RE: Dwarf Fortress: The Legacy of Eagletime
05-13-2012, 07:16 PM
Although slightly confused, Woffles Braveships continues about his duties with skill.
I regret to inform you that the guard dog of our main entrance has fallen in the line of duty against the Giant Magpie invasion. Our fullest attention is going into our hunter to ensure that justice is exacted for this cowardly act of terror against our people.
One giant magpie: slaughtered, butchered, and sauteéd with chopped garlic and olive oil. Let this be an example to every terrorist giant magpie across the realm! Eagletime will be your graveyard!
Because of stockpile mishaps, some chopped-up magpie parts were left to rot in the butcher's shop, and now there's miasma everywhere. A lesser fortress might see a tantrum spiral, but the stench is tolerated.
Spring arrives. Maybe fresh crops (and consequently, fresh booze) will brighten our spirits. As a note: underground crops are affected by seasonal cycles, despite being, y'know. Underground.
A huge wave of migrants! Word of our artifact must have gotten out.
Notables include:
Lokum Oarbridged, a highly-skilled clothier.
Melbil Strifefulgears, an adequate mechanic
and 24 dwarves that are so useless that they are temporarily on hauler duty while I find things that need more workers.
One of the kids gets another strange mood. This one is secretive, rather than possessed, meaning he'll gain a legendary skill when he finishes his artifact. He demands lots of bones, so I have to slaughter a llama that came with the migration wave. As a side note, that chalk toy hammer is just a toy, so it's useless except for adding value to the fortress.
Meanwhile, a flock of giant wrens pass by. Now I know wrens and magpies are different, but I've got my eye on them. And so does our hunter Erush Workarch, who's been removed from beekeeping for full hunting duty. He kills two of them by the time they leave.
Our moody kid uses a ton of bones to create this guy. The description sounds funny, but it's a giant axe blade made out giant chinchilla bones (and other kinds of bones, but primarily giant chinchilla). It's meant for use in weapons traps, like tomb raider or something. It's pretty useless because it turns out bone makes for shitty axe material. It's placed in a weapons trap in the dining hall to boost its already-legendary value.
The first birth of the fortress! This one, our bookkeeper, just plopped out a baby dwarf in the middle of the hallway, named it Lorbam Stakeyells, picked it up, and kept walking.
Our temporary dining hall / dormitory. By this point, basically all of our operations have been moved out of our dirt hut and into the fortress proper. The actual dining hall and bedrooms are planned to be on the floor below and are impractically oversized. You'll see them in a bit.
Our hunter goes into a secretive mood as well and demands some bones, wood, and stone. I don't have much on hand in the way of bones, and I don't have any animals I'm eager to slaughter, but...
A human caravan arrives! Humans are "U"s in dwarf fortress, just so you know. I buy up their livestock and slaughter a llama and a water buffalo and a boar. The caravan leaves, and our hunter begins a mysterious construction...
It turns out to be this. In vanilla DF, it's unusable for anything. Also autumn happens somewhere around here.
Giant Chinchillas pass through our fortress again! Hurrah! Also another massive migration wave happens and it brings, like, four rangers who all think they can hunt. They can't, but by the time I switch their labors to hauling, they've all started pretending they're Solid Snake or something and I can't stop them. Turns out sheer volume and enthusiasm makes up for skill. After using up probably around a hundred or so bolts (which is fine, I have a ton of them now) our butcher sees this:
Three giant dead chinchillas, piled up on her workshop. Two get butchered, and the third ends up rotting in place. Bleagh. What a waste. Winter happens.
On the negative-fourth floor are the dormitory on the left and dining hall on the right. Two equal and massive circles. There's a couple of stills and kitchens built into the dining hall to get the freshest booze and meals to them as quickly as possible. The dining hall isn't completely carved out yet at this point, in the interest of mining out other things. I've also conscripted four more miners to dig out these highly impractical design ideas. Also it looks like testicles.
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THRIPS MEN (they actually don't do anything except gross out my brain)