Thursday, January 6, 2011
Return to Wildnesspaged
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From the journal of Id Nishdeg, expedition leader of the first dwarves to attempt to reclaim Wildnesspaged:
"1st of Granite: We have arrived at the fabled Wildnesspaged and can confirm that the maps are right. There is a scar on this land, and the tower of Wildnesspaged stands in the middle of it, like a dagger still in the wound.
It seems we are not the first visitors the fortress has seen since it became silent; animals and creatures of every kind have ravaged it, strewing about the furniture and treasures that were once inside. Broken barrels and cabinets are now nests for all manner of creature while nature slowly reclaims its stake. The trees have managed to grow again, but there remains something very sinister in the air.
My fellows are wary and uncomfortable. Something about the silence seems off. We spotted some goblins not too far away from the fortress, but they dared not approach. Do they know to fear our dwarven might, or does something lurk inside that scares them more than we do? Tomorrow we find out. Tomorrow we go in."
No further journal entries were found.
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From the journal of Sarvesh Eshtannitig, expedition leader of the second group to attempt to retake the fortress:
"1st of Granite: It has been a year since Id's expedition left the mountainhomes and we have decided to follow his trail more cautiously. We arrived at the location of the fortress to a very eerie sight: the Tower of Wildnesspaged, silent and foreboding, and Id's expedition's wagon, abandoned and overgrown. The supplies inside were still good, the barrels still sealed tightly, the seed bags unpierced. My guess was that they ventured forth into the fortress and were taken by whatever vile force has taken residence in it.
I have ordered the construction of a temporary outpost just north of the Tower. We will fortify it and hone our combat skills before venturing inwards. Most of what has been strewn about is re-usable, needing only minor reparations. Dwarven craftsdwarfship is, after all, the best in all the land."
"6th Hematite: Our temporary outpost is nearly finished and our stocks are enough to carry us through several winters. We have not yet seen any caravans, but we were able to salvage enough goods that trade should be bountiful. I think we will opt to trade for weapons and armor.
Not everything is well, however: we have lost Amost Ulingendok. He was our dedicated fisherdwarf, but as the frozen seasons here last longer than usual, the rivers were solid ice and un-fishable. As such, he took up hunting thanks to the many bolts we were able to scavenge.
He was unable to find any of the fabled unicorns we heard talk of, but he did encounter a small tribe of shy goblins. They did not attack, so neither did he, but they were careful to avoid us. Something has these monstrosities scared, but at first we thought nothing of it.
Amost must have discovered what it was, though, since one evening, he failed to return from his hunt. We set out to search for him and came upon his corpse, a most unsettling sight: there was not a mark on him, no wound or bruise. Only an expression frozen on his face, that of pure terror, so much so that his spirit could not bear to remain.
This place is evil. We will begin training immediately."
"17th Malachite: Our outpost is complete, just in time to welcome a group that followed us out. There weren't many back in the mountainhomes that were brave enough to come with us, but I no longer blame them. These six new should give us the edge we need when we venture inside.
The plan is thus: we lock our outpost to avoid outside invasion and dig a tunnel to enter Wildnesspaged from underground. Whatever it was that took Id's expedition will likely be expecting us at the front gate.
As a further testament to the reliability of the dwarves of Wildnesspaged, the traps at the front gates of the Tower are still functional; there are two cages which have trapped both a giant toad and one of the fabled unicorns. These will make fine trophies for our humble (and temporary) dining hall."
"9th Limestone: Our military is ten strong. It is time we breached Wildnesspaged.
Unlike our stargazing-mooncalf predecessers, we will not waltz in through the front gate. If these old maps of Wildnesspaged are accurate, we should be able to build a tunnel that leads directly into the forges. From there, we will barricade the exits and take an initial survey of the area. This is how we will take it: piece-by-piece.
The digging has already begun. We should breach the walls by the end of the month."
No further journal entries were found.
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With the loss of this second, better-prepared expedition, the legends of Wildnesspaged took a darker turn in their telling. There were now rumours of ghasts and other demons. The most convincing tale -- the one that became most widely-believed -- was that the original dwarves of Wildnesspaged had awakened one of the Old Titans who destroyed them, and any other dwarves that came afterwards. So convinced, in fact, were the leaders in the mountainhomes that the next party to be sent out to Wildnesspaged was sent out of punishment. A brutal band of killers, led by Tulon "the bloodthirsty" Uzolshameb, was banished to Wildnesspaged where it was assumed they would perish. What follows are the found journal entries:
"1st Granite, 25: We've heard the legends, but we're not scared. There's nothing we've met that doesn't bleed, and we're good at making things bleed. Legends be damned; if they knew their history instead of listening to rumours they'd remember that it was originally thieves and killers that founded Wildnesspaged in the first place. All we're doing is taking it back.
12th Granite: We've ventured inside and can already confirm that Wildnesspaged is a haunted place. There were ghostly apparitions that walked these halls, particularly the old living quarters, but that didn't stop us from choosing beds we thought were comfortable.
We went down as far as the stairs in this place will lead and we discovered an unfinished living quarter and dining hall, but with a working well. While we were contemplating this, a cave crocodile came charging out of the lower caverns. Took Mebzuth totally by surprise, poor bastard. Got his entire lower body just ripped right off. Still, gave the rest of us enough time to grab our weapons and take it on, and now it's a pile of blood and bone. Looks like it might be good for cooking, too.
Ast lost his nose in that fight, so now we're going to see if the hospital still works.
All in all, not a bad start. Cursed my hairy dwarven arse!"
No further journal entries were found.
Wednesday, December 8, 2010
The Rise and Fall of Wildnesspaged
Most of the time, when I create a fortress, I decide to make it challenging. Maybe I'll settle near a volcano, or maybe in the most hostile, haunted, terrifying marsh I can find. Or maybe I'll just piss off the elves from the get-go. With Wildnesspaged, however, I thought I would take a different approach. I would build a fortress that deserved to fall.
And, by Armok, did this fortress deserve to fall.
The first thing to do was find a location, so what better place than the happiest, most joyous and magical woods I could find? We struck the earth in an area that had clouds of giggling pixies, stumble-bumbling fluffy wamblers, and even mysterious, fabled unicorns. It was a beautiful enchanted land when we found it, but this was not to last.
The Elven Caravan:
About a year into settling the fort, we got our first elvish caravan. Now, normally, these guys are douchebags about our cutting down trees. This time, however, I can only imagine that they were so traumatized by what they saw when they arrived that they felt it was already too late. The best thing to do now was do their trading and get out.
So here's what happened:
They arrived on the frozen riverbanks of the southeastern river, only to find that it was lined with the rotting corpses of unicorns. The unicorns had crossbow bolts in them. The bolts were made of unicorn bones. That right there should have been enough to get them to turn back, but they pressed on.
As they emerged from the riverbank, they saw that the land had been clear-cut: trees had been replaced with endless fields of stone stockpiles. Chimneys emerged from the soil and spewed forth clouds of nauseating miasma. A single tower stood surrounded by a deep moat, its only access point a retracting drawbridge.
Horrified, the elves warily crossed the bridge under the watchful eyes of the several crossbow-wielding guards on the parapets. They had only just gotten across and into the trade depot when goblins suddenly attacked! The bridge was retracted and a fierce battle broke out.
Unfortunately for the elves, the retracting drawbridge offered no protection and the trade depot was in plain sight of the goblins. A fierce battle broke out, with arrows flying from all sides, and the goblins were eventually defeated.
One elf survived. The animals were dead, and so was the trader. We got to keep all the stuff and the one elf was left to return home, presumably to warn the others never to come here and avoid Wildnesspaged like the plague. Obviously, his word carried little weight as the elvish caravans came right back the next year.
I never heard them complain about the trees, though.
Forgotten Beasts, And How To Piss Them Off:
The design of the fortress called for the construction of a reservoir since the rivers froze every late autumn until about mid-spring. We started digging one in the lowest portion of the fortress, beneath the dining hall, with a floodgate that would allow it to be refilled whenever the rivers thawed.
About three levels down, two levels short of the intended depth, we broke through the ceiling of a giant underground cavern. It was a massive cavern, with lakes and forests of fungiwood. As incredible as it was, however, it posed a structural problem: the reservoir would be too shallow, and with summer coming to an end, we wouldn't have time to dig another one.
The solution came about accidentally. As we peered down into the abyss, a low growl echoing off the walls revealed the presence of an Unnamed Horror, a Thing-That-Should-Not-Be, a mythical and terrible Forgotten Beast. To keep the snake-like, scaled monstrosity from flying up through the reservoir, I ordered that the hole at the bottom of the reservoir be walled up and then covered.
By about mid-autumn, we had most of it walled, but there was no longer any time for a cover.
To hell with it: open the floodgates before the rivers freeze!
One of the most common fates my fortresses have suffered is death by flooding, and the construction of a reservoir made this a very real possibility. However, because of the walls at the bottom of the reservoir and the missing cover, I had created a drain. The water would rise up as high as the walls, then the overflow would drain into the caverns below.
Onto the heads of the Forgotten Beasts that took up residence there.
There were about five before they started becoming a problem.
Of Mice And Dwarves:
To me, the most amazing aspect of this game remains the dwarves and the tragic little lives they lead. What amazes me is how starkly different they are, reacting in very different ways to the same situation and having their personalities change over time.
Avuz was my most prevalent dwarf. She was a machinator, a pure politician, and by the time she passed she had probably occupied every noble position there was. As Chief Medical Dwarf, she slowly got used to the repeated tragedies and disasters, hardening her for the position of mayor. It was there that her misanthropy really shone through.
She would constantly request items to be constructed out of extremely rare materials that she knew we didn't have. When the items weren't produced, she would have the Captain of the Guard jailed for incompetence.
She was even part of the military for a while, emerging victorious from every battle.
Sibrek was a much quieter dwarf, but I had my eye on her. She was a marksdwarf, proficient with a crossbow to the point where her skill was ledengary. She never complained about anything, never made a fuss, and her only friend was a small dwarven child. Other than that friendship, however, she didn't really care about anything else anymore.
She was always in the thick of battle and somehow managed to avoid all injuries. She could headshot a goblin before it even saw her and reload before the others reached her. She eventually earned the nickname: "The Silken Sloth", which is a terrible nickname.
Her military career continued successfully until the fall of the fortress, and then she was among the last to fall.
One of the most memorable dwarves, however, is one whose name I ironically can't recall. It was more than one dwarf, however, it was a whole family of dwarves.
It started when I was checking out the various family trees around the fortress. There were two siblings whose father I was familiar with, him having the then-Captain of the Guard, but the mother I was less sure about. Her name was Datan, a weaponsmith I believe, but for some reason I couldn't find her anywhere.
After a while, I discovered why. While designing the masoleum, I came across one of the names on the coffins: Datan.
Meanwhile, the Captain of the Guard was having a training session in the arena against captured goblin invaders. A whole squad of dwarves were pitting themselves against a single goblin who managed to outmaneuver them all. It stabbed the Captain through both hands and then broke out of the arena... into the training area for the rest of the military. It was quickly cut down.
The Captain then went up to the hospital where Avuz, of all dwarves, patched him up and sent him on his way. He went back down to the training area and continued the training session until another goblin ambush forced them all to rush to their posts.
The Captain led the charge and, though the goblin assault was repelled, he fell in combat and was placed in a coffin next to his wife's. His two children were orphaned, but in his sacrifice he managed to keep the other families safe for a little while longer.
Blood, Stone and Ash:
The Forgotten Beasts were something I was going to have to deal with sooner or later.
A plan was hatched: we would create a killing floor that was two storeys tall, with the upper level offering sniper positions for my archers. We would lure the Forgotten Beasts into this area and then turn them into pincushions.
Shockingly, the plan worked. For about a minute.
What I underestimated was their speed. The key component in this plan was that I would have to chain up some animals or goblins to lure out the Beasts, in which time I would be vulnerable to attack. I figured I would have enough time to see them coming and shut the gates before they made it through, but it turns out I was wrong. All the Beasts rushed through the killing floor, getting hit by numerous arrows on their way, but inexorably making it through and reaching the surface.
Forgotten Beasts are peculiar in that each one is unique and occasionally defy common sense. For example, there was one of these monsters that was a blob of fire. Not a blob of magma or coal. Fire. When it emerged, it set the remaining lush greenery of the land on fire, and it left a blazing trail as it beelined for my fortress.
The entire land went up in flames. The fire spread outwards, sweeping the massive shelves that made up the surrounding wilderness. Unicorns were roasted. Pixies incinerated. It snowed ash.
We retracted the bridge as the Beasts hunted down and killed those who were unfortunately too slow to make it in time, and from a "safe" vantage point we fired down at them.
One of the recruits was a brave dwarf by the name of Olom. When the alarm was called, she didn't bother to run back into the fortress. Instead, she ran up a nearby hill that gave her line-of-sight to the front of the fortress and sniped at the Beasts from a safe distance. She somehow managed to mortally wound the fire-blob and it exploded, searing most of the flesh and all of the fat from another of the Beasts. Enraged, it disengaged and went after her.
The two of them fought as the fire around them continued to burn and surrounded them utterly. It was, unfortunately, much too strong for her, despite its weakened state, and it was only once the flames had died down did the rest of my military hunt down the Beast and finally slay it. The other Beasts were taken down through sheer force of numbers.
The Forgotten Beasts had emerged from the fathomless depths of the world and were struck down by the hardened dwarves of Wildnesspaged. The land, once a joyous, magical place, was now a wasteland of blood, ash and stone.
The Silent Scar:
The battlements of Wildnesspaged are silent, now. Tattered remains of once-proud flags now flap listlessly in the breeze as trees find it difficult to grow anew. Stones still lay scattered among rusting armor and weapons, some still with lifeless, skeletal hands attached to them. No eyes watch from the walls any longer.
What happened to Wildnesspaged? There are only rumours.
The latest elven caravans believe that the land itself, so angry with the pain they had inflicted on it, gave birth to a creature so vast and mighty that not even those that had slew the Forgotten Beasts could stand up to it. The goblin nations boast that they were finally able to breach the ostensibly unassailable walls of the fortress and managed to slit the throat of every dwarf there, but who can really believe the boastings of a goblin? The humans only believe that the dwarves left, having nothing else to gain from the wasted land, having mined every last gem from the underground. Whatever the truth, each civilization agrees at least on one thing: they had it coming.
In the mountainhomes, however, a different story is told. That the dwarves, having slain all of the Forgotten Beasts, knew the undergound to be safe, and that if any others showed up again, that they would be able to destroy them. With this confidence, they dug deeper and deeper until they no longer had any use for contact with the surface world. They went on to build a magnificent underground city, mining gems undreamt of by those of lesser courage.
Regardless, the remains of the fortress still stand, host to wandering wildlife, territorial monsters, and the occasional adventuring party of foolhardy warriors.
A warning to some, perhaps.
Or maybe a testament.
Thursday, September 2, 2010
SPINEMACHINE - Asshole Parties
So much so that they no longer worked. They kept drinking and drinking until we were out of Drink! Yet they continued.. all throughout Summer and into a good portion of Autumn. They finally stopped after a Dwarf died of thirst. Let us remember Udib Kiddirzasit the Metalsmith.
Apart from that, the year was pretty quiet. I removed all the slopes that I wanted from the Mountain to increase security. I also moved all the useless stones into dumps and stockpiles. Then I increased the Workshop area to fit each workshop with its own stockpile.
That's all.
Thursday, August 26, 2010
SPINEMACHINE - A Rough Start
The first year has passed and already 3 rulers sat in the throne. A rough start, but at least, the last ruler has solved the starvation issues.
And so the fortress is now passed onto me. As I sat my ass on my throne, I immediately started looking at the fortress design. About an hour and half later, here I sit with a few plans of my own. Let's start off by looking at this magnificent little message our dear friend left us:
Moving on... The first task I have decided to take on is getting rid of all the useless "construction" stones lying around or placed in stockpiles. I can achieve this by making a garbage dump. With a dump, I can basically stack items on a single tile, reducing a lot of clutter. Of course, I will keep some of the construction stones available in case I need some emergency walls and shit. I'm not sure yet where I will place this awesome dump, but fuck it, what's the worst that could happen?
My next plan involves adding security. I have decided to remove all the slopes around the mountain which allowed any creature to be able to move upwards to the top of the mountain. As of right now, this is MY mountain. No creature should be able to reach the peak of the mountain. Doing this should ensure that nothing is able to attack from above.
And finally, I want to finish off with some reorganization. For some reason, most of the workshops are placed in a single room with no supplies nearby. This means that the dwarf working at the station must leave his post and go across the fortress to gather any object he may need. I think simply mining out a large room, adding some stockpiles, and then adding some separations will be the best thing to do.
Hopefully, I don't manage to do too much harm to the Fortress.
Monday, August 16, 2010
SPINEMACHINE - Initial findings
The reign of the previous ruler of Spinemachine (henceforth to be known simply as "The Machine", or "Ol' Spiney") has been cut short, due I presume to a painful bout of
Ocular Herpes Simplex. Though this is pure speculation, I think it reminds all of us that, like the sun, you shouldn't ever stare directly into a hobo's anus.So the succession has been passed prematurely down to me, and with it an apparent food crisis. Am I ready to lead these dwarves into the black? To pull them back from the brink of starvation? I have only stepped into the fortress for a few minutes when the sight of anorexic dwarves makes me physically sick, all over myself. I make a promise to myself right then and there that I shall make it my personal quest to fatten these wretches up, and restore their beards to their once glorious sheen.
I begin looking around..
What must a desperate dwarf eat to survive in the Factional Forest? Perhaps the mythical Satinybursts the Tufts of Breakfast truly is made of liquid bacon and scrambled eggs .. Or perhaps we must dine on the abundance of half-finished furniture and crafts left strewn around the dining room:
Also of note are the creative mining plans left for the sub-basement of the fortress:I can only assume that this is part of the aforementioned water irrigation system, so I shall endeavor to preserve this work for future generations, as our forefathers intended.
But this will all have to wait for now. Food must be found, perhaps we might create a giant underground straw to the neighboring civilizations so as to Drink Their Milkshake.
To be continued..
Thursday, August 12, 2010
Dwarft Fortress V: The Ageless Realms, Part XI
The year was mostly uneventful. The farms are now up and runnin and producing edible goods quite consistently. We're brewing a ton of alcohol and managed to slaughter some livestock to keep our meat supply going. We'll send out hunters soon enough, but for now trading seems to do the trick.
We were visited by humans, who were pleasant enough. We were then visited by elves who
happened upon us just as we started razing a nearby forest. They were dicks about it.
Meanwhile, a couple of dwarves were taken by moods and took over some workshops, but luckily they were able to find what they needed to build their insane things.
The main upgrade to the arena is finished: a giant crushing wall that covers the entire field. Now, if a creature survives battle, I can pulverize it by lowering a bridge onto it. That should solve my problem from last time! My plan now is to capture Troglodytes with cage traps.
Here's how I'll do it:
And while I was getting all this prepped, before I had a chance to open the door to the caverns below, a goblin snuck in from up above!
Osta the Goblin:
Wednesday, August 11, 2010
Dwarft Fortress V: The Ageless Realms, Part X
A year has gone by and you can hardly recognize the fortress from when it started out. We went from 7 dwarves to 5, to 15 and then 14, and now with this latest influx of migrants we are 36.
The obvious solution is to draft an army and wage war on the Troglodytes, but I feel that it wouldn't go in our favor and there might be a lot of blood. Arena matches are a definite must, as soon as I upgrade the arena a bit. I guess, for now, I'll keep them busy cleaning the rocks out of the fortress...
Current projects going on right now: building a farm and organizing the hospital.
The hospital is already doing well. Danielle is our resident Chief Medical Dwarf, despite having absolutely no relevant experience whatsoever.
Here's what it looks like so far:
Future projects: build a crushing trap for the arena to pulverize surviving monsters, and then build a lure room down below to trap monsters in cages and have them moved to the arena.
I guess I should think about getting some weapons for these dwarves...



