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Difference between revisions of "Bloodline:Steelhowl year 1"

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[[File:Steelhowl_-_Status_at_Year_1_End.png|frame|center|Status in Winter of 536]]
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=Summary: Of Humble Beginnings and Hollow Staircases=
 
=Summary: Of Humble Beginnings and Hollow Staircases=
 
The first year of the fortress passed quickly and without incident. We had two migrant waves, bringing us to a total of sixteen dwarves, four dogs, two cats, and sundry barn animals. The elves don't trade with us since we're at war, and humans don't trade with us for reasons unknown. There might not be any humans left in the world. We have a less-than-great hall, a domicile, a commerce floor, 1.5 farm plots, and a stone stockpile. No deaths. No strange moods.
 
The first year of the fortress passed quickly and without incident. We had two migrant waves, bringing us to a total of sixteen dwarves, four dogs, two cats, and sundry barn animals. The elves don't trade with us since we're at war, and humans don't trade with us for reasons unknown. There might not be any humans left in the world. We have a less-than-great hall, a domicile, a commerce floor, 1.5 farm plots, and a stone stockpile. No deaths. No strange moods.
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=Report=
 
=Report=
Romtar, The Ageless Land. Five hundred years of history were already written when the Dwarves founded Deleridor, known to the locals as Steelhowl. Dwarves have a strong presence on Romtar, having surpassed all other sentient races in population. As Armok intended.
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Romtar, The Ageless Land. Five hundred years of history were already written when our story starts. Dwarves generally have a strong presence on Romtar, having surpassed all other sentient races in population (as Armok demands), but one dwarven civilization is struggling. The Bust of Flanking, the civilization in question, has been reduced to meager holdings after a prolonged war with both elves and goblins who share the continent. Unlike civilizations on the other side of the world who have likely devolved into constant merrymaking, The Bust of Flanking is fighting a two-front war...and losing.
  
Still, a handful of bastions belonging to the lesser races remain. We shall establish a new fortification close to their holdouts to further press our advantage.
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[[File:Steelhowl_-_War.png]]
 
 
The site itself seems perfect for a new Dwarven embark, what with its warm climate, plentiful lumber, deep metals, and flux stone, but the location wasn't selected for its splendor. Instead...
 
  
[[File:Steelhowl_-_War.png]]
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A powerful counterstrike is in order.
  
...it was selected for its potential for lively entertainment. The site is very close to, and at war with, multiple enemy sites. Fun will be had.
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Unfortunately, The Bust of Flanking has since lost its greatest expedition leaders to war. Hope of the future is dwindling, and many have holed themselves into the capital. Enter Edzul Skyarrow, a would-be expedition leader, who sets out against the wishes of her peers to found a reckless expansion into enemy territory. She is mocked as she leaves, and the expeditionary force is dubbed The Weak Anvil without her consent.
  
The dwarves stock up with standard gear. During preparation, a comment is made that 160 units of booze is too much for a starting embark. The would-be master logistician that suggested it is quickly replaced with an adequate planter. Dogs of opposite genders are brought so they'll breed. Cats of the same gender are brought so they won't.
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Her selected site seems perfect for a new dwarven embark, what with its warm climate, plentiful lumber, deep metals, and flux stone, but the location wasn't selected for its splendor. The site is very close to, and at war with, multiple enemy sites. Heads will roll. Fun will rain from the sky. The dwarves stock up with standard gear. During preparation, a comment is made that 160 units of booze is too much for a starting embark. The would-be master logistician that suggested it is quickly replaced with an adequate planter. Dogs of opposite genders are brought so they'll breed. Cats of the same gender are brought so they won't.
  
The fortress name is finally chosen. ''Steelhowl''. A name befitting an aggressive expansion into enemy territory. The presence of alligators does not bode well, however - many well-intentioned embarks have been quickly ruined when dwarves meandered too closely to such beasts. We don't want a repeat of The Great Hippo Embark of 134.
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The fortress name is finally chosen. ''Steelhowl''. A name befitting an aggressive expansion into enemy territory, and the perfect balance to The Weak Anvil, the moniker forced upon those seven brave dwarves that founded it.
  
 
[[File:Steelhowl_-_Terrain_at_Embark.png]]
 
[[File:Steelhowl_-_Terrain_at_Embark.png]]

Revision as of 02:44, 29 May 2015

Status in Winter of 536

Summary: Of Humble Beginnings and Hollow Staircases

The first year of the fortress passed quickly and without incident. We had two migrant waves, bringing us to a total of sixteen dwarves, four dogs, two cats, and sundry barn animals. The elves don't trade with us since we're at war, and humans don't trade with us for reasons unknown. There might not be any humans left in the world. We have a less-than-great hall, a domicile, a commerce floor, 1.5 farm plots, and a stone stockpile. No deaths. No strange moods.

May Armok bless us with excitement in Year 2.

Report

Romtar, The Ageless Land. Five hundred years of history were already written when our story starts. Dwarves generally have a strong presence on Romtar, having surpassed all other sentient races in population (as Armok demands), but one dwarven civilization is struggling. The Bust of Flanking, the civilization in question, has been reduced to meager holdings after a prolonged war with both elves and goblins who share the continent. Unlike civilizations on the other side of the world who have likely devolved into constant merrymaking, The Bust of Flanking is fighting a two-front war...and losing.

Steelhowl - War.png

A powerful counterstrike is in order.

Unfortunately, The Bust of Flanking has since lost its greatest expedition leaders to war. Hope of the future is dwindling, and many have holed themselves into the capital. Enter Edzul Skyarrow, a would-be expedition leader, who sets out against the wishes of her peers to found a reckless expansion into enemy territory. She is mocked as she leaves, and the expeditionary force is dubbed The Weak Anvil without her consent.

Her selected site seems perfect for a new dwarven embark, what with its warm climate, plentiful lumber, deep metals, and flux stone, but the location wasn't selected for its splendor. The site is very close to, and at war with, multiple enemy sites. Heads will roll. Fun will rain from the sky. The dwarves stock up with standard gear. During preparation, a comment is made that 160 units of booze is too much for a starting embark. The would-be master logistician that suggested it is quickly replaced with an adequate planter. Dogs of opposite genders are brought so they'll breed. Cats of the same gender are brought so they won't.

The fortress name is finally chosen. Steelhowl. A name befitting an aggressive expansion into enemy territory, and the perfect balance to The Weak Anvil, the moniker forced upon those seven brave dwarves that founded it.

Steelhowl - Terrain at Embark.png

Ladies and gentledwarves, Steelhowl. Workers quickly begin felling trees and striking the earth.

Steelhowl - Main Gate, Year 1.png

The main gate. The first staircase of Steelhowl, that of a 3x3 column with space for a statue at every level, follows a classic style maintained by this particular overseer's previous fortresses. Archeaologists disagree on whether he was mad or genius, however.

Steelhowl - Great Hall, Year 1.png

The great hall. For now. Future overseers will undoubtedly make improvements more fitting of a mighty subterranean stronghold. The 3x3 hollow staircase has expanded to a 5x5 format.

Steelhowl - Commerce Floor, Year 1.png

The beginnings of the commerce floor.

Steelhowl - Stone Stocks, Year 1.png

The stone stocks.

Steelhowl - Domicile, Year 1.png

The first rooms in the domicile. The dwarves of Steelhowl relish in a rare treat - each of them is given an entire 2x3 space to claim as their own. The bookkeeper and manager are given cavernous 3x3 rooms to mark their elevated status (and maybe their need for a table and rock throne).

Steelhowl - The First Masterwork.png

The first masterwork of Steelhowl. Armok is pleased, Risen. You will serve him well in the future.

Steelhowl - The First Trade.png

The first trade caravan arrives and is inundated with various rock crafts created explicitely for this purpose. Their value sums to an even 2000. Food, drink, thread, and a wooden bucket are traded.

Steelhowl - Migrant Wave 3.png

A much-needed third wave of migrants appears. The second wave was lacking, so the seven additional dwavres brought in the third wave were welcomed with open arms. Mostly. Two pressers, two traders, an herbalist, and a glazer. Their priorities are quickly remanaged to suit the needs of Steelhowl.

Adept presser? MORE LIKE DABBLING MASON, AMIRITE?

Steelhowl - Winter Notification, Year 1.png

Winter suddenly arrives, catching the fortress off-guard. Preparations must be made to ensure the transition to the next overseer is an easy one.

Steelhowl - Commerce Floor, Year 1-2.png

The commerce and domicile floors are expanded, and some dwarves are given coffers and cabinets.

Steelhowl - Status at Year 1 End.png

At the conclusion of Steelhowl's first year, all is quiet.

Steelhowl - Ecstatic Dwarves at Year 1 End.png

Also, ten of the fort's sixteen dwarves are ecstatic.

End-of-Year Notes

  • The fort has no defense - no traps, walls, or pits. A family of dogs at the gate has scared off a pair of kobolds, but the dwarves of Steelhowl will have problems if a siege arrives.
  • The fort has no internal source of water. The river is near the main gate at ground level, but we will likely need an internal source before long.
  • The fort lacks a hospital.
  • The fort lacks a room befitting a mayor, when we get one.
  • The fort lacks a metalsmith's shop. We do have an anvil on hand, however.
  • The fort lacks any kind of martial defense. No militia commander or squads.
  • No strange moods. :(
  • All animals are at ground level, mostly in one central unwalled pen area.