Dwarf Fortress: The RP (Dead)

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Zacharine

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EvilJoe1 said:
EDIT: And my friend said he would join us. Im going to help him work on his sheet, hes new to RPs, and I told him he should read the posts so far.
Yep, that'll get him started pretty well, and this is half of strategic planning in addition to RPing, so just with common sense and some idea of how things might go wrong (and how to avoid that) will get him far.

This goes for everyone: Just remember, if I ever seem to put in too much pressure onto any of you, or do something that just screams 'dick move' to you, point it out. I intend to make this somewhat challenging, not GM-curbstomp you to hell.
 

EvilJoe1

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You didn't seem to see that I edited my To-Do List into the old post so I'm reposting it here with some changes.

- Process the lignite as it is needed, storing the rest of it.

- Continue the currently active Shafts.

- DESIGN a trap for the large crocodiles, that will alow us to kill them without danger.

- Start work on the council hall but first dig though the granite to get the coal.

- Start to plan for a trip to the nearest dwarven settlement to set up trade routes, trade some of the spare resorces, invite other dwarves, about ten all up, to join us and send messages to friends at the old mountain home.

- Talk with the hunter who lost their leg and tell them that I will soon be sending a group of dwarves to the nearest dwarven settlement to set up trade, invite other dwarves to come and send messages to friends at the old mountain home and tell him he has the choice staying on with us or leaving. Making sure he knows that it is his choice and that he will be supported what ever he chooses.

- Tell the rest of the dwarves that a group of them will be going to the nearest dwarven settelment to trade, invite other dwarves to join us and send messages to friends at the old mountatin home. Tell them is they want to write to someone to do it now and it will, hopefully, be sent. Also say if there is anything they want as a personal item then to write it down and submit it to me and I will see if i can fit it will be possible to get, and tell them it cant be to expensive.

- Preserve a few small meals worth of meat for each dwarf, set aside some for the feline to be used as a training incentive and use the rest as food for the dwarves.

P.S. Can I use GM brownie points to ask you to make this trade go well?
 

Zacharine

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EvilJoe1 said:
Rather, I've just been a bit extremely busy. I'm moving to a new city on saturday, for a three-month summer job between studies.

So don't expect updates between friday night and monday afternoon (~GMT time): I'll be either out of contact, setting up my 12 square-meter apartment, or at work.

But this thread will most certainly not die.

Now, onto your things to do and their effects.

You quickly dig trough more ground at Shaft #5. You find no more veins of lignite or bitumious coal, but do manage to confirm the size of the deposits: they are on the upper end of your dwarves optimistic estimates, and slightly larger than what you previously thought.

Shaft #2 is still slow going: granite you could hammer trough in reasonable time, but preserving the rocks while extracting the strands is slowing your dwarves down. Production is continuous however, and progress is being made.

You begin diggin into the granite at shaft #3, making a few seperate branching tunnels after digging a bit deeper. There is no coal yet, but you do find a few handfuls of extremely small diamonds here and there. Only with great care could they be cut and set into jewelry, but more importantly they hint at coal deposits right nearby. The diamonds, unless cut, will be worth of a fraction of what you should get for their weight, but they are by no means without value.

The council hall is yet to be finished, but it is far ahead as you used a branch at shaft #3 that was deemed least likely to contain coal, as basis for the room.

You go visit the dwarf who lost his leg, when he finally does become lucid enough to talk to; it seems like he will pull trough. When you tell him of his choice to leave or stay according to his wishes, his face goes unreadable.

Then he asks what the hell do you think you are talking about.

For ten minutes he raves that he is a Stone Dog and that his place is right here. The only way you are getting him out of Cold Rocks Hold is by sentencing him to exile. A lost leg? Bah, who needs two. He can still swing a hammer, smooth stone, pump the bellows, drink and belch, whatever. Sure, he won't be at the front of a charge against an enemy, but he most certainly will not be useless, he tells you.

The matter settled, you leave him to recuperate.

You begin preparing for the journey, and storing supplies and items for it. Flasks are repaired, bags mended and barrels created for transportation. Braving the arid plains in the hottest summer does not seem that good an idea and thus your plans are made for late summer and early fall. The nights for the journeying group will be colder, but slightly too cold can be dealt with easier than too warm.

You think the dwarven settlement of Axefell to be the best destination: about fourteen to seventeen days of travel by foot to the southeast. There are only a few hundred dwarves living there, unlike the 1000+ of Mountainhome, but they ought to treat you as the cousin clan you are, and welcome the possibility for steady trade. There are also roads, and some trained messenger eagles there for any messages that need fast delivery.

As the weeks roll by, a few messages are brought to you for delivery. There aren't that many, and mostly directed to friends and some family back at Mountainhome.

With a small relief, you witness the days outside getting shorter and cooler. Underground you've never had any problems, but you do note for the future that strenuous work aboveground during the height of summer weeks should be minimized. As it is, your woodcutter has taken to the habit of keeping a few flasks of water, or something stronger, with him at all times aboveground.

The feline almost charged trough the closed inner gate when your trainer came to it with a slab of meat; it ate so fast it seemed to almost breathe the meat in when your dwarf tossed it over the wall in a bit of panic.

It seems to have calmed down a bit as well: it has realized the futility of trying to escape trough the pen walls and now that it gets meat, even if small amounts and only occasionally, it isn't so aggressive from starvation anymore.

There is no loyalty or wish to obey either however. It pointedly ignored everything, until your trainer again cut off all supply of meat for it. That most certainly got it's attention in the longer run and just the day before your trainer managed something of a breaktrough:

The feline didn't istantly try mangle him when he neared the pen. Your trainer thinks this might be at long last the point where the beast begins to see you as anything but walking meals to be shredded.

EDIT: Sorry, forgot to add this the first time round, already had the text written.

The wicked teeth that almost rore off a limb are in good memory when you begin to make plans for a device to kill the, what you have termed, 'super crocs' living in the river. Because they are quite unlike the small mountain alligators about half the lenght of a dwarf you're used to.

Cloth and leather obviously are right out. And metal is only useful if you don't get chewed while placing that metal. The best design you've come up with so far is an above-water trap. The Super Crocs do elave water to catch their prey, as the incident with your dwarf proved. So the idea is to set up a dangling bait, preferably slightly bloody meat, above a suitable spot in the river, near the shorelines and close to the surface. A croc goes for it, a line attached to the bait triggers a mechanism, and a series of spikes held back by a spring launch from the ground from the side, piercing the croc and hopefully pinning it against the ground.

Dwarven innovatinvness and engineering almost at it's finest. Too bad it would need to be made mostly out of metal for guaranteed functionality. Stone and wood could be used to supplement some portions, but use of metal is unavoidable to a degree.

So, summer is slowly coming to an end at Cold Rocks Hold. As far as trading is concerned, you'll either have to go along yourself or get the trades to happen back at your home to directly see what is available and what is not. If you assign a dwarf to act in you stead or trade somewhere where you as the leader are not, you'll have to give your dwarves a prioritized shopping list. You will not know if they get everything on that list until they return.

And yes, you can spend some...let's call them Karma/Luck-Points for now, to one-time boost your changes of getting what you decide you need from the trade, as well as the general reception (and thus, value) of the items you intend to sell.
 

Zacharine

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And finally, I'm back. New apartment, 3 months of summer job before studying again, and regular intervals with which to update this thread (albeit on weekdays only after ~1pm GMT)
 

Zacharine

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Were you saying something of some friends of your wanting to join, EvilJoe1? It seems like Jav3lin has left us and we really could use more players.
 

EvilJoe1

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Yea ill pester him to start on the sheet. The problem is ill message him and in an hour or so ill get of and do something else and then he will get on.
 

Zacharine

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EvilJoe1 said:
Sorry for not posting yet, ive been really busy. Ill try and post it tomorrow
Believe me, I understand busy. No hurry, and do try to get that friend of yours to join us. The more the merrier.
 

STE3L

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hmm, i think i might join in if you don't mind. tell me if this works...
Group Name: Hammer Steel

Settlement name: Seven Rock

Description of area: Seven Rock is located in the vast, iron rich mountans past the arid plains on the aposing side of the Stone Dogs old home. the outside of the settlement is dominated by seven stone pillers (hence the name) forming a half sercle around the main gates. on the inside is a lage chamber that, in times of attack, can be baricaded and fortifide to hold back attackers.

Group history: The Hammer Steel are a proude and noble foke, often takeing in outcasts for a a day or so and, if proven willing to work, offerd a place among the Steel. Hammer Steel is also willing to help other settalments in times of need.

Fields of talent: trade, hevy rock mineing.

Special item and it's description: Hammer Steel, a pendant shaped like a hammer wich glows different colers to indicate anothers intecions.
 

STE3L

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oh, and sorry for the bad spelling... i'll try to spellcheck in later posts.
 

EvilJoe1

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Um, Will your ment to be a group of dwarves who just got to the new area and are getting set up. Over time you build up your reasorces and your new home. You dont start with a set up settlement.
 

STE3L

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meh, whatever. we will discus at langthe later. in the meen time, just pretend i was never here.
 

Zacharine

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Welcome STE3L!

Well, as EvilJoe1 said, you start off with basically a wagon filled to the brim, and under a dozen dwarves.

BUt hey, as soon as you fix that small sheet to reflect this, you are more than welcome to join us.

And I'm not too bad on unintentionally bad spell-checking. English isn't my native language, so it would be mighty hypocritical of me to scorn someone else for bad english.

As long as I can understand what you intend to do, and you can understand my posts, it's all good.
 

STE3L

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i think this might be more sutable, natual caves are most useful... and i do beleave that is a fair agrement.

Group Name: Hammer Steel

Settlement name: Seven Rock

Description of area: Seven Rock is located in the vast, aparently iron rich mountans past the arid plains on the aposing side of the Stone Dogs old home. the outside of the settlement is dominated by seven stone pillers (not too big or elaberet, will enlarge later) forming a half sercle around the entrance to the caves.

Group history: The Hammer Steel are a proude and noble foke, often takeing in outcasts for a a day or so and, if proven willing to work, offerd a place among the Steel. Hammer Steel is also more than happy to help other settalments in times of need.

Fields of talent: trade, hevy rock mineing.

Special item and it's description: Hammer Steel, a pendant shaped like a hammer wich glows different colers to indicate anothers intecions.

if that is all in order, i'd like to start with the renavations and get a door up, don't need unwelcome gests.
 

Zacharine

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STE3L said:
i think this might be more sutable, natual caves are most useful... and i do beleave that is a fair agrement.

Group Name: Hammer Steel

Settlement name: Seven Rock

Description of area: Seven Rock is located in the vast, aparently iron rich mountans past the arid plains on the aposing side of the Stone Dogs old home. the outside of the settlement is dominated by seven stone pillers (not too big or elaberet, will enlarge later) forming a half sercle around the entrance to the caves.

Group history: The Hammer Steel are a proude and noble foke, often takeing in outcasts for a a day or so and, if proven willing to work, offerd a place among the Steel. Hammer Steel is also more than happy to help other settalments in times of need.

Fields of talent: trade, hevy rock mineing.

Special item and it's description: Hammer Steel, a pendant shaped like a hammer wich glows different colers to indicate anothers intecions.

if that is all in order, i'd like to start with the renavations and get a door up, don't need unwelcome gests.
That is all alright, though I should warn you that specifying mineral content beforehand does cost karma/luck points. Making it iron (which you might be able to process to steel) increases this cost a bit. If you're fine with that, we can begin.
 

STE3L

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very well, i am not one to actualy use karma (browny) points within the game.
nowto my to do list:

1. begin digging/altering the cave to create a more livable inviroment.
2. cosrtruct a door or other form of baricade to prevent raids/attacks.
3. begin farming and gathering, but while still being on guard for unknown dangers.
4. mind sutable locations to start some shafts

P.S. i'm in no real rush to get the last one started.

thanks again for leting me in.
 

Zacharine

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STE3L said:
very well, i am not one to actualy use karma (browny) points within the game.
nowto my to do list:

1. begin digging/altering the cave to create a more livable inviroment.
2. cosrtruct a door or other form of baricade to prevent raids/attacks.
3. begin farming and gathering, but while still being on guard for unknown dangers.
4. mind sutable locations to start some shafts

P.S. i'm in no real rush to get the last one started.

thanks again for leting me in.
All are welcome, as long as we don't get overblown with people and create a huge workload for me :) As long as we stay in single digits (<10 players) I should be able to manage it, ~6 or so would be more optimal. Since we have only two active and one on hiatus, we're golden. If you got friends who want to join, do tell them to post here.

I'll start writing the first in-game post. Will edit it into this post once done.

EDIT:

A week after the Stone Dogs left, the pressure of the Mountainhome nobles becomes too much. More digging needs doing, more ore smelting, more stone engraving, more craftsdwarfs pushing the hours and merchants evaluating the goods for value. Everyone is pushing it, and with two small but important clans gone, the feeling is intensified.

The Steel Hammers have had enough. Stone Dogs were their friends, and not dwarfs known to act hastily. Perhaps there is some idea to this 'start our own fortress' business. The workload might be the same, at least in the beginning, but it would all be for your own good and not for the good of some 'I'm so rich I can afford to bathe in rum' noble.

So you talked, (well, belched) it over during the dinners, and during the days you prepared. Buy an anvil there, a few shovels there, some barrels from this clan, all in a bit secret. Then you just left. The guards watched by as your wagon rolled out and you bid farewell to Mountainhome. The Nobles? If they cared, they'd known, was the general attitude among your clan.

The earliest spring rains turn the flatlands between the hillsides into mud and going is a bit though. But then you get to the arid plains, and going evens out. You travel all the way trough, filling your stores from the two rivers you cross in the plains.

Then the day comes when the vegetation seems to change. Slowly, you enter the lush forest areas on the opposite side of the arid plains from your Mountainhome. Rolling hills of green greet you, and the unknown ground promises many secrets. You quickly find a suitable large hill, with a west side so steep as to be almost a mountain. The west side has several cave enterances, though only a few of them large enough to fit a dwarf comfortably. Knowing metals, and the ground they can be found in, you quickly decide this is the place to settle: the hill is mostly limestone, the caves carved by over long time. And in limestone, you know, lies iron. This much sedimentary rock practically guarantees a large deposit, though you will not know for sure until you begin to dig and explore the caves.

The enterance itself draws you in with the latent beauty of it: it seems the mountainside extended further out in ages past, and has since collapsed, leaving behind only rocky ground and seven stalagmites, encircling the enterance to the caves.

In fairly short order, you begin to smooth rough walls, enlarge small caverns and caves claimed by bats and build small workshops to work metal and stone to your will. Storehouses are build, trees cut to make beds, limestone carved into chairs and tables.

Avare of the dangers these unexplored wildlands present, you quickly carve a makeshift door at the main enterance to block it off. The smaller enterances you block with rockpiles that should keep smallers pests out, but you've not had the time to build proper dwarven walls.

But this does nothing to block off the enterances to deeper parts, which seem to go for several levels down. You've constructed makeshift walls and barricades and narrowed down the entirely open passages down, to just three.

Days have rolled by, and as the evening rolls by for your first common dinner at the dining room, one person notes that summer is certainly near and farming should be given some thought to. You could do it outside, in the lush forest, but that would require clearing trees. Underground, in limestone, it would require less area, but a thin layer of soil would need to be dug and transported to inside. You have seeds for both, but the crops grown in sunlight require more time to fully ripen. The mushrooms, Cave sugar, cave wheat and small amounts of Pig Tail could be grown inside and faster (mushrooms ripen extremely fast, in just several weeks), but harvests are likely to be less in quantity.

The unexplored caverns and the forest ouside also raises worries: you have no dedicated guards, nor any actual trained militia or soldier, Mountainhome provided those for you in the past. Pests and smaller animals are easily taken care off with normal dwarven thoughness, but since ages past strange beasts have been rumoured to wander in wilderness where dwarfs rarely venture.

The meal itself begins to draw to a close, and a keg of rum is spliced open. Before the celebrations for your new home continue, you as the leader feel that a speech is in order, to direct the merrymaking and to give them purpose to wake up to the next day.

What do you say? What are your plans?
 

STE3L

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i belive i will give a speech much like this,

"my friends, this is the start of a new beginning for us.

we have food, we have rum, and we have our new home, which i must say is much better than my hole back at mountanhome *chuckle*. no more will we work for the "nobles" gold purse, we will work for each other and our selves. in this cave is something that the mountanhome "nobles" will never get from the gold and silver that they hoard. what we have here is a family, not of blood or bone but of a common purpose. may this place be home to many generation in our grate family.

it has been brought to my attention that it would be wise to begin farming and i agree. i believe that for the meantime at least, we should farm underground. we don't know what is out there yet and i plan to keep all of you away from unnecessary danger.

also i would like some of us to begin work on starting a guard, we can all deal with the small pests here. but when something bigger comes, which it will, i would be as ready as possible.

as for the passages leading into the belly of the cave, i would like everyone to keep an eye out for anything down there. NO ONE is to go down there without passing it by me first.

and finally i would like to begin digging for iron. this stone is promising but we will never know till we find it will we?

but these things are not for tonight. tonight you can eat, drink and be merry... for tomorrow the work begins"

that should be quite the speech. i believe that covers everything.
 

Zacharine

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STE3L said:
i belive i will give a speech much like this,

"my friends, this is the start of a new beginning for us.

we have food, we have rum, and we have our new home, which i must say is much better than my hole back at mountanhome *chuckle*. no more will we work for the "nobles" gold purse, we will work for each other and our selves. in this cave is something that the mountanhome "nobles" will never get from the gold and silver that they hoard. what we have here is a family, not of blood or bone but of a common purpose. may this place be home to many generation in our grate family.

it has been brought to my attention that it would be wise to begin farming and i agree. i believe that for the meantime at least, we should farm underground. we don't know what is out there yet and i plan to keep all of you away from unnecessary danger.

also i would like some of us to begin work on starting a guard, we can all deal with the small pests here. but when something bigger comes, which it will, i would be as ready as possible.

as for the passages leading into the belly of the cave, i would like everyone to keep an eye out for anything down there. NO ONE is to go down there without passing it by me first.

and finally i would like to begin digging for iron. this stone is promising but we will never know till we find it will we?

but these things are not for tonight. tonight you can eat, drink and be merry... for tomorrow the work begins"

that should be quite the speech. i believe that covers everything.
Sorry fot he late response, had a bit of trouble with the caves, and then I got sidetracked...

Anyways:

The next morning job resumes at swift pace. A particularly large cavern is chosen for underground farming, and bucketloads of dirt and soil are brough from the outside, near your enterance, to plant your seeds to. Mushrooms are among the first to go in, after which you plant your seeds for the season to the slowly expanding amount of farmland.

You begin to dig shafts into the ground, starting from cavern walls and floors. The going is a bit slowhoever, as the caverns and tunnels that you inhabit stretch lower and lower, and your shaft needs to twist and bend to avoid making new enterances to your home. But eventually, after a wekk of digging, you hit something.

Curiously, you hit a small sluster of sard gems at the bottom of your deepest, ~6 levels deep shaft; a poor gemstone in comparison to many others, but gem quality rock none the less. Further back up, you found small amounts of lignite, your shaft having dug trough the small vein. Another shaft met trace amounts of crushed hematite ore, sandwhiched between limestone layers. It isn't so much dug out, as shovelled out, and there is lots of limestone crush mixed into it as well. In sufficient amounts, you might be able to smelt iron out of it, but it wouldn't be too much based on how little there is of the actual ore.

Outside, weather has turned. Heavy rains seem to hammer the forest, and the ground nearby has turned into muddy sludge whever plant roots are not binding it tight. This has revealed a problem: the limestone caverns were carved by water out of the rock during ages. They are not exactly watertight.

Several small leakages spring here and there on the roofs, and the rock in the cavern walls slowly over days begins to gather moisture. You fix and plug what you can find, and you are in no danger of sudden flooding, but it is making life a bit uncomfortable at certain areas. Your main mason happens to live in such an area, and he has left aside clan concerns as he chisels, smooths and works the walls in his room.