DF Vanilla Bloodline "Mergewheel" Year 2 Overseer;

For completed/abandoned Mish Mash Games.
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Post Post #0  (ISO)  » Wed Dec 19, 2018 1:21 am

Last edited by PvtUrist on Tue Jan 08, 2019 9:52 am, edited 8 times in total.
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Post Post #1  (ISO)  » Wed Dec 19, 2018 1:21 am

Introduction

This'll be a Succession game/Bloodline of a Dwarf Fortress playthrough.

See here for what this based on. (links to the archive of the legendary story of "Boatmurdered". If you don't know what that is, you've been missing out)

All you need to know is that what usually ends up happens generally involves half finished constructions, levers that nobody knows what they're linked to (or whether they'd completely destroy the fortress if pulled) and a general mess/abomination that eventually spirals out of control. Fun times ahead :lol:

Rules/How Things Work

Spoiler:
While Boatmurdered was made back in ~2007 (DF was still 2D/had no Z axis yet), its rules and FAQs are generally accurate and will be used as a template for this game.

- Each player will play for exactly 1 year ingame time (1st of Spring Year 1 to 1st of Spring Year 2, for example) before handing off the save to the next player in line. The save file would be transfered uploaded to a sharing website (I'll be using MediaFire, others can use whatever else like Mega or Dropbox) and the download link will be given to the next player in line.

Below quoted from Boatmurdered intro;

- "Once it's your turn, you get a week from the time that the link is posted to take your turn. If you start but can't finish, your successor has the option to pick up where you left off and play out the rest of your turn and their. If you don't start, then the old savegame just goes to the next player. If you trash the fort to total -- and I mean TOTAL -- unplayability (e.g. magma flood oh god), we'll revert to an old save, but overcoming setbacks is half the fun, so hopefully we won't have to do this.

Pretty much anything goes except for the following: 1) using huge bridge hallways to kill demons/seiging armies, and 2) things that make later turns totally unplayable such as flooding the world, mining adamantine, or removing bridges in creative ways so that the pathing eats it and the bridges can't be reconstructed and the fortress descends into an orgy of violence and starvation. If you do this, we roll back to an old save and everyone gets dwarven blue balls (which are shorter, but stronger, than the regular variety), so nobody do this please :) "

-send me a PM if you wish to play and I'll add you to the queue. General rule is that the deadline for posting your entire turn should take less than 2 weeks, but I'm willing to extend the timer if you're the type to do large narratives and/or heavy editing :D
Also screenshots are MASSIVELY appreciated.

FAQ
Spoiler:

Once again shamelessly quoted from BM (with adjustments);


How to save game, please?

Hit ESC, then go down to 'save game'. Once you've done that, go to your DF folder, then the 'data' directory, then the 'save' directory. Get region1.sav and the 'region1' folder and put them in a zip file.

How to load old save game, please?
Get the zip file and unzip the contents into your data/save directory. If you have a game going on and don't want to lose it, back up your save directory first since unzipping the new one will wipe out your first world, whatever it is, along with any games running in it.

Oh god how do I do X?
First, check the wiki, then if you still can't figure it out, check out the official DF thread here, and if you still can't, ask away! (replaced old wiki and thread link to current wiki and forum)

I don't want to play a turn but can I be a dwarf in your fortress?
You probably want Remmy's awesome Dwarf Dream Vacation thread! Just ask in the thread and I'll organise the names where it's easily visible. Though it's up to the current player to not name you after a filthy noble. :D

I'm not very good at this game, can I still play?
Hell yeah! Though it would be nice to clarify exactly what's going on/happened within the fort. The clearer, the more fun we'd have messing around with imaginating/narrating stuff.


At any time, feel free to interact with eachother and/or write about your own interpretations of things that happen within this thread. It's the input of everyone involved that really give life to a forum game like this.

With that, the introduction concludes and the game begins. Welcome to "Fort Mergewheel". :D
Last edited by PvtUrist on Wed Dec 19, 2018 2:10 am, edited 2 times in total.
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Post Post #2  (ISO)  » Wed Dec 19, 2018 1:21 am

Game Settings

(Skip this if it means nothing to you :P)

Game version; 0.44.12/Latest (comes with launcher)
DF launcher; PeridexisErrant's starter/lazy newb pack link
Graphics Pack; Spacefox 16x (comes with launcher)
DFHack; Latest (comes with launcher)

(game savefile should work with any vanilla game, launcher or not)

Worldgen Settings

World Size; Small (65x65)
History; Medium (250 years)
Number of Civilizations; Very High
Maximum number of sites; Very High
Number of Beasts; High
Natural Savagery; High
Mineral Occurrence; Sparse (normal)
(no Advanced Parameters)

Embark
Spoiler: Embark image
Image


Hot, Heavy Forest, Thick Vegetation, Neutral Surrounding (Wilderness)
Clay, Some soil (2 z-layers) Shallow metal, Deep metals, Flux layer
Northern Brook+many ponds

Completely flat map, plenty of trees and forages to work with, abundant water sources suitable for fishing (year-long above ground water avaliable, neither evaporates nor freezes), flux+generous amount of metals for a sparse embark, and most importantly no aquifer :D

Plenty of neutral/at war neighbours, (Dwarves from same civ, Hippies Elves and Goblins, not as many Humans) meaning plenty of close-by missions and Goblin/Elven ambushes/sieges. Also, about half of the Forest Retreats (yellow, lowercase i) are owned by Goblins.

tl;dr should be quite easy/straightforward map to settle on. Neighbour hostiles = many attacks fun on Fortress.

Spoiler: Expedition Personnel
PvtUrist; Miner/Engraver/Broker
Invisibility; Miner/Armorsmith/Weaponsmith
Firebringer; Carpenter
TehWorst; Mason
Annadog40; Farmer, temporary Brewer
Vonflare; Axedwarf (Melee Squad 1 Commander), temporary Mechanic
Vorkuta; Crossbowdwarf (Crossbow Squad 1 Captain), temporary Woodcrafter
Image


Spoiler: List of Tame Animals
12 Dogs
6 Cats
2 Water Buffalo Cows
1 Duckling
Image
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Post Post #3  (ISO)  » Wed Dec 19, 2018 1:22 am

Prologue

You're awaken by the sound of rain.
Or rather more likely, the dog that is cleaning your face with the help of its tongue.
Or is it the other way around?

Regardless, you stand up, brushing off the overly friendly pup in the process.
You spot your companions by the embering campfire still asleep, among them the mess of dogs, cats, last night's booze and card games scattered along the cavern floor.

Day was breaking, and provided no more "accidents" were to occur, you estimate that you'd be able to reach your destination before nightfall.

You peek out of the cave where your expedition took refuge the night before. Aside from a colony of ants and and a few other harmless vermins nearby, the only notable things you spot so far are trees, trees and more trees.

You knew exactly what you were signing up for when you accepted this mission. The temptations of a new fortress, a new lifestyle, a new beginning, there was no way you'd manage to refuse this offer, and the higher ups knew that. Besides, you were never cut out for the monotone, insignificant life as a militia recruit. No matter how brilliantly or valiantly you lived and fought, in the end, you were just another disposable pawn to the snobs in command. Out here? You lived for yourself, you died for yourself, and there was no other way you would've ever want it.
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Post Post #4  (ISO)  » Wed Dec 19, 2018 1:22 am

Spring

Spoiler: Arrival Text
Image


Spoiler: Surroundings
Here we are.

Image

Flat terrain, plenty of trees and plant life, numerous water sources, a perfect place to die honorably start a flourishing Fortress.

Image

Brook under a layer of stone to the North of the fort. Convenient source of freshwater and its inhabitants.

Image

Live fire training :D


Setting up temporary stockpiles/zones. Stockpiles for gathered plants and wood, zones for Pasture, animal training and meeting zone ("Tavern").

Image

Visitors already :o

Image

Vonflare starts dropping trees, Urist and Invis starts carving out the fort entrance while the rest sets up a few workshops, training the dogs for war and gathering the surrounding plants.

Image

Image

Anna sets up the underground farm plots (one for Plumps year round, the other for Quarry Bush through Spring, cloth through Summer/Autumn and Dimple for Winter), Urist and Invis competes to see who digs out their section first.

Image

Meanwhile, a dog spars with a nearby boar;

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Spoiler: Vorkuta Adventures
Vork's own squad, "Vorkuta Directive", as promised.

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Live Fire Training 1 :twisted: also why is Vork covered in water?

Image

Vork fell in a stagnant water pit :facepalm:

Image

Image

Vork is broken :cry:

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Yeeah that explains why. "large deficit of willpower, doesn't handle stress well" Sorry Vork :P

Image


Vonflare gets his own squad "Vicious Flares";

Image

Beds, chairs and tables gets set up underground;

Image

Trade Depot access is open (blue 3x3 D is the Depot, lines of green W are 3x3 paths that trade wagons can enter through).

Image

Route to Trade Depot opens up to the surface in the far North beyond the Brook, walls are constructed to ensure the trade caravans comes in from the right direction.

Image

More visitors;

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A wooden tower begins construction above the fort entrance, Firebringer starts to crank out *Masterwork* quality carpentry.

Image

Urist starts carving out rock fortifications on the tower (blocks movement through them (usually) but allows our ranged units to shoot out of the tower). This marks the end of the first Spring.

Image

Eventful Events

-Expedition settles and makes shelter.
-Dogs are combat trained (thanks Anna).
-Above ground construction initiated (thanks everyone involved).
-First *Masterwork* created (thanks Firebringer).
-Vorkuta mentally breaks and almost drowns twice (thanks stagnant water).
We keep moving

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Post Post #5  (ISO)  » Thu Dec 20, 2018 4:16 am

Summer

A cat has adopted TehWorst x1

Image

TehWorst makes *Masterwork* stone doors, Vorkuta grows attached to shitty copper crossbow :D

Image

Owl, Iguana, neither viable life fire targets hunting prey. Atleast the visitors are chilling and not murdering eachother.

Image

Connecting the nearby stagnant water pools and making a pump to clean the water. This'll generate us clean water without having to travel all the way up to the north Brook.

Image

The boars are back :twisted:

Image

...

The ponds are connected via channels and- WHERE IS INVIS? :shifty:

Image

No don't tell me Invis has gone invisible :facepalm:

...

Invis is found stuck on top of a tree above the pools. How or why did he get up there I will never know.

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Rather than staying still and waiting to be rescued, he decides to jump from one tree to another. Yeeah, we'd need to get him down before he gets himself killed.

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Vonflare cuts down the tree Invis is stuck on and frees him.

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Annd Invis ends up with a broken hand;

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:doc: Anna cleans and dresses Invis's wound;

Image

A cat has adopted TehWorst x2 (yeah I've seen how this goes)

Image

...

Meanwhile in "Vorkuta Adventures"

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Uhh... nice work Vork I guess :eek:

...

Stagnant pool is now cleaned via pump (after 1 failure where I misplaced the channel)

Image

Mirgrate wave #1 :D one decides to start fishing the moment they arrived on the map.

Image

...

Three idiots civvies gets stuck decides to take a swim in our newly cleaned water source. I really hope they don't drown and contaminate the water supply have a nice time.

Image

Summer ends. General stockpile (lower left), Food stockpile+still (lower right+middle), Tavern (upper left), Bedroom+Temple (upper mid+upper right), Trade Depot, traps, drawbridges and other defensive measures up top.

Image

Eventful Events

-Initial level of the fort carved out and assigned. Make bedrooms, establish light smelting/metal-work by Autumn.
-Migration wave #1 (naming them at start of Autumn)
-Clean, above-ground easily accessable water source created (ty Invis for channeling and pumping, Firebringer for making the pump)
-Tarzan Invis breaks his hand (ty Anna for cleaning, dressing and splinting, Firebringer for making the splint)
-Teh Worst has been adopted by 2 cats
We keep moving

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Post Post #6  (ISO)  » Tue Dec 25, 2018 7:28 am

Autumn Citizen Statlines

Dwarf Therapist stats (ty Vorkuta for the suggestion)

Spoiler: Labors
Image

Spoiler: Military
Image

Spoiler: Other Skills
Image

Spoiler: Attributes
Image

Spoiler: Expedition Members
Image

Spoiler: Migrant Wave 1
Image


Occupations

PvtUrist; Miner/Engraver/Broker
Invisibility; Miner/Armorsmith/Weaponsmith
Firebringer; Carpenter
TehWorst; Mason
Annadog40; Farmer
Vonflare; Axedwarf (Melee Squad 1 Commander)
Vorkuta; Crossbowdwarf (Crossbow Squad 1 Captain), Woodcrafter


Foodcoats; Brewer
NeroCain; Miner
Scantius; Engineer
Urap2; Speardwarf (Melee Squad 1)
YyottaCat; Manager

Current Couples

Urap2 X YyottaCat (1 child on-site)

(Autumn post coming soon!)
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Post Post #7  (ISO)  » Thu Dec 27, 2018 3:38 am

Autumn

Autumn's forage consists of plentiful apples, berries and melons. Welcoming additions to the fort's monotone Plump Helm diet.
Spoiler: Anna's Forage
Image

...

As promised, the Autumn Dwarven caravan safely arrives.
Spoiler: Autumn Caravan
Image


The discussion of next year's import agreement is made; military-grade metal bars (silver, copper, bronze and steel), small amount of seeds and flux stone (marble). Strangely they have steel and steel anvils but no iron :neutral:
Spoiler: Import Agreement
Image


Next up, export agreement. They want our;
windows (no sand on this embark),
powders (I don't even know what that is),
tools (we're short on metals),
refined coal/blocks (low value trade goods),
headwear/footwear (short on metals/no clothing industry yet)
rings/figurines (YES. this we can do)
Spoiler: Export Agreement
Image


At last, the trade itself :D (Urist the lazy piece of shit is stuck in the tavern, so Teh Wurs is doing the bartering for this year).
We sold our wooden shields (Carpentry by Firebringer), rock statues (Masonry by Teh Wurs) and some crap lying around in exchange for some metal bars, metal toys/armour, cheap leather and food.
Spoiler: Trade
Image

...

Invisibility reaches Legendary in Mining :o
Spoiler: Legend Skill 1
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Second migrate wave arrives with 5 adults, 2 children and some animals.
Spoiler: Migrate Wave 2
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...

Construction of a 1-tile deep moat begins above the fort.
Spoiler: Moat 1
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A cat has adopted TehWorst x3
Spoiler: We r ded
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Scantius takes a break from cranking out stone mechanisms to clear the trees surrounding the fort.
Spoiler: RIP Trees
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First piece of proper armour! Exceptional bronze chainmail smithed by Invis.
Spoiler: Armour 1
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The moat has been dug. It can be either be left dry or filled with water from the pools.
Spoiler: Moat 2
Image


Firebringer masters Carpentry :o
Spoiler: Legend Skill 2
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...

Somewhere, something collapses. NeroCain is caught in clay and filth but otherwise unharmed.
Spoiler: First Casualties
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Turns out a piece of the moat collapsed into the Tavern. No one was harmed but we lost a table and 2 chairs :(
Image

...

Autumn ends here. Here showcases the above ground entry into the fort; 3-4 stone drawbridges that can be raised by levers to prevent entry from outsiders.
Spoiler: Entry Higher
Image


Below ground entry, blue line indicates wagon pathfinding that goes straight to the Depot, red line indicates enemy pathfinding that goes through traps and archers to reach the Depot (if the defensive bridge is raised in time).
Spoiler: Entry Lower
Image


Woodwork, Clothing/Leatherwork and Miscellaneous workshops.
Spoiler: Workshop Level 1
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Stonework, mechanic and light Metalwork workshops.
Spoiler: Workshop Level 2
Image


...

Spoiler: Legend Skilled
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Migrate Wave 2, they'll be named at the start of Winter if anyone has preferences, chosen at random if not. Here's their stats;
Spoiler: Unnamed Dwarves
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Eventful Events

-Upper levels of fort fleshed out. Wrapping up things (levers/mechanisms, zones, ~automation, etc) by Winter.
-Autumn Dwarven caravan trade
-Migration wave #2 (one of them a legendary Bonecrafter :o)
-Casualties; 1 rock table, 2 rock chairs
-Legendary statues; Invis the Miner, Firebringer the Carpenter, "Unnamed" the Bonecrafter
-Teh Worst has been adopted by 2 3 cats
We keep moving

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Post Post #8  (ISO)  » Mon Dec 31, 2018 11:26 am

oh dang this started
"invisibility is actually braindead" -- RadiantCowbells

people should get beat up for stating their beliefs

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Post Post #9  (ISO)  » Mon Dec 31, 2018 11:36 am

Yeeah I've been REALLY lazy about this, I'll do Winter tomorrow/in a few days and that'll be Year 1.
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Post Post #10  (ISO)  » Mon Dec 31, 2018 12:24 pm

you should set up some animal traps outside. it would be cool to have a menagerie of animals, especially if we could start breeding them. also capturing an iguana would be pretty nice. those dudes lay like 50 eggs!

btw dont forget to geld the cats.
"invisibility is actually braindead" -- RadiantCowbells

people should get beat up for stating their beliefs

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Post Post #11  (ISO)  » Mon Dec 31, 2018 9:29 pm

FWIW I would join this Urist but LazyNewb runs slow on one of my laptops and doesn't run at all on the other. :( I need a new pooter.

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Post Post #12  (ISO)  » Tue Jan 01, 2019 7:02 am

Winter Citizen Statlines

Dwarf Therapist stats

Spoiler: Labors
Image

Spoiler: Military
Image

Spoiler: Other Skills
Image

Spoiler: Attributes
Image


Spoiler: Expedition Members
Image

Spoiler: Migrant Wave 1
Image

Spoiler: Migrant Wave 2
Image



Occupations

PvtUrist; Miner/Engraver/Broker
Invisibility; Miner/Armorsmith/Weaponsmith
Firebringer; Carpenter
TehWorst; Mason
Annadog40; Farmer
Vonflare; Axedwarf (Melee Squad 1 Commander)
Vorkuta; Crossbowdwarf (Crossbow Squad 1 Captain), Woodcrafter

Foodcoats; Brewer
NeroCain; Miner
Scantius; Engineer
Urap2; Speardwarf (Melee Squad 1)
YyottaCat; Manager

Elements; Recruit/Hauler
Segaco; Recruit/Farmer (Glazer)
JunkoChan; Speardwarf (Melee Squad 1)
Allomancer; Bonecarver
FrozenAngel; Herbalist


Current Couples

Urap2 X YyottaCat (1 child on-site)

Allomancer X Segaco
JunkoChan X FrozenAngel (2 children on-site)

(Winter post coming soon!)
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Post Post #13  (ISO)  » Tue Jan 01, 2019 2:24 pm

TehWorst: "Is grounded in reality. Has a tendency to consider ideas and abstractions over practical applications."
???????
"invisibility is actually braindead" -- RadiantCowbells

people should get beat up for stating their beliefs

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Post Post #14  (ISO)  » Thu Jan 03, 2019 1:28 am

@stats
Vorkuta: Empyathy = 0, Social Awareness = 1. Spot on
FC: Poet & Speaker = 11. Yep.

Any Honeybees on site?

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Post Post #15  (ISO)  » Thu Jan 03, 2019 1:43 am

In post 14, Vorkuta wrote:Any Honeybees on site?

Indeed there are! There're also colonies of ants, termites and bumblebees, though I haven't personally got around to beekeeping myself.
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Post Post #16  (ISO)  » Fri Jan 04, 2019 4:35 pm

fyi if there arent any bees you can always build dirt roads over ants and other colony animals
"invisibility is actually braindead" -- RadiantCowbells

people should get beat up for stating their beliefs

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Post Post #17  (ISO)  » Fri Jan 04, 2019 7:25 pm

Yeah but they have to be basically at the edge of the map and I've had paving over other hives just not work for me.
Also exploity

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Post Post #18  (ISO)  » Tue Jan 08, 2019 9:49 am

Winter

What better way to start the season than;
Spoiler: feline
A cat has adopted TehWorst x4
Image


The miners receive their final assignment for the year;
Spoiler: Bedroom Spaces
Image

...

Elements withdrawls from society...
Spoiler: Strange Mood 1
Image

Spoiler: Strange Mood 2
Image

Elements drags 3 shale rocks and a piece of alpaca wool cloth to the mechanic workshop and begins to work secretly;

Spoiler: Strange Mood 3
Image

Spoiler: Strange Mood 4
Image

Artifact rock mechanism decorated by rock, rock and cloth. Would have preferred a weapon or armor mood, but having a legendary mechanic around isn't too bad. (Elements becomes legend+1 skilled Mechanic because magic or something)

...

Spoiler: Miasma
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Nooo someone left something to rot in the dining room /o\

...

Spoiler: Bedroom Space dug out
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Alright the rooms are dug out, time to haul doors and other furnitures.

...

Spoiler: Library
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After almost a year the library is finally built :D

Spoiler:
The Library being closer to the Kitchen then the Tarvern means Citizens taking their meals in the Library like animals
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...

"Etur Knightmansions" wishes to reside in Mergewheel for the purpose of entertaining citizens and visitors. (tl;dr long-term Bard for hire)
Spoiler: Petition 1
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I will leave it up to the next Overseer to decide whether the Bard stays or leaves.

...

Spoiler: Partytime
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Twenty Dwarves packs into the homely Tarvern. Forages, grows and brews consisting of watermelons, berries, spinach, bitter oranges, plumps, cave wheats, amaranth beer, dwarven ale and blackberry wine are lavishly served across the Tavern. Nobles, Warriors, Artisans and Workers alike shares their stories and songs among eachother, making the best of the break, knowing another year of hardship lies just beyond them.

Spoiler: First Queen of Dwarves by JunkoChan
Image

JunkoChan begins with a common folktale that's been passed down from Dwarf to Dwarf, century to century. The story tells of Queen "Tekkud Matchlance"'s courage and numerous impressive feats and exploits, be them exaggerated or otherwise, made for an excellent tale of triumph.

Spoiler: Commander Vonflare by Invisibility
Image

Invisibility stand from his seat and begins to tell an impressive story that almost rivaled the factualness of the previous performance. Vonflare is said to be able to fall multiple trees with a single cut, and has defeated a Dragon alone armed only with a copper axe and a wooden shield. The bewilded crowd looked to Vonflare with increasing awe, the Commander himself sheepishly neither confirming nor denying the accuracy of said accusations.

Spoiler: Poetry of Immortality by JunkoChan
Image

JunkoChan makes for an encore after Invisibility's lollygagging; "a reflective poetic form concerning immortality". While the exact quality of the poem leaves some dumbfounded, the exact spirit of it was successfully depicted.

...

Winter ends, and along with it, my privilege to personally oversee the fortress. I will remain here as a leader, worker and artist, but as agreed on as a part of the original Expediton's requirements, a new Overseer will either be sent from a nearby colony or elected from within the fortress in order to maintain the fortress's allegiance to the Mountainhomes.
Spoiler: Floor C Tower
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Spoiler: Floor B Ground Level
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Spoiler: Floor A Moat
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Spoiler: Floor I Living Room/Caravan Entrance
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Spoiler: Floor II Bedrooms/Private Rooms
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Spoiler: Floor III Woodwork/Clothwork/Leatherwork
Image

Spoiler: Floor IV Stonework/Light Metalwork
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Spoiler: Floor V ?/Stairway to Cavern 1 (not dug)
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Eventful Events

-Fortress operational (basic essentials mostly met)
-First fortress Artifact (mechanism created by Elements who became legendary+1 Mechanic)
-First petitions of long-term residence
-Teh Worst has been adopted by 2 3 4 cats
We keep moving


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