Post by Alucard on Sept 18, 2012 18:23:11 GMT -6
"This is it! Perfect!"
The dwarven woman leapt from the wagon, a broad smile etching lines in her pale pink cheeks. "This is where we will make our home."
"Here?" A second dwarf climbed unsteadily from the wagon, "Are you sure this is the best spot?"
The muscular woman wheeled about and glared at her friend. "And what, my dear Aban, is wrong with here?"
Aban immediately began to regret upsetting the woman. Thikut, he was fairly confident, could crush his skull like a ripe plump helmet if she were inclined to do so. He licked his lips as his brain searched for an answer that would pacify the fuming expedition leader. "It's not that there's anything wrong, per se. It's just not very, uh, traditional is all."
Thikut's face relaxed into an amused expression. "Traditional? I thought we came out here to get away from tradition. If you want to turn around and go back to the mountainhomes now..."
A loud thwack drew their attention to a nearby tree. "If you two have enough time to bicker..." The skinny dwarf hefted his copper axe for another swing. "...you have time to work." *thwack*
"Zas is right," Thikut began, "there's work to be done. Spring won't last forever."
A dwarf came around the wagon hefting a pair of pickaxes. "That's all well and good for him," he sneered in the direction of the axedwarf, "but these woods seems to be lacking a certain...something."
The leader walked over to him, her bulky frame towering over him as she leaned in. "If it's stone you speak of, Asmel," Thikut smirked, taking a pick from the miner's hand, "you only ever need to look down. Let's go, people! Strike the earth!"
Welcome friends, to my humble fortress. What's that? Dwarf Fortress? Let's Play? These mean nothing to you? Then allow me to explain.
Dwarf Fortress is a computer game made by Tarn Adams. It randomly generates an entire world in which you take a band of dwarves into the wilderness and attempt to create a home for them to survive in. This often ends in FUN (read: horrible death) and everything gets saved, so that each fort you create persists in the world. You can then take a single adventurer and explore the darkened halls of your fortress/deathtrap. One of DF's biggest draws is the amount of minute detail it tracks, from a dwarf's favorite food to the medical history of its right middle toe.
Sounds fun, right? Well the interface is confusing at best and there are NO graphics. Colored letters and punctuation denote everything you see from a pesky k (that's a kobold, folks) to a terrifying D (dragon). I'll do my best to decode this for you as we go along.
As far as Let's Plays go, it is essentially me playing a game and posting it on the internet for your entertainment and edification. With Dwarf Fortress, this often means crafting a meta-narrative to tie things together based on the events of the game. Most of the LP will just be me explaining what's going on, with these vignettes adding flavor.
Fair warning: This is my first LP and I'm by no means a writer. We'll see how this goes.
Welcome to Archjoin
Click for map!
Here we are at Archjoin. A peaceful little place in the Steppe of Balancing. The brook which travels through the northern half of the site offers us a ready source of fresh water, and there are plenty of trees and plants for us to gather.
This is the first thing we see. The smiley faces are our dwarves, the letters are our livestock, and the brown rectangle is the wagon carrying all of our stuff. On the right side is the minimap with the X showing where our screen is centered. The map can be toggled on and off, as well as another panel which shows a list of commands for the different menus.
I should begin clearing trees and digging an entrance tunnel immediately, but before I start on that let's introduce our intrepid dwarves.
Thikut Bannerwet is our expedition leader and will also work as a miner until we can get a reasonable space carved out. She has traveled here with her old friend Aban to seek her fortune, in due reverence to Istrath Istrathlimar, the god of wealth, of course. Though typically the cheerful sort, Thikut has a bit of temper and the physical strength to let it get her in trouble.
Aban Mouthbust is our farmer. What he lacks in strength of limb, he makes up in patience and kindness. A natural friend to everyone he meets, Aban has long served to balance Thikut's impulsiveness and seems to be the glue that holds the band together.
Iden Mirrorknives is our butcher, tanner, cook, and brewer and all around in charge of making sure we're not subsisting on raw berries. An easy-going sort, Iden has always wanted to be a poet, or an artist, or anything really. Unfortunately, he's always been too afraid to let himself really try.
Asmel Gemgifts is a miner by trade and a romanticist by heart. He claims that Mostib himself, god of jewels, beckons him beneath the earth so that dwarves may delight in the beauty of his gems. His artistic side tends toward the macabre, and he is prone to fits of melodrama.
Zas Fieldglazes, our resident woodworker, is not exactly what one would call a friendly sort. He prefers to be working out amongst the trees, where he seldom is forced to endure other people. While not exactly spiteful, his stern, antisocial demeanor makes him difficult to interact with. Some dwarves take this personally, and he and Asmel have a longstanding grudge over "philosophical differences".
Ushrir Gulfsmiths is our Chief Medical Dwarf. A man of intellect, he began studying medicine less out of philanthropy than out of scientific curiosity. Fascinated by disease and infestation, Ushrir nonetheless puts his patients' wellbeing first...most of the time.
Fikod Attictell was raised in the service of Gigin, goddess of death, war, and fortresses. The only member with any sort of military ability, she will serve as our guard captain. Until defense becomes necessary, she will keep her marksdwarfship sharp by hunting the local fauna.
So let's get started!
I begin by designating an entrance tunnel just north of the wagon. The triangles you see there are ramps leading down.
I go down a layer until I reach stone, which turns out to be microcline, a pretty, bright, cyan stone.
I order a tunnel dug southwards to carve out a space which will be used for the trade depot.
The tunnel then continues south to the fortress' central shaft. A grand staircase (those Xs) will be the only means of traveling between levels, at least for now. Eventually, the tunnel there will be filled with elaborate engravings to impress and inspire migrants and visitors, and deadly traps to protect from hostile invaders. Hopefully we won't get those two groups confused.
I go back up to the dirt level in order to get our farms up and running, but I have to dig almost all the way back up to the entrance in order to escape stone. That's okay, though, as that gives us space for storehouses and workshops to the south.
Ignore the staircase(>) in the plans there. It was going to allow quicker access between the kitchen and dining halls before I incorporated them into the residential level itself.
This will be the residential area, with dining halls directly off the shaft and quarters branching off from that. I've designated four wings, but only one will be dug immediately. I can connect the others quickly to expand as needed.
Further down, I have set up room for some workshops and storage. This will be the main work floor where we will construct and craft what we need for the fortress as well as goods to trade with passing caravans.
Back up on the farm level, I have to adjust the plan for the presence of more stone. Here you can see the Buildings menu, from which I am selecting farm plots. I have set three separate plots in the room so that we can grow different crops at the same time, and the lower room will serve as a stockpile for our seeds.
Here you can see I've got a few workshops built, out of microcline for a bit of contrast. I've got a carpenter's shop working on beds so our dwarves can stop sleeping on the ground, but I'll have to wait for the rooms to be carved out before I can place them.
In the meantime, I've instructed any dwarf with nothing better to do to begin smoothing stone in our entrance hall. It keeps them busy and is good exercise to boot.
Spring ends with work moving along slowly but surely. The first year or so of a fortress tends to be pretty uneventful, nothing too exciting hap-
-pening...
The dwarven woman leapt from the wagon, a broad smile etching lines in her pale pink cheeks. "This is where we will make our home."
"Here?" A second dwarf climbed unsteadily from the wagon, "Are you sure this is the best spot?"
The muscular woman wheeled about and glared at her friend. "And what, my dear Aban, is wrong with here?"
Aban immediately began to regret upsetting the woman. Thikut, he was fairly confident, could crush his skull like a ripe plump helmet if she were inclined to do so. He licked his lips as his brain searched for an answer that would pacify the fuming expedition leader. "It's not that there's anything wrong, per se. It's just not very, uh, traditional is all."
Thikut's face relaxed into an amused expression. "Traditional? I thought we came out here to get away from tradition. If you want to turn around and go back to the mountainhomes now..."
A loud thwack drew their attention to a nearby tree. "If you two have enough time to bicker..." The skinny dwarf hefted his copper axe for another swing. "...you have time to work." *thwack*
"Zas is right," Thikut began, "there's work to be done. Spring won't last forever."
A dwarf came around the wagon hefting a pair of pickaxes. "That's all well and good for him," he sneered in the direction of the axedwarf, "but these woods seems to be lacking a certain...something."
The leader walked over to him, her bulky frame towering over him as she leaned in. "If it's stone you speak of, Asmel," Thikut smirked, taking a pick from the miner's hand, "you only ever need to look down. Let's go, people! Strike the earth!"
Welcome friends, to my humble fortress. What's that? Dwarf Fortress? Let's Play? These mean nothing to you? Then allow me to explain.
Dwarf Fortress is a computer game made by Tarn Adams. It randomly generates an entire world in which you take a band of dwarves into the wilderness and attempt to create a home for them to survive in. This often ends in FUN (read: horrible death) and everything gets saved, so that each fort you create persists in the world. You can then take a single adventurer and explore the darkened halls of your fortress/deathtrap. One of DF's biggest draws is the amount of minute detail it tracks, from a dwarf's favorite food to the medical history of its right middle toe.
Sounds fun, right? Well the interface is confusing at best and there are NO graphics. Colored letters and punctuation denote everything you see from a pesky k (that's a kobold, folks) to a terrifying D (dragon). I'll do my best to decode this for you as we go along.
As far as Let's Plays go, it is essentially me playing a game and posting it on the internet for your entertainment and edification. With Dwarf Fortress, this often means crafting a meta-narrative to tie things together based on the events of the game. Most of the LP will just be me explaining what's going on, with these vignettes adding flavor.
Fair warning: This is my first LP and I'm by no means a writer. We'll see how this goes.
Welcome to Archjoin
Click for map!
Here we are at Archjoin. A peaceful little place in the Steppe of Balancing. The brook which travels through the northern half of the site offers us a ready source of fresh water, and there are plenty of trees and plants for us to gather.
This is the first thing we see. The smiley faces are our dwarves, the letters are our livestock, and the brown rectangle is the wagon carrying all of our stuff. On the right side is the minimap with the X showing where our screen is centered. The map can be toggled on and off, as well as another panel which shows a list of commands for the different menus.
I should begin clearing trees and digging an entrance tunnel immediately, but before I start on that let's introduce our intrepid dwarves.
Thikut Bannerwet is our expedition leader and will also work as a miner until we can get a reasonable space carved out. She has traveled here with her old friend Aban to seek her fortune, in due reverence to Istrath Istrathlimar, the god of wealth, of course. Though typically the cheerful sort, Thikut has a bit of temper and the physical strength to let it get her in trouble.
Aban Mouthbust is our farmer. What he lacks in strength of limb, he makes up in patience and kindness. A natural friend to everyone he meets, Aban has long served to balance Thikut's impulsiveness and seems to be the glue that holds the band together.
Iden Mirrorknives is our butcher, tanner, cook, and brewer and all around in charge of making sure we're not subsisting on raw berries. An easy-going sort, Iden has always wanted to be a poet, or an artist, or anything really. Unfortunately, he's always been too afraid to let himself really try.
Asmel Gemgifts is a miner by trade and a romanticist by heart. He claims that Mostib himself, god of jewels, beckons him beneath the earth so that dwarves may delight in the beauty of his gems. His artistic side tends toward the macabre, and he is prone to fits of melodrama.
Zas Fieldglazes, our resident woodworker, is not exactly what one would call a friendly sort. He prefers to be working out amongst the trees, where he seldom is forced to endure other people. While not exactly spiteful, his stern, antisocial demeanor makes him difficult to interact with. Some dwarves take this personally, and he and Asmel have a longstanding grudge over "philosophical differences".
Ushrir Gulfsmiths is our Chief Medical Dwarf. A man of intellect, he began studying medicine less out of philanthropy than out of scientific curiosity. Fascinated by disease and infestation, Ushrir nonetheless puts his patients' wellbeing first...most of the time.
Fikod Attictell was raised in the service of Gigin, goddess of death, war, and fortresses. The only member with any sort of military ability, she will serve as our guard captain. Until defense becomes necessary, she will keep her marksdwarfship sharp by hunting the local fauna.
So let's get started!
I begin by designating an entrance tunnel just north of the wagon. The triangles you see there are ramps leading down.
I go down a layer until I reach stone, which turns out to be microcline, a pretty, bright, cyan stone.
I order a tunnel dug southwards to carve out a space which will be used for the trade depot.
The tunnel then continues south to the fortress' central shaft. A grand staircase (those Xs) will be the only means of traveling between levels, at least for now. Eventually, the tunnel there will be filled with elaborate engravings to impress and inspire migrants and visitors, and deadly traps to protect from hostile invaders. Hopefully we won't get those two groups confused.
I go back up to the dirt level in order to get our farms up and running, but I have to dig almost all the way back up to the entrance in order to escape stone. That's okay, though, as that gives us space for storehouses and workshops to the south.
Ignore the staircase(>) in the plans there. It was going to allow quicker access between the kitchen and dining halls before I incorporated them into the residential level itself.
This will be the residential area, with dining halls directly off the shaft and quarters branching off from that. I've designated four wings, but only one will be dug immediately. I can connect the others quickly to expand as needed.
Further down, I have set up room for some workshops and storage. This will be the main work floor where we will construct and craft what we need for the fortress as well as goods to trade with passing caravans.
Back up on the farm level, I have to adjust the plan for the presence of more stone. Here you can see the Buildings menu, from which I am selecting farm plots. I have set three separate plots in the room so that we can grow different crops at the same time, and the lower room will serve as a stockpile for our seeds.
Here you can see I've got a few workshops built, out of microcline for a bit of contrast. I've got a carpenter's shop working on beds so our dwarves can stop sleeping on the ground, but I'll have to wait for the rooms to be carved out before I can place them.
In the meantime, I've instructed any dwarf with nothing better to do to begin smoothing stone in our entrance hall. It keeps them busy and is good exercise to boot.
Spring ends with work moving along slowly but surely. The first year or so of a fortress tends to be pretty uneventful, nothing too exciting hap-
-pening...