Wednesday, August 31, 2011

My year of leadership...

Poor McGreg... he's gone senile with all the work and leadership... its ok friend its ok... I'll be taking over now!!! *with a wicked crazed glean in his eyes....

My first task is for the Miners! you shall start building the room the living areas for all these migrants and then to start carving out a much GRANDER dining hall.

You dwarves over there! *pointing erratically* smooth all the stones keep it clean and you dwarves over there! "pointing wildly" you start engraving NOW! engrave everything the floors the walls *maniacal laughter*

You masons! I wish a tower a grand tower up into the SKY!!!!

oh bother what is that racket... god forsake forgotten beasts... two of them why do the insistently try to breach our walls....

My year it nears an end but... no I don't want to give up the power *clinging to his thrown*noooooooooooooo

Sunday, August 28, 2011

Embark!

Journal of Urist McGreg, first leader of Specialships:

1st Granite, 126:
It's been a long journey, but my fellows and I have finally arrived in the savage swamp the Mountainhome commanded we tame. We dwarves of the Oar of Splattering have always been proud of our mastery of the wild places of the world, and I was honored to accept command of the Remarkable Treaties to come found this outpost. It is good we've arrived, as our wagon seems to have broken an axle and will move no further. The others have decided to name this place Specialships, after the tree limbs that float boat-like in the many murky pools around us. Our group consists of seven dwarves: I lead the expedition and am a passing trader, we also have a fledgling doctor, and five hard working but otherwise useless peons from the Mountainhome slums. We are also the first group to embark after the great zoo explosion of 125 and have been gifted breeding pairs of cave crocodiles and lions. The Great Zookeeper assured me they will provide us with food, skins, and defense, but I worry for any babies that might be born in Specialships.

5th Granite, 126:
I have chosen a site for our "miner" to begin digging some farms. I had to show him which end of the pick to hold, which does not make me confident in his abilities. It also seems that the expedition planner chose to give us only one pick, which will make progress slow. I worry about our defenses; I was told this region would be dangerous, and I feel like a purring maggot just sitting here in the open.

14th Granite, 126:
The miner proved more capable than I thought. He's finished a sizable farm plot and I've set him to dig a trench around our encampment. In the meantime we've thrown together some crude workshops from logs and begun making beds, cages, mechanisms, and stonecrafts. I've also instructed one of the peons to fish; hopefully fresh mussels will sate the lions and crocs.

3rd Slate, 126:
We've either been very lucky or this land is not as savage as reported. A herd of badgers passed by our fortress as the trench was completed, disturbing a few workers bringing our gear from the wagon into our new home. No one was harmed, and the badgers continued on their way. Some days later a group of macaques tried to sneak into our stocks; it was then I learned the usefulness of our lions, who tore each of the macaques into tiny bits, ripe for the butcher shop I had hastily thrown up in celebration.

16th Malachite, 126:
It seems settlers are so eager to leave the creature-packed halls of the Mountainhome they'll even brave the savage swamps to get to a newly dug fort. Two came in this wave, a butcher and a woodcutter. I'll make some use of them. We've struck magnetite and tetrahedrite, and so will have access to iron and copper to make weapons and picks, once we pick up an anvil from the Fall caravan.

5th Galena, 126:
I've set my masons to build a trade depot to make sure we're prepared for the Fall caravan the Mountainhomes promised us. While they're at it I've told them to throw up some walls to reinforce our pit, a drawbridge to close the gate, and a small shack for our fishers to use even during a siege. I worry about our ability to defend from flying threats, as I've heard horror stories of giant eagles and goblins riding tamed bats. Once the wall is completed I think it will be wise to build a roof. Specialships has also seen its first birth: the lions have had a litter of cubs and are sheltering them in our new dining hall. I think I'll build a spacious cage for them to grow in outside, providing entertainment for our workers at the same time. I hoped to see young crocodiles this year as well, but our workers have been a little overzealous about taking the eggs from the nest box. If I want to raise more crocs I'll need to be quick and forbid my workers from taking the eggs.

12th Sandstone, 126:
The caravan showed up, followed by another pair of migrants. We traded some of the crafts I'd made for all the booze they'd brought and a good bit of food, as well as the much needed iron anvil. One of the migrants has some skill in metalworking, so I'll set him to making a new pick right away. My miner is currently delving deep, looking for the magma that will be the lifeblood of our metal industry. He's already found a cavern, but I had it promptly sealed off. Now that we know where it is we'll breach it once we've thrown up a more defensible entrance.

5th Opal, 126:
Each of our industries now has a strong start. I am particularly proud of the easily expandable work rooms, where stone can be dug out to allow construction of new workshops in a fast and organized manner. The top floor is dedicated to stone working, including masonry, stonecrafting, jewelry, and mechanisms. The second level is for wood, including carpentry, bowyery, siege engineering, and wood burning. The third level is cloth and leather production. The forth is metalwork, as well as glass and ceramics, though all these will be repositioned when we strike magma. The final workshop level has our soap maker's shop, ashery, kennels, and a small hospital (which still needs traction benches to be complete). The miners recently breached a second cavern level, which I also sealed. I hope soon enough to find magma.
Later:
Miners be praised! I just received word that the miners breached a third cavern level and saw in it not only the much-sought magma but a vein of raw adamantine! Not yet a year in and we've found the blood and bones of this land.

17th Opal, 126:
I've drawn up the plans for our miners. They are to dig a series of tunnels under the rooms that will house our new metal, ceramic, and glass workshops. In this fashion we will be able to filter the magma through fortifications and a sturdy stone grate before it feeds our workshops, keeping out any of the nasties I've heard live in the stuff. I'm also digging a tunnel to the adamantine under the cavern floor, so that we do not allow any creepy crawlies into our fortress.

20th Opal, 126:
By Armok, raw adamantine is the most beautiful thing I've ever beheld. I went down into the tunnels myself to look upon it. It shone in the torchlight like the eyes of a lover gazing lovingly at me, hungry for my flesh. I could imagine it whispering my name, beckoning me closer. I ordered the miners to dig out the first layer of it, though they seem preoccupied with the magma channels. I suppose this can wait.

10th Obsidian, 126:
I dreamed about the vein again. It shuddered like a living being, and then the layers of precious stone peeled away like clothing, only when they were gone I was the one left naked, afraid. They tell me the outer shell of the adamantine has been dug out. I have commanded them to keep digging.

13 Obsidian, 126:
I went to see the progress. They aren't even halfway done. This time the eyes were cold, harsh. I thought I heard someone whispering my name, but no one else heard it. Other projects continue: the wall is nearly complete, and the magma rooms are mostly dug out, but some silver nuggets need to be moved before we can let it flow. Some of the workers have been complaining about the communal dormitory we're all staying in. I suppose I should get the miners to dig out individual rooms, but there are more important tasks at hand.

15 Obsidian:
Nightmares now. There's no pleasure in watching a monster shed its disguise. The layers fall away, and inside is something dark, and burning with anger. The others have started to talk behind my back. They say I'm losing my edge.

20
It's the same every night. Each piece of stone IS an eye, and when it's pried loose the shaft begins bleeding darkness. I go down there each night, avoiding sleep as long as I can. Some of the others follow me, and I can hear them whispering about me in the dark.

25
cant find me if i stay in the dark but the dreams are worse when theres no day or night

30
mistake. put my ear to the stone now i know. the whispers are inside the vein. its HOLLOW.

1
Left the dark. Stepping down as leader. I need to stay near the surface. Hope the next fellow just lets me stay up top, making crafts and trading them to elves.

(A checklist accompanies the journal:
-magma workshops
-outdoor farms
-courtyard roof
-courtyard statue garden
-crocodile breeding
-soap
-military
-adamantine mining (crossed out))

Rules

The rules are simple: play a year and pass it on.

Each player will start in the Spring and play through one full year until Spring comes again, then will bundle up the save and send it to the next player.

Dwarf Therapist or any similar labor management tool is alright to use, in fact it's encouraged, but other outside programs, such as any of the dfhack tools, are not allowed.

As you're playing make note of anything important that happens, then write an in-game account of it. Remember, half the fun of DF is being able to make your own stories out of the events in game, so be creative. Once your tenure is done choose a dwarf and rename it to be you: a retired former ruler.

Pictures would be great to accompany the account (I took some of the first year, and am currently trying to figure out how best to include them in my post).

If you want to play let me know and I'll add you to the list.

Have Fun!

The List:
Urist McGreg
Urist McAndrew
Urist McAdrian
Urist McJulian
Urist McAlicia