touches. Several members of the clan believe it has been blessed by Adoru, the Godess of Happiness, though most believe this to be nothing more then a fairy tale.

I wasn't sure if this was open, if its not I apologize, so...yeah
 

Zacharine

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Bluedemon322 said:
We are a bit swamped at the moment, but I can put into reserve slot #3, for when if one of the players quits, or I help start a sister group.
 

Zacharine

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In celebration of the restart, I want to have a mega-update, but the world map is proving surprisingly difficult. Please have patience, almost all of the actual responses/starting posts have been written.
 

Zacharine

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Kicking my self in the hiney to get the map finished. If it takes too much longer, I'll just post it later and get this thing rolling instead.
 

EvilJoe1

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Aug 13, 2009
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Um, not to be pushie or anything but when will the new update be up?

P.S. Is it 'pushie' or 'pushy'?
 

Zacharine

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By Haruhi, are you people a hive-mind or something? :D

I received a short time ago a PM from cnordskog asking the same thing.

Update will be up by today, albeit without map at this point. Unless I suddenly become incredibly better with the program.

oh, and its 'pushy'.
 

Zacharine

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green00706
Group Name: chãn nuôi


During late spring, after the first clans were leaving Mountainhome, you received an anonymous message stamped with the sigil of the Nobles. It had inside it only one word.

Leave.

Two days later, while pondering what to do, a group of the Nobles personal guards came in and led all your animals, except for two horses, to within the halls of Mountainhome. An hour alter, a small wagon was rolled into the small meadow in the middle of the inhospitable mountains you called home. On the wagon, you saw basic tools, seeds, food and beer. It came with one more message.

This time, it was a crossbow bolt stuck to the side of the wagon, and the stern stares of the militia-men pulling it.

Hastily, on the same day, you began walking out, with the horses pulling the wagon.

You travel trough the foothills and the plains beyond fairly quickly with your horses, but food is somewhat of a problem. Fortunately the plains are grassy enough that your horses will not starve, and when crossing the rivers you pick up berries from the forests surrounding them to extend your rations.

Not two weeks after you left, you stand upon the eastern side of a cliff on the western side of the arid plains, overlooking ever thickening forest. To a few days travel to north of you, stands a small lone peak of a mountain, with the hills filling the space between here and there. A small stream, leading to a pond nearby, flows from the direction of the mountain. It isn't even knee-deep for a dwarf, but ought to be able to provide water for a small number of animals. And the way the forests loom in front of you, the ground there must be moist or have an aquifer close to surface.

The sand and dirt, growing grass and small plants along with some young spry trees, with a full-grown birch or oak here and there seems like good land to till and grow, or provide nutrition. And beneath you hope lies good solid rock should you need it.

All in all, in the confusion behind forcing you out, this looks like an even better place to tame and grow animals than the narrow halls and the small meadows of Mountainhome.

The pen you quickly raise up, tightening the metal joints and heavily reinforced crossbars as you do so. The first night, you sleep under open air. The next, you begin to dig into the ground, and gravel greets you as the storeroom and first open areas take form, to be made into dining hall and various workshops to get you started.

It is the fourth day after your arrival, when you begin to think of long-term plans. Access to more food is an immediate concern, you plain out refuse to slaughter the two fine mountain horses you have with you and rations will run out in a week or so. Farming is a must for any longer-term food-supply, but you have too little seeds to survive on just aboveground, or belowground farming. You'll need to use manpower for both, or find some other consistent food supply. Individual rooms instead of a small dormitory would be nice. The felines on the arid plains, even when seen from afar, seemed interesting and who knows what dwells in the forest proper that now spreads before you.

With a small startle, you realise Midsummer is less than a tenday away. Tradition calls for a feast, but lots will need to be done before and after it. And a hole in the ground can barely be called a home worthy of feasting in.

Right, you think to yourself as midday sun bathes you in warm light, time to get this clan organized and lit a fire in their bellies. You build your own future now, and its time for your clan to realize it and get to work like they mean it.
 

Zacharine

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cnordskog
Group Name: Striking Hammers

Midsummer festival has come and gone at Mountainhome. The meat was though and poorly seasoned, the songs were sung quietly and most importantly, the beer tasted stale. And it didn't stop there. It was gradually getting worse day by day the next week. It is as if the Mountainhome food supplies have received a serious downgrade. The grapevine rumours tell you that the harvest so far has been plentiful, the storehouses are full and hunters are still going out every day.

What the Nobles plan to achieve with this, is beyond your thoughts at the moment. To think, that they dare employ such strategies against their fellow dwarf. Madness, is what it is. Madness! And it seems the Nobles are just ignoring everything, uncaring of the people and following only some plan of theirs. The gates are shut, no party above 6 can leave or enter. The guard numbers have doubled at the main gates, looking inwards just as much outward.

A lockdown. You recognize the signs even if the call has not come. The invasion plan has been enacted, meant to secure the fortress from any outside invader. But no official word from the nobles has come and no-one knows of any army outside, waiting to invade.

No more, your clan says, will you be pushed around by the Nobles. This is not how to treat a loyal fellow dwarf. For three centuries you have stayed at Mountainhome, finishing the walls, building support pillars into new caverns and encapsulating into stone and wood and bone and metal the stories and deeds of dwarves dead and alive. But united in purpose, the clan Striking Hammers bargain their more cumbersome properties for more practical wares. Tools, barrels, food and seeds when they can be found. And so slightly impoverished, they open a most elaborate case of wood to carve their exist from the bowels of the mountain.

Saying goodbye to the Mountainhome in your burrows, the magical pickaxe strikes and parts stone in front of it. Instead of being hard work like expected, the stone instead seems to yield to the pick with hardly a battle and so, before they day is out, you have carved an exit for your narrow wagon. The sunshine outside comes almost abruptly, highlighting the wall around the main entrance to the north in light and shadow. Uncaring, you push westwards.

It takes you three weeks to reach the early signs of the great forests. The plains were hard on your group, but the two rivers provided you with fresh water and even a few fish to sustain you. And slowly, the almost barren ground turns to long grass, then to stubby trees, and finally to grand oaks. A few more days you continue inland, until the forest turns to more birch and lark and thickens too much for you to continue at any reasonable pace.

There is a hillside nearby you see, though compared to the ridges of the Mountainhome, they are but small freckles on the face of the earthmother. But it matters not, for here you decide to build your new home. Dirt, then clay and silt are brought out as you dig into the face of the hill. And as the summer turns to autumn, you have again an earthen roof on top of your heads.

But that is it, mostly. No rooms yet stand, the wagon sits in a small alcove dug to the main entrance of your fortress, mostly unpacked. The supplies within will last for no longer than two weeks, though of thirst you will not die of: you've found a mediocre pond, almost worthy of being called a lake, not an hours journey by walking from your main entrance.

It is now morning of a brand new day, and your dwarves are finishing breakfast of the sandy floor of your glorious Fortress-to-be. The journey was a bit tiring, and now the basic amenities of home are clearly being missed. But almost as if reading your mind, Logar Surefoot, one of your more elder members at a solid age of 160 years, goes unpack more tools and buckets from the wagon.

There is work to be done, and it is up to you to whip this sorry bunch of foolishly daydreaming dwarves into action.
 

Zacharine

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EvilJoe1
Group Name: Stone Dogs

The news of the altar are received with guarded alarm. Though the lack of roads will make patrolling that area somewhat difficult, the Captain Of the Guard says he will make sure to send a patrol every now and then to cleanse the place. Allowing evil spirits into the world can have dire consequences not even to most wise can foresee. No thanks is given, nor do you honestly expect any for you actions in this regard; any good and honest dwarf would do the same. But you can see something bothering the Captain even as you walk back to the trading depot. Perhaps he was wondering how such savages could survive out there year-long. Humans are not that hardy, even a goblin stands a better chance at survival and that is without counting the numerical advantage goblins usually have. Filthy, self-centred cowardly pests they are, like the bottom dregs of humanity.

The signing of the trade accord takes place without fanfare. In the end, while it represents the lifeline of trade for you, for Hammerfell it is just yet another agreement in a city known for bargaining, haggling and trading. You do detect a smug undertone in the Broker's voice as she congratulates you for the provisional deal. Indeed, Hammerfell is in no way inconvenienced by it and you are effectively forced to sell enough goods for them, at prices they have some latitude to set as they wish. But moreso, it seems to be a personal victory for her over you. Truly, with such attitude Hammerfell has chosen a suitable Broker, to the consternation of everyone looking to negotiate with them. Perhaps in a way, this was a blessing, that you got a potential long-term agreement by just promising the sweat of your people to benefit this city.

The blacksmiths of the city are quite happy where they are, with their forges set up exactly like they wish. You do see a look of only slightly veiled interest in the eyes of one older apprentice. She does not speak out in vein of tradition of letting her master have the final word on such matters, but you think that this one might just knock on the doors to your fortress once she finishes her proof of mastery.

The trades you made weigh down the wagon a bit, but less so than what you came in with. A proud new owner of two dogs, two donkeys, a set of leather armor and a crossbow, sack of Longland seeds and functional plans for a watermill and four persons larger, your small caravan rolls out of the gates and heads back towards the plains.

The going is about as fast as when you came in. The land now seems more familiar and landmarks in the horizon speed your feet onwards. And with memory fresh, you easily find the altar of gruesome bloodletting. In the light of the sun the scene depicts a truly unholy sight. Blood seeped into stone, revolting sigils and uncouth prayers to malevolent spirits and ghosts of evil gods long dead are carved on it and the ground around.

But curiously, the bodies of the dead men are not there. Not even their bones remain. Hoping animals have dragged the corpses off, you pay more heed to the altar itself. An abomination it is, and gladly will you demolish it. Walking a bit further out, you select a large stone form the ground. And as you walk back, you hope sun has done its job and cleansed the altar from the foul influences you saw on that night a week ago.

With a cry to Moradin, you bring the stone down on the altar. On the next strike, you cry to Armok. On the next, to Palladum, Gatekeeper of Moradin and counter of the dead. On the next, to the hallowed SIlvereye, holy Hunter-Warrior of the Old World. With each strike, you name another god or saint of your pantheon. By the time you have recited them all, the altar lies in ruins, no piece of it larger than your clenched fist.

You leave the stone you used where it lies, thinking it best to leave the place for wind and sun to consume now that the altar no longer remains. In silence, you keep walking.

It is the eleventh day after leaving Hammerfell, nearing Cold Rocks Hold, that you spot something that momentarily makes your heart clench in horror and gut twist in fear. Smoke, rising from where Cold Rocks Hold is. The dogs you bough are alert, and look wary as you continue towards the smoke rising to air like a black pillar. An hour later, you are near enough to see the entrance to your Fortress with plain eyes. A wooden palisade has been erected around the entrance, and set on fire. Bonfires of all sizes surround it and the entrance door, creating a veritable wall of heat and smoke all around you home. The forest around you is quiet as death, with only the river providing an occasional sound.

What could have happened, to force your clan to such stopgap defensive measures? Or is something attempting an attack?

Night is falling, and the fires are a veritable beacon in the night. If you hurry, you could reach your home in a few hours with the wagon, sooner without it.
 

Zacharine

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KronosTalon
Group Name: Ironbrow

After the utter failure that was Midsummer feast at Mountainhome, you decide to leave. Nobles are cracking down on the clans, the fortress gates have been closed to any larger group and some dwarves seem to be mighty interested what clans are buying. But in silence, you scrounge up enough supplies and digging a tunnel out, you construct a wagon in the shadows of the hills the mountains stand over. And on the same day as you hear Striking Hammers leaving, you leave as well. But whereas they head west towards the plains, your wagon heads north. You pass the Trade Road heading to the east, beyond the mountains to the elven forests. You travel for a week over rocky ground with scarce trees, but almost constantly staying on the hills and searching for a good place to build your new home to.

Until, during the lunch break on your eighth day since leaving, you spot something on the rocky ground that gives you pause. Beneath a boulder of marble, extruding from the grassy hillside, your eyes spot a mismatch in the grey granite. A patch of finer grain, darker than the rest. You chip at it with your knife, and reveal even darker grains within. No doubt about it, its basalt. A good, solid rock of volcanic origin, that can be worked to almost anything. And with granite and marble around it, it promises fortunes hidden deep within. Immediately you turn your caravan towards the mountains proper, and confirm your suspicions. Barely hidden form sight, are veins of more basalt, surrounded by more ordinary rock. Looking back at the hills, you see a small stream in the distance, most likely running towards the plains from the mountains. Some trees, but not that many. Grassy hills, that might be turned to fields or meadows. The Trade Road a few days travel to south. And on your behind, a mountain ridge with volcanic rock in it.

It could be better, but on the other hand, this is likely as good as it will get. You take a pick, and strike it with force into almost vertical mountain wall, standing grey and immovable. This is where you shall stay, and prosper.

In quick order, a small cavern in dug out, and in the next few days to follow, the stone is made to mould to your wishes. The entrance has been smoothed and looks like a proper dwarven wall on the inside. A small storeroom immediately after the entrance houses the majority of what you brought with you, while your masons workshop is being set up on the opposite side. Ladders down are smoothed from the solid stone as you dig downwards to create your new rooms, and more space to be used for the two dozen things you have at your mind.

Farming is the one occupying your mind at the moment. While the mushrooms and plants you have with you are hardy as dwarves, they cannot live without water and on bare rock. They need space as well.

So much to do, but your clans heart sings at the potential of the rock they keep digging out. It is as if the Earthmother is calling them to come deeper into her bosom and to carve their mark into her sturdy bones for all eternity to see.

As the third day after settling down comes to an end, you recognize a good start when you see it. You mason master just finished setting up his workshop with his apprentice. You have stores to last for a few weeks without problems. Sturdy rock is plentiful. Clan mood is skyhigh. With time, this might become a fortress to rival Mountainhome.

But already you see old habits making your dwarves make bad decisions. Instead of hurry, they dig the rock out almost lovingly. It is all well and good and proper, but hardly efficient. One of the dwarves is already sketching out a mural to carve on the main entrance and the cliff-face around it once smoothed. Again, all well and good, but hardly the most important thing at the moment.

In the morning, you decide, it is time to teach your clan something about priorities. Their need for guidance is clear. Now is time to provide it.