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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 75f1db7bbccf6b8⋯.jpg (275.61 KB,800x1200,2:3,TTM_212-large.0.jpg)

File: b3bb83801bb1d07⋯.jpg (470.93 KB,1760x836,40:19,df_mountains.jpg)

601991 No.40991 [Last50 Posts]

DWARF FORTRESS: THE BUILDER

You have arrived. After a long journey from the mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended. Your party of brave dwarves is to make an outpost for the glory of Solamineth (Nation City in Dwarfish). There are almost no supplies left, but with stout labor comes sustenance. Whether by bolt, plow or hook, you must provide for each other. You are expecting a supply caravan just before winter entombs you, but it is Spring now. Enough time to delve into the earth, ere the dingoes get hungry. Will you be able to beat the odds and survive in a world that wants you dead? Strike the earth and find out!

Dwarf Fortress: The Builder is a herobuilder centered around you, one of the dwarves that decided to embark on this fateful expedition, and your fellow players who have come with you. Will you be able to survive the goblin raids, the maneating carp ambushes, megabeasts, and even each other? This will not be nearly as in-depth as Dwarf Fortress is, and is dumbed down, so do not expect mechanics to be the same. Still, I’ll do my best to be faithful to the game.

To get started, fill out this sheet.

NAME: (your name, preferably a dwarven-sounding name)

AGE:

GENDER:

FLUFF:

STATS: (see stat rolling, below)

-Physical Stats

Strength (How strong you are, helps with melee attacks as well as determining how much you can carry)

Dexterity (Hand-eye coordination, helps with ranged attacks, flexibility and performing meticulous tasks)

Agility (How fast and nimble you are, helps with dodging, running, and things that require speed)

Endurance (Helps with dealing with fatigue, inclement conditions, surviving without food and water, etc)

Fortitude (Adds to health stat and helps with resisting poison and disease, recovering from wounds, etc.)

-Mental Stats

Intelligence (Helps with complex actions)

Wisdom (Helps with simple actions and survival skills)

Innovation (Helps with learning new things)

Willpower (Helps with retaining focus, staving off insanity, resisting mental syndromes, etc.)

Charisma (Helps with social interactions with NPCs)

HEALTH: 10 (+Fortitude stat)

SKILLS: (A list of skills you have picked up along the way, such as mining, fishing, etc. Some basic skills are given based on fluff)

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: (Any special items you may hold)

COINS: 100

BONUS: (Dependent on fluff)

PROPOSED NAME OF FORTRESS (include this in your initial post ONLY, if no consensus is reached I’ll just roll for it. We can argue over where we want to be on the map on Discord too.)

You will have a stat block for the fortress as a whole as well, which will be posted after the game begins.

Stat Rolling: To determine stats, roll 8d5 twice. The first 8d5 represents your physical stats and the second 8d5 represents your mental stats. Take the total of each roll and that’s how much points you have to spend on the respective stat block.

ROLL CHART:

1: FUN!

2-5: Hard Fail – Not only did you fuck up but now something bad will happen.

11-20: Fail – You fail to do the action, but nothing bad comes of it.

31-40: Tattered – You succeed, but only a little.

41-60: Fine – You succeed, but not remarkably so.

60-75: Superior – You’ve achieved better than average results.

76-94: Exceptional – You’ve done some damn fine work.

95-99: Masterwork – Half of progress on projects is completed, if over half then it’s completed

100: Strange Mood – Progress is automatically completed and something very good happens, such as making a legendary artifact

If a roll is unfeasible, as in there’s simply no way it could be done under the present circumstances, it won’t succeed, even on a 100, though no negative side effects will occur either unless the roll was 1-5.

Each turn equals one week (see http://dwarffortresswiki.org/index.php/DF2014:Calendar)

And remember, losing is FUN!

____________________________
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6864d4 No.40995

Dice rollRolled 4, 3, 1, 2, 5, 1, 4, 3, 2, 1, 5, 5, 2, 5, 2, 3 = 48 (16d5)

rolls for dwarf

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601991 No.40998

Almost forgot to mention, stats cap at 10

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6864d4 No.40999

Dice rollRolled 3, 2, 3, 4, 1, 1, 5, 4, 4, 4, 1, 5, 4, 3, 2, 5 = 51 (16d5)

What does it mean for each number in a stat.

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4939ca No.41000

Dice rollRolled 2, 1, 4, 1, 5, 1, 5, 3, 1, 5, 2, 2, 3, 5, 5, 2 = 47 (16d5)

1-8 PHYSICAL

9-16 MENTAL

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4939ca No.41001

File: ce6520f2952ca6c⋯.png (363.4 KB,1920x1080,16:9,SWORD HEADSHOT.png)

File: 7dcda95bb01ecce⋯.png (371.78 KB,1920x1080,16:9,IrorI Final Kill Count.png)

NAME: Irori Agescar

AGE: 133

GENDER: Male

FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.

Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…

STR 7

AGI 5

DEX 3

END 5

FORT 6

INT 5

WIS 6

INNO 4

WILL 10

CHA 5

HEALTH: 16

SKILLS:

MORALE:

INVENTORY:

COINS: 100

BONUS:

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feac29 No.41003

Dice rollRolled 5, 1, 5, 2, 5, 1, 1, 5, 3, 1, 4, 3, 3, 2, 1, 3 = 45 (16d5)

1-8: Physical

9-16: Mental

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e5cabd No.41004

Dice rollRolled 4, 4, 4, 4, 2, 1, 2, 1, 4, 5, 3, 4, 1, 1, 5, 1 = 46 (16d5)

>>40991

1-8. Physical

9-16. Mental

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e5cabd No.41005

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: (A list of skills you have picked up along the way, such as mining, fishing, etc. Some basic skills are given based on fluff)

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: (Any special items you may hold)

COINS: 100

BONUS: (Dependent on fluff)

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e5cabd No.41006

>>41005

>>40991

Oh yeah, fort name: Wheel of Sorrow

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899987 No.41007

File: a354ec48cee398f⋯.png (71.68 KB,1161x851,1161:851,IMG_2139.PNG)

Dice rollRolled 4, 1, 3, 1, 3, 3, 5, 1, 3, 2, 2, 3, 1, 1, 1, 1 = 35 (16d5)

It's time.

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899987 No.41008

Dice rollRolled 1, 2, 1, 3, 5, 2, 5, 4, 3, 2, 1, 3, 5, 1, 4, 1 = 43 (16d5)

>>41007

>Almost half of my rolls are one

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899987 No.41009

>>41008

Whoops. Didn't mean to roll again.

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feac29 No.41013

File: 9f64f616a0fb52c⋯.png (128.13 KB,480x480,1:1,Assdemon.png)

File: 42314ce447fafcf⋯.jpg (35.41 KB,600x600,1:1,3e6adcedd94c274b04f2fcd926….jpg)

>>40991

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 3

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS:

MORALE: 0

INVENTORY:

COINS: 100

BONUS:

PROPOSED NAME OF FORTRESS: Narâg-Zirak

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f23d0b No.41014

Dice rollRolled 1, 5, 2, 2, 5, 4, 4, 4 = 27 (8d5)

>>40991

rollin

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f23d0b No.41015

Dice rollRolled 4, 4, 4, 3, 2, 1, 2, 3 = 23 (8d5)

>>41014

roll

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f23d0b No.41016

NAME: Regur Thorekdar

AGE: 120

GENDER: Male

FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

STATS: (see stat rolling, below)

-Physical Stats

Strength 8

Dexterity 2

Agility 2

Endurance 5

Fortitude 10

-Mental Stats

Intelligence 7

Wisdom 8

Innovation 2

Willpower 3

Charisma 3

HEALTH: 20

SKILLS:

MORALE: 0

INVENTORY:

COINS: 100

BONUS: Zaludmomuz (FutureCrypt)

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4939ca No.41017

>>41001

Fort Name: Råshrakust

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d4e412 No.41023

Dice rollRolled 5, 2, 4, 1, 3, 3, 3, 4, 1, 2, 4, 2, 4, 2, 5, 2 = 47 (16d5)

1-8 physical

9-16 mental

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d4e412 No.41025

File: 3db8717fb416420⋯.jpg (227.54 KB,600x803,600:803,7ca2fb3adc8a333543e9da2c15….jpg)

>>40991

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 4

>Dexterity 4

>Agility 10

>Endurance 4

>Fortitude 3

>-Mental Stats

>Intelligence 6

>Wisdom 6

>Innovation 4

>Willpower 4

>Charisma 2

>HEALTH: 13

>SKILLS: (A list of skills you have picked up along the way, such as mining, fishing, etc. Some basic skills are given based on fluff)

>MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

>INVENTORY: (Any special items you may hold)

>COINS: 100

>BONUS: (Dependent on fluff)

PROPOSED NAME OF FORTRESS: Kuthdêngtobul (AccidentCanyon)

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6864d4 No.41028

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 58

GENDER: Male

FLUFF: He has a narrow square chin, his very-long hair is neatly combed, his sideburns are clean-shaven, his very long mustache is double braided, his lips are thin, he has a very deep voice, his nose is slightly upturned, his splayed ears have great swinging lobes, his slightly wide-set eyes are gold, his body is broad, his hair is russet, his skin is pale chestnut.

Has a calm demeanor, is absolutely unfazed by the opinions of others, feels strong urges and seeks short-term rewards, does not actively seek friendships and is incredibly distant and reserved, prefers to be alone, is constantly active and energetic, is bored by reality and has a wonderful imagination, can easily become absorbed in art and the beauty of the natural world, is incredibly frank and candid in dealings with others, would never deny his own needs just to compromise with somebody else, loves to make lists and keep schedules, constantly strives for perfection, rarely completes tasks and is often overcome by distractions.

Believes that the creation and appreciation of artwork is one of the highest ideals, believes truth is inviolable regardless of the cost, feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect, believes that mastery of a skill is one of the highest pursuits, believes perseverance is one of the greatest qualities somebody can have, finds the quest for knowledge to be of the very highest value, holds craftsdwarfship to be of the highest ideals and celebrates talented artisans and their masterworks, sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such, thinks the world should be engaged in perpetual warfare, treasures independence, is greatly disturbed by quiet and a peaceful existence, can't fathom why anyone would want to live in an orderly and harmonious society, sees the denial of impulses as a vain and foolish pursuit, respects power, finds romance distasteful, he sees life as unfair and doesn't mind it that way, values hard work, does not respect the law, finds nature disturbing, does not really value cunning and guile, doesn't care very much about decorum, doesn't have any strong feelings about being stoic, doesn't think one way or the other about leisure time, does not care about family one way or another, doesn't particularly value loyalty, and doesn't particularly respect commerce. Goden likes giant cuttlefish for their ability to change color.

Goden is a dwarf that is constantly in his own imagination and will only come out of it (relatively) when he needs to perform the bare minimum amount of social interaction needed in order to supply whatever pursuit he is interested in at the moment. Regardless of his self discipline and short attention span he loves making lists and sheets that while he will almost never follow for others he actually makes a good organizer and accountant. Goden almost never goes outside as he finds the twisting paths of a fortress with its engraved walls (Much done by him) and its legendary quality statues to be the pinacle of life. Goden can theoretically do anything and probably has attempted to do it generally with a fair amount of success. however with his complete abandonment of whatever pursuit he does most skills he has attained have become very rusty. The only exception to this is his artistic skills especially engraving, his thinking and scholarly skills, and his well known ability for biting, wrestling to escape confinement, and using the most random of things for weapons. Goden joined the expedition not because he was willing at first, but because others were tired of his presence, although after throwing a tantrum and flooding half of the fortress he was very willing to leave.

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS:

MORALE: 0

INVENTORY:

COINS: 100

BONUS:

Fortress name: Rabnisun (glowing-warning)

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601991 No.41035

Dice rollRolled 2 (1d6)

Officially starting the game, new players can always join with no penalty as migrants. Dara I'll be sure to get you too

>>41001

HEALTH: 16

WOUNDS: Missing Left Hand

SKILLS: Talented Swordsdwarf (Rusty), Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty)

MORALE: 0

INVENTORY: Bronze Sword, Bronze Chestplate

COINS: 100

BONUS: Martial Trance - Although your combat skills are a bit…rusty in your old age and because you're missing a hand, you have become more adept at entering martial trances, being able to use them for longer than usual. This will give a bonus to your combat rolls when fighting more than one enemy while it is in effect, although it only lasts for a few turns equal to half your endurance level rounded down, after which you become tired. However, because of your penchant for the art you can do it twice as long.

>>41005

HEALTH: 16

SKILLS: Proficient Miner, Adequate Engraver, Novice Mason

MORALE: 0

INVENTORY: Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone.

>>41013

HEALTH: 15

SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter

MORALE: 0

INVENTORY: Bronze Axe

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

>>41016

HEALTH: 20

WOUNDS: Missing eye, 3 missing toes

SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User

MORALE: 0

INVENTORY:

COINS: 100

BONUS: Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

>>41025

HEALTH: 13

SKILLS: Proficient Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector

MORALE: 0

INVENTORY: Wooden Fishing Pole

COINS: 100

BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

>>41028

HEALTH: 20

SKILLS: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter

MORALE: 0

INVENTORY:

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

>>41006

>>41013

>>41016

>>41017

>>41025

>>41028

Rolling for fortress name in this order

-PLEASE DO NOT POST YET-

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601991 No.41036

File: 1688a2d558e4583⋯.jpg (461.46 KB,800x1200,2:3,dfstart.jpg)

FORTRESS STATS:

Name: Narâg-Zirak

Date: 1st Granite (Spring)

Inhabitants: 6 (you)

Rooms: 1 (Wagon, surface)

Supplies: 100 food, 100 drink, 20 seeds, iron anvil, 3 buckets, 3 splints, 3 crutches

Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female)

Defenses: None

You have arrived at Narâg-Zirak, the promised land where you will be beginning your new lives. Your embark site has a small mountain (8 Z-levels tall) for you to tap into, and a river flowing nearby. There is plenty of topsoil here and no aquifer. The biome is Temperate Broadleaf Forest (Wilderness), so aboveground water will freeze in the wintertime and the savagery level is medium. Nearby civilizations are Fevucata “The Searing Talon” (Elven), Julis (Kobolds), Icenbehal “The Safe Kingdom” (Human), Mato Spostnal “The Wrath of Hailing” (Goblin) and Solamineth from which you came. A caravan from Solamineth is expected to arrive in the Fall. Random events are disabled until Summer hits to give you time to build.

Actions are 2d100. Combat rolls are 1d100.

Strike the earth!

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601991 No.41037

>>41028

Also just realized your mental stats are still off by 1, plz fix

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899987 No.41038

File: 3cdbe41454eb949⋯.jpg (211.41 KB,1593x1061,1593:1061,IMG_2632.JPG)

File: 0f7bf5cf7f69996⋯.jpg (319.97 KB,774x1031,774:1031,IMG_2633.JPG)

>>40991

NAME: Doren Uristan (Doren Hearthlights)

AGE: 72 (Adult)

GENDER: MALE

FLUFF: Doren Uristan isn't particularly bright, or friendly, but he doesn't need to be. He's a craftsdwarf. He makes jewelry, ornamentations, bits, bobs, odds and ends. He particularly enjoys making beads and ornaments for beards, especially his own. Doren finds peace in his work. The world outside is frightening, and he only came along on this journey as a favor to his elderly grandfather of 156 years, who insisted that he needed to go out and see the world. Somewhere in the first few miles of the journey, he decided that he'd seen enough of the world, and couldn't wait to dig out his own workshop in the mountain, where he could practice his crafts, and expand his skill set. His aloofness isn't to say he can't be pleasant company. He just isn't going to do the work to start any kind of relationship. Although he's not skilled in the art of working iron or steel, he is a very skilled goldsmith, and a fairly skilled silversmith, and believes that if he needed to, he could be a good blacksmith. Perhaps that's something he'll try his hand at.

STATS:

-Physical Stats

Strength: 4

Dexterity: 5

Agility: 4

Endurance: 4

Fortitude: 4

-Mental Stats

Intelligence: 2

Wisdom: 3

Innovation: 4

Willpower: 3

Charisma: 2

HEALTH: 10 (+Fortitude stat)

SKILLS: (A list of skills you have picked up along the way, such as mining, fishing, etc. Some basic skills are given based on fluff)

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: (Any special items you may hold)

COINS: 100

BONUS: (Dependent on fluff)

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899987 No.41039

>>41038

Whoops. Health is 14.

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d4e412 No.41040

Dice rollRolled 100, 24 = 124 (2d100)

>>41035

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 13

>SKILLS: Proficient Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector

>MORALE: 0

>INVENTORY: Wooden Fishing Pole

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1.2. Time to do as a fisherdwarf does, and fish

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feac29 No.41041

File: f8965ca19495a47⋯.png (340.61 KB,750x2880,25:96,FunComic.png)

Dice rollRolled 11, 31 = 42 (2d100)

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 3

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter

MORALE: 0

INVENTORY: Bronze Axe

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

1. Until such time that a suitable home can be made under the earth, we would prefer to not sleep in the wilds, and our food and goods cannot be exposed to the elements and expected to last. We need shelter, and for that, where the mountain has not yet provided, the trees around shall. (Chop Wood)

2. Use my spare time to assist any of the other dwarfs as they see fit to use me

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601991 No.41042

Note: new players will normally be statted on the ends of turns but this is an exception because Dara rolled before the start

HEALTH: 14

SKILLS: Proficient Blacksmith, Skilled Metalcrafter, Skilled Stonecrafter, Competent Woodcrafter, Adequate Bonecrafter, Novice Gem Cutter

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Craftsman's Tools

COINS: 100

BONUS: The Blacksmith - You have devoted yourself to crafting and smithing, but have a special knack for the latter. Gain a bonus to metalsmithing and metalcrafting actions.

You can post.

>>41028

Also add Engraver's Tools to your inventory because I didn't give you anything

Go ahead and post

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601991 No.41045

>>41013

While I'm at it get 1 Bronze Chestplate and 1 Copper Shield

>>41016

Also add 1 Bronze Hammer, 1 Bronze Chestplate and 1 Copper Shield.

That should be everything.

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4939ca No.41046

Dice rollRolled 54, 1 = 55 (2d100)

>>41035

NAME: Irori Agescar

AGE: 133

GENDER: Male

FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.

Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…

STR 7

AGI 5

DEX 3

END 5

FORT 6

INT 5

WIS 6

INNO 4

WILL 10

CHA 5

HEALTH: 16

SKILLS: Talented Swordsdwarf (Rusty), Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty)

WOUNDS: Missing Left Hand

MORALE: 0

INVENTORY: Bronze Sword, Bronze Chestplate

COINS: 100

BONUS: Martial Trance - Martial Trances last twice as long.

1. It was a long ride here, and, aye, it'll be much work yet before we manage to get a home safe and secured.

Help start digging a hole into the earth.

2. Stand guard against any particularly dangerous woodland beasts!

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4939ca No.41047

File: 62c98b8b6dc885b⋯.jpg (360.77 KB,1000x1193,1000:1193,dorf fort.jpg)

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4939ca No.41049

Dice rollRolled 59 (1d100)

>>41048

+ Talented Swordsdwarf (Rusty), Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty)

+Bronze Sword, Bronze Chestplate

+Martial Trance - Martial Trances last twice as long.

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601991 No.41050

Dice rollRolled 21 (1d100)

>>41049

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f23d0b No.41060

Dice rollRolled 30, 63 = 93 (2d100)

>>41035

>NAME: Regur Thorekdar

>AGE: 120

>GENDER: Male

>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>STATS: (see stat rolling, below)

>-Physical Stats

>Strength 8

>Dexterity 2

>Agility 2

>Endurance 5

>Fortitude 10

>-Mental Stats

>Intelligence 7

>Wisdom 8

>Innovation 2

>Willpower 3

>Charisma 3

>HEALTH: 20

>Wounds: Missing Eye, 3 missing toes

>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User.

>MORALE: 0

>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>COINS: 100

>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1: Act as a guard for the settlement to protect his fellow dwarves while they set up camp.

2: Begin chopping down trees to gather wood for construction

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feac29 No.41062

>>41045

INVENTORY: Bronze Axe, Bronze Chestplate, Copper Shield

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70acc6 No.41063

Dice rollRolled 16, 26 = 42 (2d100)

>>41042

▶Dara (You) 08/02/17 (Wed) 01:24:57 29e315 No.41038>>41039

File (hide): 3cdbe41454eb949⋯.jpg (211.41 KB, 1593x1061, 1593:1061, IMG_2632.JPG) (h) (u)

File (hide): 0f7bf5cf7f69996⋯.jpg (319.97 KB, 774x1031, 774:1031, IMG_2633.JPG) (h) (u)

>>40991 (OP)

NAME: Doren Uristan (Doren Hearthlights)

AGE: 72 (Adult)

GENDER: MALE

FLUFF: Doren Uristan isn't particularly bright, or friendly, but he doesn't need to be. He's a craftsdwarf. He makes jewelry, ornamentations, bits, bobs, odds and ends. He particularly enjoys making beads and ornaments for beards, especially his own. Doren finds peace in his work. The world outside is frightening, and he only came along on this journey as a favor to his elderly grandfather of 156 years, who insisted that he needed to go out and see the world. Somewhere in the first few miles of the journey, he decided that he'd seen enough of the world, and couldn't wait to dig out his own workshop in the mountain, where he could practice his crafts, and expand his skill set. His aloofness isn't to say he can't be pleasant company. He just isn't going to do the work to start any kind of relationship. Although he's not skilled in the art of working iron or steel, he is a very skilled goldsmith, and a fairly skilled silversmith, and believes that if he needed to, he could be a good blacksmith. Perhaps that's something he'll try his hand at.

STATS:

-Physical Stats

Strength: 4

Dexterity: 5

Agility: 4

Endurance: 4

Fortitude: 4

-Mental Stats

Intelligence: 2

Wisdom: 3

Innovation: 4

Willpower: 3

Charisma: 2

HEALTH: 14

SKILLS: Proficient Blacksmith, Skilled Metalcrafter, Skilled Stonecrafter, Competent Woodcrafter, Adequate Bonecrafter, Novice Gem Cutter

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Craftsman's Tools

COINS: 100

BONUS: The Blacksmith - You have devoted yourself to crafting and smithing, but have a special knack for the latter. Gain a bonus to metalsmithing and metalcrafting actions.

1/2. I can't wait to get underground again. This fresh air is biting at my nostrils. I will help to dig into the mountain, using whatever tools I can find. Failing that, I'll use my hands.

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70acc6 No.41064

>>41063

>That first part of the post

That's what I get for being a disgusting phoneposter.

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feac29 No.41065

>>41064

get a computer you potato farmer

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899987 No.41071

>>41065

I have one. It just hates posting on 8chan.

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e5cabd No.41072

Dice rollRolled 19, 64 = 83 (2d100)

>>41035

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Proficient Miner, Adequate Engraver, Novice Mason

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone.

1&2. Start mining into the mountain side to get a nice starting area and a cave roof over our heads.

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6864d4 No.41076

Dice rollRolled 62, 40 = 102 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter

MORALE: 0

INVENTORY: Engraver's Tools

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

1. Begin building crafting stations in one of the fortress rooms.

2. start a plump helmet farm inside one of the rooms

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601991 No.41080

File: 38eb45c722bfb95⋯.png (19.55 KB,983x593,983:593,fortlayout.png)

I just noticed, but I typoed on the roll chart, 11-30 is a fail, not 11-20. But since I messed up it'll be 11-20 for THIS TURN ONLY. Also note that the pic is just your fort's layout and is not meant to be an actual map with accurate distances and all that

FORTRESS STATS:

Name: Narâg-Zirak

Date: 7th Granite (Spring)

Inhabitants: 7 (you)

Rooms: 1 (Wagon, surface), 1 medium empty room, 1 small empty room (inside mountain, 1F)

Supplies: 88 food, 73 drink, 15 seeds, iron anvil, 3 buckets, 3 splints, 3 crutches, 3 wood, 3 limestone

Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female)

Defenses: None

>>41040

You not only catch some fish (+5 food) but also hooked an artifact lying at the bottom of the river! It is identified as Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

You've found your first artifact! It will undoubtedly be of great use to you. Also raise your Fishing skill to Adept as a result of this.

>>41041

You pick up your axe and start getting PTSD flashbacks, after which you decide it's probably a better idea to do that another time.

So instead you help Dishman the miner dig out lodgings, and between you, Dishman, Doren and Irori you manage to dig out two small rooms and one medium room from the loam, good enough to start a base in.

>>41046

On your patrols outside, you are startled by a loud noise. It's a grizzly bear, and it's eating your supplies! It attacks upon discovering you, tearing into you for 4 damage. However, you stab into it, making it roar in pain, and it decides to make a run for it, your martial trance scaring away the hulking beast, for now. Upon returning to assess the damage you realize that it had already devoured quite a bit of your camel tripe and sheep sweetbread. (-10 food). Even worse, two barrels of fine dwarven beer were busted open, their contents left to soak into the earth. (-20 drink). Better move your stuff inside, unless you want it to come back.

>>41060

It was a relatively peaceful patrol. You hear a bear roar and a dwarf scream, but you can't seem to find the bear. You do realize that something broke into your wagon and made a mess of the place though. (See Jaundice's update)

You find Thunli's axe lying around, and decide to use it to chop down some trees. You're still a bit untrained in chopping wood, finding it much different than swinging your hammer, but your strength is still enough to cut down a few trees and get 3 wood.

(Add Dabbling Woodcutter to your skills)

>>41063

You find that you're not a whole lot of help digging, being that there's only one pick and two dwarves working on the project. However, you manage to haul the various rocks and rubble, which does help out. You manage to collect the 3 limestone from their efforts and put it in the stockpile. By the time you're done, you have 2 small rooms and 1 medium room situated cozily inside the mountain. (Add dabbling miner to skills)

>>41072

You get your trusty pick and get to mining, Doren, Thunli and Irori helping out as well. Between the four of you you're able to clear out a medium-sized room and two small rooms. You find 3 limestone there as well, which is hauled back to the wagon. Pappy taught you that that there's a flux stone, and that'll be good for makin' steel, if you can find any iron and coal.

>>41076

You get to work on building a craftsdwarf's workshop made of limestone. You made good progress, and it should be finished soon. (Progress: 3/4)

You also spend your week planting plump helmets. You don't know much about farming, but you know that you put seeds in soil and they will eventually grow. Still, the work is exhausting, since you're not used to this kind of labor. You manage to make a Small Farm in one of the small rooms. The seeds will be fully grown in the summer. (-5 seeds) (Add Dabbling Farmer to your skills)

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feac29 No.41091

File: 7b013d92a0bc6c6⋯.jpg (119.43 KB,676x609,676:609,m8vq4.jpg)

Dice rollRolled 17, 72 = 89 (2d100)

>>41080

>>41080

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 3

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter

MORALE: 0

INVENTORY: Bronze Axe, Bronze Chestplate, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

1. With the bear having eaten some of our precious food, we'd be prudent to find more. I shall hunt for all manner of small game to replenish our food stores.

2. To store the meat for long periods of time we must smoke it, to smoke it we'll need a smoking lodge, and for that we'll need wood. I shall chop wood and began work on the lodge.

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e5cabd No.41092

Dice rollRolled 61, 47 = 108 (2d100)

>>41080

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Proficient Miner, Adequate Engraver, Novice Mason

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone.

1&2. Mine a bit more forward and start on a central up/down staircase.

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f23d0b No.41093

Dice rollRolled 64, 70 = 134 (2d100)

>>41080

NAME: Regur Thorekdar

>AGE: 120

>GENDER: Male

>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>STATS: (see stat rolling, below)

>-Physical Stats

>Strength 8

>Dexterity 2

>Agility 2

>Endurance 5

>Fortitude 10

>-Mental Stats

>Intelligence 7

>Wisdom 8

>Innovation 2

>Willpower 3

>Charisma 3

>HEALTH: 20

>Wounds: Missing Eye, 3 missing toes

>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User.

>MORALE: 0

>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>COINS: 100

>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1-2: Regur looks upon the spilt cask of ale as a tear crawls forth from his eye. This is perhaps one of the greatest crimes that can be done to a dwarf and he will not stand for it. He grabs his hammer and shield and tracks down the bear. Narâg-Zirak will have vengeance this day!

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f23d0b No.41094

Dice rollRolled 89, 85 = 174 (2d100)

>>41093

Combat

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f23d0b No.41095

Dice rollRolled 13 + 10 (1d100)

>>41094

Fucking dumb fixing it wasted good rolls

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601991 No.41097

File: 04d9d510515eaeb⋯.jpg (115.04 KB,1280x720,16:9,maxresdefault (1).jpg)

Dice rollRolled 5 (1d100)

>>41094

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6864d4 No.41102

Dice rollRolled 26, 40 = 66 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer

MORALE: 0

INVENTORY: Engraver's Tools

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

1. Finish the craftsdwarf's workshop 3/4

2. designate the new northern room as the store room, haul all the supplies to the storeroom, and disassemble the cart and split casks for wood as well.

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d4e412 No.41108

Dice rollRolled 66, 33 = 99 (2d100)

>>41080

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 13

>SKILLS: Proficient Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector

>MORALE: 0

>INVENTORY: Wooden Fishing Pole

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1. I am a Dwarf and I'm fishing a Fish

2. Clean the fish and prepare them to be actual food

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709ee3 No.41109

Dice rollRolled 94, 22 = 116 (2d100)

>>41080

NAME: Irori Agescar

AGE: 133

GENDER: Male

FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.

Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…

STR 7

AGI 5

DEX 3

END 5

FORT 6

INT 5

WIS 6

INNO 4

WILL 10

CHA 5

HEALTH: 12

SKILLS: Talented Swordsdwarf (Rusty), Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty)

WOUNDS: Missing Left Hand

MORALE: 0

INVENTORY: Bronze Sword, Bronze Chestplate

COINS: 100

BONUS: Martial Trance - Martial Trances last twice as long.

1. Bugger.

Well, the bear will be back soon enough. We'll 4rhave to move our things inside, beneath the rearth. Get to doing that.

2. Get some first aid for my bear wounds.

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544a32 No.41115

Dice rollRolled 4, 1, 5, 4, 1, 3, 5, 2, 4, 5, 5, 5, 4, 1, 3, 5 = 57 (16d5)

Doing rollz

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601991 No.41137

File: e6aa80555551274⋯.png (15.95 KB,983x593,983:593,fortlayout.png)

FORTRESS STATS:

Name: Narâg-Zirak

Date: 14th Granite (Spring)

Inhabitants: 7 (you)

Rooms:

1F: 1 smokehouse, 1 up-down starecase, 1 craftsdwarf's workshop, 1 medium storeroom (1/4 full)

Supplies: 30 meat, 30 fish, 40 plant, 65 drink, 15 seeds, iron anvil, 3 buckets, 3 splints, 3 crutches, 3 wood, 5 limestone, 1 jasper opal

Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female)

Defenses: None

>>41091

You find it a bit hard to hunt without a bow or crossbow…everything just keeps running away and your little old legs just can't keep up. However you're able to set up a basic smoking lodge in one of the rooms Dishman was able to dig out. You think you might be able to cook some meals with this.

>>41092

You mine a medium room, which Goden quickly turns into a storehouse, an up-down staircase giving you access to the second floor of the mountain and the first underground level, and a small room for Thunli to set up his smoking lodge in as well. You find 5 limestone and 1 jasper opal as you mine.

>>41093

Before long you spot the bear who had so foolishly invaded your camp, still licking its wounds from Irori's encounter from it. It eventually falls asleep, at which point you sneak over and give it a quick and hard thwack on the head with your hammer, cracking through the skull and sending a spurt of grey matter and blood flying out. The grizzly bear has been struck down. Gain 1 grizzly bear corpse and add Dabbling Ambusher to your skill list.

You are exhilarated from your victory! Gain 1 morale.

>>41102

It's nothing special, but you're able to scrape together a craftsdwarf's workshop in one of the rooms. You can use this to craft things out of various materials, such as wood, stone, bones and the like. You're also able to create a good-sized storeroom which should be sufficient for a while.

>>41108

The artifact pole works like a charm, you feel as though fish are drawn right to it! Gain 10 fish meat.

Also fish cleaning is a free action so gain another action next turn. You can either keep the roll or try again, but if you try again you have to accept that result. Note that this has to be a separate action, you can't use this in combined rolls

You feel exceptionally lucky lately, like everything is going your way. Gain 3 morale for getting triple dubs.

>Also remember your fishing skill is Adept from last turn

>>41109

The stuff is already moved, so you get another action to spend next turn. You can either take the roll result or try and roll higher, but if you roll again you have to accept that result. This action can't be combined with other actions.

As for the first aid, you can't really figure out how to wrap your wound - it just keeps falling off. Additionally you aren't sure if there are any medicinal herbs around here. The good news is that it's just a flesh wound and will likely heal on its own over time. (Gain 1 HP/turn as long as it's peaceful)

>All of you are starting to feel sick of sleeping in the dirt and mud. You might want to get some proper beds soon before your morale starts taking a hit.

>>41115

I'll get you next turn assuming you're not just gonna leave your char hanging in purgatory forever

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d4e412 No.41139

Dice rollRolled 23, 44, 69 = 136 (3d100)

>>41137

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 13

>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector

>MORALE: 0

>INVENTORY: Wooden Fishing Pole

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1. Fish I wish

2. I get my Fish

3. A nice big fish, so juicy sweeeeeet

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e5cabd No.41140

Dice rollRolled 60, 9 = 69 (2d100)

>>41137

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Proficient Miner, Adequate Engraver, Novice Mason

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone.

1&2. Expand the room for the farms.

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796abf No.41142

Dice rollRolled 2, 1, 3, 2, 2, 1, 4, 5 = 20 (8d5)

>>40991

Rolling stat-set 1

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796abf No.41143

Dice rollRolled 3, 2, 4, 4, 3, 4, 4, 2 = 26 (8d5)

>>41142

Rolling stat-set 2

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796abf No.41144

>>41142

>>41143

NAME: Glauri Glassbeard

AGE: 129

GENDER: Male

FLUFF: Early in life a fisherdwarf, Glauri's career as a fisherdwarf ended when he suffered a devastating injury, after which he had to spend nearly a year in traction, ultimately learning glass-making to re-enter productive society. While he was skilled at glass making and it was profitable, it fundamentally bored him, and only a few decades later he sold the glasswares workshop to become a machinist, for sieges and dungeon traps had always fascinated him. Glauri considered machinist his true purpose in life and enjoyed a long steady career as a fort's machine-dwarf, ultimately marrying Sturla Beautyneck and having 2 children, both sons, Snor and Bragi. Tragedy was to befall him, Sturla dying at only 74 years old, and Snor and Bragi dying at only 52 and 54 years old, leaving Glauri the only living family member, and having to bury both his own sons, Snor dying of war injuries and Bragi killed when a catapult shot glanced off a mountainside and caused a giant rock to fall. Unable to find meaning in his work after the death of both his sons in so short a time, Glauri sold his workshop (except his personal tools), donned a suit of armor, and armed with sword and a bag of supplies and tools, walked out the front door of the fortress he previously lived in, about 2 years before turn 1 of this game, arriving at the fortress the game takes place in as a migrant.

STATS:

-Physical Stats

Strength 2

Dexterity 6

Agility 4

Endurance 3

Fortitude 5

-Mental Stats

Intelligence 5

Wisdom 4

Innovation 6

Willpower 5

Charisma 4

HEALTH: 15

SKILLS: Fisherdwarf (very rusty), Glass-dwarf (proficient), Machine-dwarf (expert) Swordsdwarf (novice) Armor-wearing (novice), Consoling (journeyman)

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: (Any special items you may hold)

COINS: 100

BONUS: (Dependent on fluff)

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f23d0b No.41151

Dice rollRolled 92, 11 = 103 (2d100)

>>41137

NAME: Regur Thorekdar

>AGE: 120

>GENDER: Male

>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>STATS: (see stat rolling, below)

>-Physical Stats

>Strength 8

>Dexterity 2

>Agility 2

>Endurance 5

>Fortitude 10

>-Mental Stats

>Intelligence 7

>Wisdom 8

>Innovation 2

>Willpower 3

>Charisma 3

>HEALTH: 20

>Wounds: Missing Eye, 3 missing toes

>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User. Dabbling Ambusher

>MORALE: 1

>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>COINS: 100

>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1: Regur drags the bear corpse into the supply room, he then proceeds to attempt to skin the bear for it fur leaving the meat with the rest of the foods for a more competent cook dwarf to deal with.

2: If no other pickaxe is in use then Regur gets to work literally carving out a hole in a wall to claim as his room. And if there is no pick available he'll just do it with his hands.

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4939ca No.41153

Dice rollRolled 82, 46 = 128 (2d100)

>>41137

NAME: Irori Agescar

AGE: 133

GENDER: Male

FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.

Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…

STR 7

AGI 5

DEX 3

END 5

FORT 6

INT 5

WIS 6

INNO 4

WILL 10

CHA 5

HEALTH: 13

SKILLS: Talented Swordsdwarf (Rusty), Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty)

WOUNDS: Missing Left Hand

MORALE: 0

INVENTORY: Bronze Sword, Bronze Chestplate

COINS: 100

BONUS: Martial Trance - Martial Trances last twice as long.

EXTRA ACTION: 93

There's a nice, peaceful lull. Practice my swordsmanship– it's terribly rusty.

1. Help build some beds with the lumber we've acquired thus far.

2. Matter of fact, help cut down some trees in general. Or at least help to move the logs!

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544a32 No.41154

Dice rollRolled 1, 2, 4, 4, 2, 1, 5, 2, 2, 2, 4, 4, 4, 2, 5, 3 = 47 (16d5)

>>41115

NAME: Thorgar Stonehand

AGE: 98

GENDER: Male

FLUFF: Thorgar's family lineage has always been of farming, as such he knows the ins and outs of farming and ,like his ancestors he dedicates his life to farming.

STATS: (see stat rolling, below)

-Physical Stats

Strength 9

Dexterity 3

Agility 1

Endurance 7

Fortitude 5

-Mental Stats

Intelligence

Wisdom 7

Innovation 10

Willpower 10

Charisma 5

HEALTH: 15 (+Fortitude stat)

SKILLS: (A list of skills you have picked up along the way, such as mining, fishing, etc. Some basic skills are given based on fluff)

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: (Any special items you may hold)

COINS: 100

BONUS: (Dependent on fluff)

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feac29 No.41187

File: 852d544d9f2e3f7⋯.jpg (88.97 KB,1024x426,512:213,farmjp.jpg)

Dice rollRolled 12, 19 = 31 (2d100)

>>41137

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 3

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter

MORALE: 0

INVENTORY: Bronze Axe, Bronze Chestplate, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

1. I've got fish to smoke, so I'll take some of the fish and smoke them.

2. After that I shall work the earth already set aside, making it into the first farm in our fortress. It shall be underground and consist of the mushrooms we love so dear, with which we flavor our beer, which gets stuck in our beards, so to get the dear beard beer for all to hear and jeer we must have mushrooms near and away from the steers which might feast upon our new crops this year, so to keep the steers away from the mushrooms for the beard beer we hold so dear the mushrooms shall be reared in a cave near.

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6864d4 No.41226

Dice rollRolled 5, 62 = 67 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer

MORALE: 0

INVENTORY: Engraver's Tools

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

1. Make engravings in the main room

2. Build a drawbridge for the entrance.

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601991 No.41228

File: 4fdfd6cbb9be9b0⋯.png (16.34 KB,983x593,983:593,fortlayout.png)

FORTRESS STATS:

Name: Narâg-Zirak

Date: 21st Granite (Spring)

Inhabitants: 9 (you)

Rooms:

1F: 1 smokehouse, 1 medium farm (10 planted, ready 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/4 full)

Food: 37 meat, 35 fish, 37 plant, 65 drink, 16 seeds

Supplies: iron anvil, 3 buckets, 3 splints, 3 crutches, 7 wood, 8 limestone, 2 malachite, 1 jasper opal, 1 grizzly bear pelt, 1 grizzly bear trophy, 2 beds

Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female)

Defenses: None

>>41139

Your fishing goes fairly well. Gain another 8 fish for the food piles.

>>41140

You dig and toil and the room that the farm is in is expanded. Gain Dabbling Farmer for getting your hands dirty in here. 3 limestone and 2 malachite are also found.

>>41151

You skin the bear and take its meat, putting it into a barrel to be cooked later. Gain 10 meat, 1 bear pelt, 1 bear trophy and the Dabbling Leatherworker skill. Sadly, the pickaxe is in use, and you do little more than break a nail on the rocks when trying to dig by yourself.

>>41153

You get to swinging your sword on a practice tree, and it all starts coming back to you. You feel more than confident in your abilities with the blade, shaking off the rust and raising your swordsdwarf skill to Adept.

You manage to build two simple but sturdy beds out of the materials you found. Work would probably go faster if you had a carpenter's workshop, however. You can place the beds in any empty room, either making a dormitory which multiple dwarves can sleep in or an individual bedroom that can only have one bed. Having individual bedrooms will make occupants happy. Gain the Dabbling Carpenter skill.

You also borrow Thunli's axe to chop some trees, gaining 4 more wood. Gain Dabbling Woodcutter.

>>41187

The smoker seems to be broken down. You manage to fix the problem, but it took the whole week to do so.

You spill a bag of seeds when trying to farm, and have to pick every one of them up.

>>41226

You try to engrave a picture of a dwarf on the wall, but it looks goofy and the ears are pointed, making it look like a dwelf. Lose 1 morale from getting made fun of all the time because of it.

Your drawbridge goes a bit better, however. You're a bit unsure of how it works and you think it will need mechanisms to work properly, but you get to designing the new bridge. (Building design progress: 2/4). Gain the Dabbling Building Designer skill.

-Some migrants have arrived!-

>>41144

HEALTH: 15

SKILLS: Skilled Glassmaker, Proficient Mechanic, Novice Swordsdwarf, Novice Armor User, Adequate Consoler

MORALE: 0

INVENTORY: Bronze sword, bronze chestplate, mechanic's tools

COINS: 100

BONUS: The Trapmaker - Traps made by you are more effective than most, and you make more mechanisms than normal when devoting an action to it.

>>41154

HEALTH: 15 (+Fortitude stat)

SKILLS: Proficient grower, adequate herbalist, skilled brewer, novice milker, novice shearer

MORALE: 0

INVENTORY: Farmer's Tools

COINS: 100

BONUS: Born a Farmer - You gain a bonus to farming skills and get better harvests on crops you plant.

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f23d0b No.41229

Dice rollRolled 54, 59 = 113 (2d100)

>>41228

>NAME: Regur Thorekdar

>>AGE: 120

>>GENDER: Male

>>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>>STATS: (see stat rolling, below)

>>-Physical Stats

>>Strength 8

>>Dexterity 2

>>Agility 2

>>Endurance 5

>>Fortitude 10

>>-Mental Stats

>>Intelligence 7

>>Wisdom 8

>>Innovation 2

>>Willpower 3

>>Charisma 3

>>HEALTH: 20

>>Wounds: Missing Eye, 3 missing toes

>>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User. Dabbling Ambusher

>>MORALE: 1

>>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>>COINS: 100

>>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1:Regur takes one of the pickaxes and sets to work digging out a room for himself.

2: He then hangs the Bear trophy above the front door of the fort.

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796abf No.41230

Dice rollRolled 33, 73 = 106 (2d100)

>>41144

NAME: Glauri Glassbeard

AGE: 129

GENDER: Male

Fluff: see >>41144

STATS:

-Physical Stats

Strength 2

Dexterity 6

Agility 4

Endurance 3

Fortitude 5

-Mental Stats

Intelligence 5

Wisdom 4

Innovation 6

Willpower 5

Charisma 4

HEALTH: 15

SKILLS: Skilled Glassmaker, Proficient Mechanic, Novice Swordsdwarf, Novice Armor User, Adequate Consoler

MORALE: 0

INVENTORY: Bronze sword, bronze chestplate, mechanic's tools

COINS: 100

BONUS: The Trapmaker - Traps made by you are more effective than most, and you make more mechanisms than normal when devoting an action to it.

ACTIONS

1. Temporarily claim 1 bed and sleep in it.

2. Make limestone mechanisms.

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4939ca No.41234

Dice rollRolled 36, 89 = 125 (2d100)

>>41228

NAME: Irori Agescar

AGE: 133

GENDER: Male

FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.

Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…

STR 7

AGI 5

DEX 3

END 5

FORT 6

INT 5

WIS 6

INNO 4

WILL 10

CHA 5

HEALTH: 14

SKILLS: Adept Swordsdwarf, Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty), Dabbling Carpenter, Dabbling Woodcutter

WOUNDS: Missing Left Hand

MORALE: 0

INVENTORY: Bronze Sword, Bronze Chestplate

COINS: 100

BONUS: Martial Trance - Martial Trances last twice as long.

1. Help cut some trees and collect some lumber.

2. Construct a Carpenter's Workshop, so we can get to making some proper carpentry.

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e5cabd No.41240

Dice rollRolled 75, 39 = 114 (2d100)

>>41228

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Proficient Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone.

1&2. Expand floor -1 (entrance level being 0) with some rooms for people to use.

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feac29 No.41250

File: d50ff2de95e41c1⋯.jpg (68.08 KB,680x685,136:137,0cf.jpg)

Dice rollRolled 32, 97 = 129 (2d100)

>>41228

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 3

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter

MORALE: 0

INVENTORY: Bronze Axe, Bronze Chestplate, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

1. Well, lets try to smoke some fish once again.

2. After that, maybe I'll try my luck in the old dwarven profession of mining, I shall dig a exploratory tunnel down in search of precious minerals and iron!

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544a32 No.41281

Dice rollRolled 49, 14 = 63 (2d100)

>>41228

NAME: Thorgar Stonehand

AGE: 98

GENDER: Male

FLUFF: Thorgar's family lineage has always been of farming, as such he knows the ins and outs of farming and ,like his ancestors he dedicates his life to farming.

STATS: (see stat rolling, below)

-Physical Stats

Strength 9

Dexterity 3

Agility 1

Endurance 7

Fortitude 5

-Mental Stats

Intelligence

Wisdom 7

Innovation 10

Willpower 10

Charisma 5

HEALTH: 15

SKILLS: (Proficient grower, adequate herbalist, skilled brewer, novice milker, novice shearer)

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: (Farmer's Tools)

COINS: 100

BONUS:Born a Farmer - You gain a bonus to farming skills and get better harvests on crops you plant.

Action 1-2: Tend to crops

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5ac97f No.41291

Dice rollRolled 87, 74 = 161 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer

MORALE: -1

INVENTORY: Engraver's Tools

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

1. Make metal tools such as pickaxes, axes, etc.. (did not get a response on if the 97 on finding metal was enough for me to start making metal tools to save time)

2. finish drawbridge design 2/4

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899987 No.41298

Dice rollRolled 50, 71 = 121 (2d100)

>>41228

NAME: Doren Uristan (Doren Hearthlights)

AGE: 72 (Adult)

GENDER: MALE

FLUFF: Doren Uristan isn't particularly bright, or friendly, but he doesn't need to be. He's a craftsdwarf. He makes jewelry, ornamentations, bits, bobs, odds and ends. He particularly enjoys making beads and ornaments for beards, especially his own. Doren finds peace in his work. The world outside is frightening, and he only came along on this journey as a favor to his elderly grandfather of 156 years, who insisted that he needed to go out and see the world. Somewhere in the first few miles of the journey, he decided that he'd seen enough of the world, and couldn't wait to dig out his own workshop in the mountain, where he could practice his crafts, and expand his skill set. His aloofness isn't to say he can't be pleasant company. He just isn't going to do the work to start any kind of relationship. Although he's not skilled in the art of working iron or steel, he is a very skilled goldsmith, and a fairly skilled silversmith, and believes that if he needed to, he could be a good blacksmith. Perhaps that's something he'll try his hand at.

STATS:

-Physical Stats

Strength: 4

Dexterity: 5

Agility: 4

Endurance: 4

Fortitude: 4

-Mental Stats

Intelligence: 2

Wisdom: 3

Innovation: 4

Willpower: 3

Charisma: 2

HEALTH: 14

SKILLS: Proficient Blacksmith, Skilled Metalcrafter, Skilled Stonecrafter, Competent Woodcrafter, Adequate Bonecrafter, Novice Gem Cutter

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Craftsman's Tools

COINS: 100

BONUS: The Blacksmith - You have devoted yourself to crafting and smithing, but have a special knack for the latter. Gain a bonus to metalsmithing and metalcrafting actions.

1/2. I'm not miner, but you need metal to make tools. I'll see if I can't dig a little tunnel, diagonally downwards with whatever I can find, and see if I can't come across some quality metals.

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601991 No.41317

File: 44b2e37a5fdbec3⋯.png (1.67 MB,983x593,983:593,fortlayout.png)

File: 6db50eba71a8a5f⋯.png (6.92 KB,983x593,983:593,fortlayoutb1.png)

FORTRESS STATS:

Name: Narâg-Zirak

Date: 28th Granite (Spring)

Inhabitants: 9 (you)

Rooms:

1F: 1 smokehouse, 1 medium farm (15 planted, ready 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/4 full), bridge (entrance), mounted grizzly bear trophy (entrance) (+1 morale boost for 3 turns)

B1: Regur Thorekdar's bedroom (Meager), 1 medium workshop room (Carpenter's workshop

Food: 33 meat, 29 fish, 34 plant, 56 drink, 18 seeds, 3 smoked fish

Supplies: iron anvil, 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 1 bed (claimed by Dafty)

Materials: 7 wood, 9 limestone, 5 malachite, 1 cassiterite, 1 hematite, 2 bituminous coal, 1 citrine, 1 jasper opal

Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female)

Defenses: None

>>41229

You can't really get Dishman to give the pick for you for too long considering he has his own digging to do but you manage to carve out a small room for yourself nonetheless. Gain one morale for finally having a place of your own here. You feel it could be better, though. Also gain Dabbling Miner.

You also manage to hang the trophy above the fortress entrance. It makes the fort look cool, which gives everyone a temporary morale boost (+1 for 3 turns) while the novelty lasts.

>>41230

You sleep in the bed. Zzzzzzz…

You also take some limestone and make 3 mechanisms.

>>41234

You manage to secure 3 more units of lumber for the glory of the fortress. Raise woodcutter skill to Novice.

You also manage to put together a carpenter's workshop, where you can make things such as furniture and the like much more easily. (-1 limestone)

>>41240

You manage to dig out one medium room in Floor B1 this time…your progress was stymied quite exponentially by all of these other people using your pick. Raise mining skill to Talented.

>>41250

You're able to smoke 4 fish this turn. You eat one and find that it tastes kinda mediocre but it's not inedible and still a step above raw food. Gain Dabbling Cook.

You also grab Dishman's pick and manage to carve out a decent little tunnel, though you're held back quite a bit because people keep taking the pick for themselves. Still, you manage to get some stone and ore out of it (gain 3 limestone, 1 citrine, 3 malachite and 1 cassiterite) and add Novice Miner to your skills.

>>41281

(You left off your intelligence, pls fix)

You manage to plant some plump helmets, filling out the rest of the medium farm. It'll need to be expanded or another farm room will need to be built before you can plant any more. The seeds will be ready at the start of summer. (-5 seeds)

>>41291

>trying to make metal tools without a forge

Also I said this but you get materials at the end of the turn, not in the middle.

You remember that you have ores already (malachite is an ore of copper) but you'll need a forge to be able to make anything useful out of them. So you get to work on making one. You're a bit stymied by the fact that you know nothing whatsoever about smithing, but you manage with a few tips from Doren. (Progress: 3/4)

The bridge part of the drawbridge is also finished, although you'll need to put in mechanisms and make a lever to get it to be an actual drawbridge. Gain dabbling mason.

>>41298

You venture into the depths as well. Because so many people are trying to use the one pick you have, you find it hard to dig on your own but you manage to make a small tunnel where you find 2 limestone, 2 bituminous coal and 1 hematite. Raise mining skill to Dabbling.

Those without beds of their own (everyone except Glitz and Dafty) lose 1 morale

Also feel free to talk to each other in the thread (preferably in character) if you want, this may help with fortress planning and coordination.

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796abf No.41318

Dice rollRolled 73, 23 = 96 (2d100)

>>41317

NAME: Glauri Glassbeard

AGE: 129

GENDER: Male

Fluff: see >>41144 (You)

STATS:

-Physical Stats

Strength 2

Dexterity 6

Agility 4

Endurance 3

Fortitude 5

-Mental Stats

Intelligence 5

Wisdom 4

Innovation 6

Willpower 5

Charisma 4

HEALTH: 15

SKILLS: Skilled Glassmaker, Proficient Mechanic, Novice Swordsdwarf, Novice Armor User, Adequate Consoler

MORALE: 1

INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 3 mechanisms

COINS: 100

BONUS: The Trapmaker - Traps made by you are more effective than most, and you make more mechanisms than normal when devoting an action to it.

ACTIONS

1. Place Mechanisms in the drawbridge.

2. Try to make a rotisserie spindle for the smoker (but don't actually connect it, I'm just making the object).

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feac29 No.41319

File: 1af7e6d792775fe⋯.png (105.37 KB,1920x1032,80:43,wrestling.png)

Dice rollRolled 100, 44 = 144 (2d100)

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 3

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Novice Miner.

MORALE: 0

INVENTORY: Bronze Axe, Bronze Chestplate, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

1. Smoked fish is well and good, but we'll need more then meat to keep our sanity and health up. We'll need crops, and ale. We've got a farm, but we've got no ale, and for that we'll need a brewery. Begin construction of a room to house our still, so that ale may flow from the barrel to the jug to our bearded mouths

2. After that, I shall practice my sparring skills with the local wildlife, surely there is some manner of beast willing to contest their might with a stout dwarf

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feac29 No.41320

File: 3af62f41a020c5a⋯.jpg (40.78 KB,680x300,34:15,8c5.jpg)

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f23d0b No.41329

Dice rollRolled 84, 62 = 146 (2d100)

>>41317

>>NAME: Regur Thorekdar

>>>AGE: 120

>>>GENDER: Male

>>>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>>>STATS: (see stat rolling, below)

>>>-Physical Stats

>>>Strength 8

>>>Dexterity 2

>>>Agility 2

>>>Endurance 5

>>>Fortitude 10

>>>-Mental Stats

>>>Intelligence 7

>>>Wisdom 8

>>>Innovation 2

>>>Willpower 3

>>>Charisma 3

>>>HEALTH: 20

>>>Wounds: Missing Eye, 3 missing toes

>>>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User. Dabbling Ambusher, Dabbling miner.

>>>MORALE: 3

>>>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>>>COINS: 100

>>>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1: Regur decides that this fort can't properly function with as few tools as it currently has. Without an immediate forge to craft a fine pick of iron he sets to work creating a rudimentary pick for himself using stone and wood.

2:Presuming he finishes his pick he then sets to work with the simple task of mining on the second floor of the fort. Less so in order to create rooms and more so for the ores and stone that he can gather.

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d4e412 No.41331

Dice rollRolled 23, 48, 66 = 137 (3d100)

>>41317

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 13

>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector

>MORALE: 0

>INVENTORY: Wooden Fishing Pole

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1.2.3. Fishing the Fishy Fish

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4939ca No.41332

Dice rollRolled 26, 91 = 117 (2d100)

>>41317

NAME: Irori Agescar

AGE: 133

GENDER: Male

FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.

Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…

STR 7

AGI 5

DEX 3

END 5

FORT 6

INT 5

WIS 6

INNO 4

WILL 10

CHA 5

HEALTH: 14

SKILLS: Adept Swordsdwarf, Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty), Dabbling Carpenter, Novice Woodcutter

WOUNDS: Missing Left Hand

MORALE: -1

INVENTORY: Bronze Sword, Bronze Chestplate

COINS: 100

BONUS: Martial Trance - Martial Trances last twice as long.

1. Create a bed. My OWN bed.

2. Acquire a few more logs.

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544a32 No.41333

Dice rollRolled 1, 96 = 97 (2d100)

>>41317

NAME: Thorgar Stonehand

AGE: 98

GENDER: Male

FLUFF: Thorgar's family lineage has always been of farming, as such he knows the ins and outs of farming and ,like his ancestors he dedicates his life to farming.

STATS: (see stat rolling, below)

-Physical Stats

Strength 9

Dexterity 3

Agility 1

Endurance 7

Fortitude 5

-Mental Stats

Intelligence 1

Wisdom 7

Innovation 10

Willpower 10

Charisma 5

HEALTH: 15

SKILLS: (Proficient grower, adequate herbalist, skilled brewer, novice milker, novice shearer)

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: (Farmer's Tools)

COINS: 100

BONUS:Born a Farmer - You gain a bonus to farming skills and get better harvests on crops you plant.

Action 1-2: Harvest wood from the surrounding area

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5ac97f No.41354

Dice rollRolled 91, 47 = 138 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason

MORALE: -1

INVENTORY: Engraver's Tools

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

1. finish forge 3/4

2. Produce many beds for a barracks (sleep in storeroom) while individual rooms are being mined out.

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e5cabd No.41356

Dice rollRolled 46, 86 = 132 (2d100)

>>41317

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Talented Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

Don't allow people to use my pick, especially if they are going to make such terrible tunnels.

1&2. Try and salvage the tunnel in B1 that Doren made and make it into a hallway and bedrooms with the best of my ability.

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601991 No.41380

File: 55d7111a0c0ca51⋯.png (1.67 MB,983x593,983:593,fortlayout.png)

File: 902ab9394799a7f⋯.png (13.41 KB,983x593,983:593,fortlayout2f.png)

FORTRESS STATS:

Name: Narâg-Zirak

Date: 28th Granite (Spring)

Inhabitants: 9 (you)

Rooms:

1F: 1 smokehouse, 1 medium farm (15 planted, ready 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/4 full), bridge (entrance), mounted grizzly bear trophy (entrance) (+1 morale boost for 2 turns), 1 lever (unconnected)

B1: Regur Thorekdar's bedroom (Meager), 1 medium workshop room (Carpenter's workshop, 4 meager bedrooms, Tinanidek Zon Storlut (artifact still), forge

Food: 30 meat, 29 fish, 31 plant, 45 drink, 21 seeds, 3 smoked fish

Supplies: iron anvil, 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 1 bed (claimed by Dafty)

Materials: 10 wood, 12 limestone, 6 malachite, 3 cassiterite, 2 hematite, 4 bituminous coal, 1 jasper opal, 1 grey chalcedony, 3 orthoclase

Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (female)

Defenses: None

>>41318

First, in order to connect the mechanisms you have to have a lever to connect them to. You build said lever and get to work on getting the drawbridge connected to it, though it will take a bit more time. (Progress: 3/6)

Your rotisserie wheel is far too blocky to be usable. Plus you're unsure of why a smoker needs a rotisserie wheel considering it already has racks to hang food on.

>>41319

You have been taken by a fey mood! You build Tinanidek Zon Storlut a.k.a. Sneerbrain the Helms of Dimpling, a copper still. All craftsdwarfship is of the highest quality. The still is decorated with grizzly bear bones and encircled with bands of citrine. The still menaces with spikes of wood. On the still is an image of Agoth Massivepink and dwarves in grey chalcedony. The dwarves are gathered around Agoth Massivepink.

This still will give you more drinks than usual when using an action to brew things! Also raise metalsmithing to adequate,

You encounter 2 wolves in the wild. Roll 1d100 for combat.

>>41329

You manage to put together an exceptional limestone pickaxe using one limestone and one wood. It won't be as effective as a metal pick but it'll do. Gain dabbling stonecrafter.

You get to work mining in the second floor of the mountain as soon as this is done, getting 3 limestone, 2 malachite, 1 hematite and 1 bituminous coal. Also gain Novice Miner.

>>41331

You catch 3 fish.

>>41332

Your bed snaps in half when you try to lay on it. You aren't injured, but it certainly is.

You manage to get 5 wood from chopping down trees. Raise novice woodcutter to adequate woodcutter.

>>41333

An ambush! Curse them! 2 goblins pop out of the trees as you cut wood, their weapons seeking blood. Roll 1d100 for combat or to run away (though doing this will draw them into the fortress) If you survive get 6 wood and raise your woodcutting to Dabbling Woodcutter.

>>41354

You've built a masterwork forge. Now you can smelt the ores you've collected. (See DF wiki for ore uses, also keep in mind you'll need coke to operate the forge, you can get this from wood or from coal). You also make 2 fine beds and claim one for yourself. Remove the -1 penalty from last turn, although you don't have the +1 bedroom bonus yet.

>>41356

Other people can no longer use your pick (until you say otherwise). You start salvaging the tunnel, making 4 bedrooms out of it. You still have a way to go before you complete the tunnel renovation. Gain 3 malachite, 1 limestone, 3 orthoclase and 1 grey chalcedony.

>Remember to add the +1 temporary bonus to your morale and -1 for those who don't have a bed yet from last turn if you haven't already done so.

>Your female yak has given birth to a female yak calf.

>You'll want to elect nobles soon. Vote in your post for the following positions: Mayor, broker, captain of the guard, manager and recordkeeper. Do not vote for yourself. You can hold more than one position.

>You are expecting the arrival of some NPC migrants towards the end of the month. You'll want to make suitable arrangements for them. The number will be 1-6 depending on dice roll, although not much else is known yet. They'll be a big help around the fortress but they have needs like any other dwarf.

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601991 No.41381

File: 866096bf9384c0d⋯.png (9.63 KB,983x593,983:593,fortlayoutb1.png)

Also the date is now the 7th of Slate

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e5cabd No.41385

Dice rollRolled 31, 42 = 73 (2d100)

>>41380

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Talented Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

1&2. It still looks like shit! Try and salvage the tunnel in B1 that Doren made and make it into a hallway and bedrooms with the best of my ability.

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601991 No.41387

>>41319

Raise metalsmithing to adequate, brewing to adequate and stonecrafting to adequate, was tired and forgot some stuff when my earlier update got eaten

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feac29 No.41388

File: 29b3315bb95b282⋯.jpg (47.39 KB,680x331,680:331,0bd.jpg)

Dice rollRolled 99 (1d100)

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 3

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Novice Miner, Adequate Metalsmithing, Adequate Brewing, Adequate Stonecrafting.

MORALE: 0

INVENTORY: Bronze Axe, Bronze Chestplate, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

1. ARE YE READY TO RUMBLEEEEEE!!!!!

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feac29 No.41390

File: 43119f9c5e7dfca⋯.jpg (196.89 KB,736x889,736:889,4f40f4a2b96e225569f79f4381….jpg)

Dice rollRolled 30, 89 = 119 (2d100)

>>41388

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 3

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Novice Miner, Adequate Metalsmithing, Adequate Brewing, Adequate Stonecrafting.

MORALE: 0

INVENTORY: Bronze Axe, Bronze Chestplate, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

1. After a brief rest to think of what flavors to instill, Thunli would brew a mighty batch of delicious liquor.

2. Following the brewing session, Thunli would spend some time practicing his stone cutting and carve himself a bedroom on floor 2f

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601991 No.41391

File: 391bfe9ba3d10a0⋯.jpg (780.11 KB,2708x1934,1354:967,ylDrCYK.jpg)

Dice rollRolled 1 + 10 (1d100)

>>41388

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796abf No.41394

Dice rollRolled 94, 38 = 132 (2d100)

>>41380

NAME: Glauri Glassbeard

AGE: 129

GENDER: Male

Fluff: see >>41144

STATS:

-Physical Stats

Strength 2

Dexterity 6

Agility 4

Endurance 3

Fortitude 5

-Mental Stats

Intelligence 5

Wisdom 4

Innovation 6

Willpower 5

Charisma 4

HEALTH: 15

SKILLS: Skilled Glassmaker, Proficient Mechanic, Novice Swordsdwarf, Novice Armor User, Adequate Consoler

MORALE: 1

INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 1 mechanism(s)

COINS: 100

BONUS: The Trapmaker - Traps made by you are more effective than most, and you make more mechanisms than normal when devoting an action to it.

ACTIONS

1. Proceed with the drawbridge work.

2. Claim a B1 unclaimed room as a bedroom.

one of the small new rooms that was made just off the tunnel.

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4939ca No.41412

Dice rollRolled 99, 81 = 180 (2d100)

>>41380

NAME: Irori Agescar

AGE: 133

GENDER: Male

FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.

Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…

STR 7

AGI 5

DEX 3

END 5

FORT 6

INT 5

WIS 6

INNO 4

WILL 10

CHA 5

HEALTH: 14

SKILLS: Adept Swordsdwarf, Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty), Dabbling Carpenter, Adequate Woodcutter

WOUNDS: Missing Left Hand

MORALE: -1

INVENTORY: Bronze Sword, Bronze Chestplate

COINS: 100

BONUS: Martial Trance - Martial Trances last twice as long.

1. BUILD a bed for myself. I've had it up to here with sleeping on the cold, hard ground! Dabbling Carpenter

2. Craft some wooden spears, for training or for last-ditch weapons. Dabbling Carpenter

Irori votes for Goden to be Recordkeeper; Regur to be Captain of the Guard; Glori to be Broker and Mayor.

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544a32 No.41413

Dice rollRolled 62, 70 = 132 (2d100)

>>41380

NAME: Thorgar Stonehand

AGE: 98

GENDER: Male

FLUFF: Thorgar's family lineage has always been of farming, as such he knows the ins and outs of farming and ,like his ancestors he dedicates his life to farming.

STATS: (see stat rolling, below)

-Physical Stats

Strength 9

Dexterity 3

Agility 1

Endurance 7

Fortitude 5

-Mental Stats

Intelligence 1

Wisdom 7

Innovation 10

Willpower 10

Charisma 5

HEALTH: 15

SKILLS: (Proficient grower, adequate herbalist, skilled brewer, novice milker, novice shearer)

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: (Farmer's Tools)

COINS: 100

BONUS:Born a Farmer - You gain a bonus to farming skills and get better harvests on crops you plant.

Action 1-2: Fight time, Throgar carefully observes the goblins, and attacks the weaker one, hoping to demoralize them, his hoe will strike true!

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601991 No.41417

Dice rollRolled 56 + 20 (1d100)

>>41413

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601991 No.41419

>>41413

>Combat is 1d100 which I've stated multiple times. Get your two actions back, I took the higher of the two rolls

The goblins both stab into you with their bronze sword and iron spear, dealing 9 damage. Your left arm is hacked pretty nicely (but not irreparable) and you have several wounds in your torso. You are bleeding moderately. You'll need treatment after combat is over if you don't want your wounds to become permanent. As for the goblins, your hoe hits true, breaking a rib of the weaker goblin (the spearman) and bruising the upper leg and head. He is knocked out temporarily, but other than that there are no major wounds and he will likely be back in fighting shape when he comes to. Your legs are still working, and you have a better chance to escape, if you so wish, although the goblins will still be hanging around and will likely attempt to enter the fort. Should you succeed in your escape Glittershine and Jaundice can attempt to fight them off.

>ROLL 1d100 for next combat turn (note: next actual turn update hasn't occurred yet)

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5ac97f No.41421

Dice rollRolled 75, 1 = 76 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason

MORALE: 0

INVENTORY: Engraver's Tools

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

1. forge picks

2. Craft more beds

I vote for Thunli as mayor, Irori as captain of the guard, and Thorgar for broker

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bd01f4 No.41422

Dice rollRolled 2 (1d100)

>>41419

Thorgar looks at his hoe, the tool his ancestors have used, he carries the legacy of his entire family. He strikes the goblin that's still fighting

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f23d0b No.41426

Dice rollRolled 78, 82 = 160 (2d100)

>>41380

>NAME: Regur Thorekdar

>>>>AGE: 120

>>>>GENDER: Male

>>>>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>>>>STATS: (see stat rolling, below)

>>>>-Physical Stats

>>>>Strength 8

>>>>Dexterity 2

>>>>Agility 2

>>>>Endurance 5

>>>>Fortitude 10

>>>>-Mental Stats

>>>>Intelligence 7

>>>>Wisdom 8

>>>>Innovation 2

>>>>Willpower 3

>>>>Charisma 3

>>>>HEALTH: 20

>>>>Wounds: Missing Eye, 3 missing toes

>>>>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User. Dabbling Ambusher, Novice miner, Dabbling Stonecrafter

>>>>MORALE: 3

>>>>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>>>>COINS: 100

>>>>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1: Regur uses whatever spare stone there is to build a guard tower outside the front of the entrance so that the dwarves have a better chance at spotting foes.

2: Afterwards he spends the note sitting guard in front of the fort both protect it from any enemies as well as getting a good understanding of the wildlife and inhabitants around the fort.

Goden for Recordkeeper, Thunli for Captain of the Guard, Dorra for Mayor, Dishman for broker, Irori for manager.

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601991 No.41449

Dice rollRolled 58 (1d100)

>>41422

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796abf No.41454

I vote for Goden for Record-keeper, Thunli to be guard captain.

Not sure who I want as the other positions, I would support a skilled qualified dwarf for the other positions.

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d4e412 No.41455

Dice rollRolled 1, 31, 69 = 101 (3d100)

>>41380

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 13

>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector

>MORALE: -1

>INVENTORY: Wooden Fishing Pole

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1.2. Fish some more

3. See about getting a bed to sleep in

Goden for Record-keeper, Thunli to be guard captain.

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d4e412 No.41457

>>41455

Goden also for manager

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feac29 No.41459

File: 5691b0d8dbae8ca⋯.webm (590.01 KB,364x360,91:90,cosby rhymes.webm)

Goden to be Recordkeeper, Thorgar for broker, Dorra for Mayor, Irori for manager

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796abf No.41460

File: e5ab95267156a62⋯.jpg (558.67 KB,983x593,983:593,whisk_LI.jpg)

I'd like to suggest the following things.

1. An easy to access well (red circle).

2. A stockpile of weapons, armor, or alcohol (blue circle).

Yellow circle is where I would like to put my machinist station, so that it will be far away from other work and not noisy and annoying.

If no one's opposed to me putting the machinist station there, I'll start on that soon.

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e5cabd No.41463

>>41460

yellow is where the rooms will be. Do not put loud work stations next to sleeping quarters

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796abf No.41464

>>41463

Well, that's sorted out then, misunderstood, thought the rooms were to be somewhere else.

I do think the well or the stockpile could be good though.

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601991 No.41466

File: 5712f4c2ec53efc⋯.gif (76.05 KB,800x777,800:777,2rmqi6o.gif)

FORTRESS STATS:

Name: Narâg-Zirak

Date: 14th Slate (Spring)

Inhabitants: 8 (you)

Rooms:

1F: 1 smokehouse, 1 medium farm (15 planted, ready 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/4 full), mounted grizzly bear trophy (entrance) (+1 morale boost for 1 turns), 1 lever (unconnected)

B1: Regur Thorekdar's bedroom (Meager), 1 medium workshop room (Carpenter's workshop, Glauri Glassbeard's bedroom (Meager), Irori Agescar's bedroom (Meager), Tinanidek Zon Storlut (artifact still), forge

Food: 33 meat, 26 fish, 26 plant, 42 drink, 21 seeds, 3 smoked fish

Supplies: iron anvil, 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 3 beds

Materials: 4 wood, 7 limestone, 6 malachite, 3 cassiterite, 4 hematite, 5 bituminous coal, 1 jasper opal, 1 grey chalcedony, 1 citrine, 2 wolf pelts, 1 wolf trophy, 1 tetrahedrite

Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (female)

Defenses: Limestone Drawbridge (50 HP)

>>41385

You manage to improve the poorly done tunnel further, adding 4 new rooms and much straighter hallways. Get 1 limestone, 2 orthoclase, 1 citrine and 1 bituminous coal.

>>41388

>>41390

To your surprise the wolves start actually fighting each other, clawing and biting like rabid beasts. Seeing your opportunity you swing hard and chop one's back nearly in half before lodging your axe firmly within the other one's face. You gain 2 morale for such a stunning victory, 1 wolf trophy, 2 wolf pelts, and 6 wolf meat. Raise your axedwarf skill to Talented.

You manage to brew up some of the cave wheat you have lying around into dwarven beer. It's of average taste, but with your artifact still you're able to make quite a bit of it. Lose 3 plants, gain 6 drinks

Unfortunately, Dishman is furiously guarding his pick, so you have to make do with Regur's stone pick. You mine out a bigger room than normal on the second floor of the mountain. Gain 3 limestone, 2 hematite, and 1 tetrahedrite and a bedroom (standard size). You can remove the -1 penalty and add +1 morale for having a good bedroom of your own. Gain Adequate Miner as well.

>>41394

The bridge is done, and it opens and closes with ease when the lever is pulled. It'll provide you with some solid defense against the evils lurking outside, although you should take care that you do not lock anyone out and be advised that creatures that are sufficiently strong enough (trolls, megabeasts, etc.) can damage the drawbridge and even destroy it.

Success, you've claimed a bedroom in the new B1 hallway. Gain 1 morale for having your own bedroom.

>>41412

Success! You've built not one but 4 new beds. You take one bed for yourself and claim a room on Floor B1. You also build 2 wooden spears of exceptional quality. Raise carpentry to adequate. You've been feeling content at work lately. Raise morale by one.

>>41413

>>41417

>>41422

>>41449

Unfortunately, your hoe just wasn't good enough against the sharp metal tools and malicious cunning of the goblins. You at least take pride in the fact that you were able to die a warrior's death in battle before your head goes sailing off.

You have been struck down! Feel free to make another character, however. Remember, losing is fun!

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601991 No.41467

File: 91967a7712b1839⋯.png (13.93 KB,983x593,983:593,fortlayout2f.png)

File: 03e2b7f956620bf⋯.png (10.08 KB,983x593,983:593,fortlayoutb1.png)

>>41421

You manage to forge 2 bronze picks of superior quality out of the materials you have (In the future please specify material). Gain dabbling metalsmith.

FUN! has found you! As you exit the storeroom you are confronted by two goblins, soaked in dwarf blood! While one looks a bit dazed from a bonk on the head, they are both otherwise in good condition. No one else is around right now, but you know they can't be far off. Roll 1d100 for combat (with major penalties), or to run and get help.

>>41426

You get started on building a watchtower of limestone and orthoclase. You use up half your limestone and all your orthoclase, but are able to start on a good tower. You think that the tower will likely be around 2 stories tall when done, giving you a much better vantage point. It can also be expanded upon in the future. But for now, it's not quite done yet. (Progress: 3/6)

You spend the night outside the fort when you hear two screams, a familiar female one coming from around the river area and a familiar male one coming from inside the fortress! Who will you help? (Roll 1d100 for combat if you choose to aid someone)

>>41455

>2 actions per turn

FUN! You are attacked by murderous carp! You have apparently been eating their babies, and they are now out for blood! They viciously bite at you, attempting to drag you into the river. Roll 1d100 for combat to see if you can break away from its grip.

Assuming you survive there is a bed and room waiting for you.

ELECTION RESULTS:

Mayor: 1 vote Glauri, 1 vote Thunli, 2 votes Dorra, 5 abstain/no vote - Dorra wins

Captain of the Guard: 1 vote Regur, 1 vote Irori, 3 votes Thunli, 4 abstain/no vote

Broker: 1 vote Glauri, 2 votes Thorgar (invalid, candidate dead), 1 vote Dishman, 5 abstain/no vote - draw, new election required

Manager: 1 vote Irori, 2 votes Goden, 6 abstain/no vote - Goden wins

Recordkeeper: 5 votes Goden, 4 abstain/no vote - Goden wins

>One of your comrades has been struck down! Everyone loses 1 morale due to grief/shock until he is given a proper burial (with coffin) and memorialized.

>You still lack proper eating surfaces. Lose 1 morale until this is resolved (morale can be gained from individual dining rooms, though this is not needed to remove the penalty)

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feac29 No.41470

File: 49ab433df94124e⋯.jpg (234.26 KB,920x749,920:749,e36fe1_5452683.jpg)

Dice rollRolled 74, 2 = 76 (2d100)

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 3

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS: Talented Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Adequate Brewing, Adequate Stonecrafting.

MORALE: 2

INVENTORY: Bronze Axe, Bronze Chestplate, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

1. Goblins! The dirty green scum, killing proper dwarven-folk for no other reason then the hatred in their black hearts! They have killed one of our own, and the goblins responsible must pay! Thunli would patrol the lands of the fort, looking for the goblins and any other of their ilk, along with any other creatures beset on attacking his fellow dwarves, and he would render unto them a mighty taste of his cooper axe! Armok demands blood for blood, and he would drink well on this day!

2. After returning from his patrol, Thunli would set about crafting a lovely limestone table, set with strands of malachite and menacing with spikes of tetrahedrite.

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c4fbff No.41473

I shall run with the picks I crafted and get help

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544a32 No.41475

Dice rollRolled 1, 3, 1, 3, 1, 1, 5, 5, 1, 5, 2, 5, 2, 5, 4, 1 = 45 (16d5)

S T A T S

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d4e412 No.41476

Dice rollRolled 15 (1d100)

>>41467

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 13

>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector

>MORALE: -3

>INVENTORY: Wooden Fishing Pole

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1. ESCAPE! RUN AND HIDE! OH GOD!

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f23d0b No.41477

Dice rollRolled 9 (1d100)

>>41467

>>NAME: Regur Thorekdar

>>>>>AGE: 120

>>>>>GENDER: Male

>>>>>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>>>>>STATS: (see stat rolling, below)

>>>>>-Physical Stats

>>>>>Strength 8

>>>>>Dexterity 2

>>>>>Agility 2

>>>>>Endurance 5

>>>>>Fortitude 10

>>>>>-Mental Stats

>>>>>Intelligence 7

>>>>>Wisdom 8

>>>>>Innovation 2

>>>>>Willpower 3

>>>>>Charisma 3

>>>>>HEALTH: 20

>>>>>Wounds: Missing Eye, 3 missing toes

>>>>>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User. Dabbling Ambusher, Novice miner, Dabbling Stonecrafter

>>>>>MORALE: 3

>>>>>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>>>>>COINS: 100

>>>>>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

Help Dorra

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796abf No.41478

Dice rollRolled 87, 79 = 166 (2d100)

>>41467

NAME: Glauri Glassbeard

AGE: 129

GENDER: Male

Fluff: see >>41144 (You)

STATS:

-Physical Stats

Strength 2

Dexterity 6

Agility 4

Endurance 3

Fortitude 5

-Mental Stats

Intelligence 5

Wisdom 4

Innovation 6

Willpower 5

Charisma 4

HEALTH: 15

SKILLS: Skilled Glassmaker, Proficient Mechanic, Novice Swordsdwarf, Novice Armor User, Adequate Consoler

MORALE: 1

INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 1 mechanism(s)

COINS: 100

BONUS: The Trapmaker - Traps made by you are more effective than most, and you make more mechanisms than normal when devoting an action to it.

ACTIONS

1-2: Help Dorra.

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4939ca No.41479

Dice rollRolled 70, 3 = 73 (2d100)

>>41466

NAME: Irori Agescar

AGE: 133

GENDER: Male

FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.

Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…

STR 7

AGI 5

DEX 3

END 5

FORT 6

INT 5

WIS 6

INNO 4

WILL 10

CHA 5

HEALTH: 14

SKILLS: Adept Swordsdwarf, Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty), Adequate Carpenter, Adequate Woodcutter

WOUNDS: Missing Left Hand

MORALE: 0

INVENTORY: Bronze Sword, Bronze Chestplate, Two Exceptional Wooden Spears

COINS: 100

BONUS: Martial Trance - Martial Trances last twice as long.

1/2. While other dwarves rush to the aid of the fisherwoman, Irori picks up his sword and goes out to hunt down and slaughter the goblins responsible for killing one of our own alongside Thunli.

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e5cabd No.41480

Dice rollRolled 31, 28 = 59 (2d100)

>>41467

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Talented Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: -2 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

1. Grab a bed and claim a room.

2. Continue expanding these nice, neat, square hallways and rooms to finish the terrible crevice. I swear to Armok I will kill the next person to make such a shitty crevice for NO GODS DAMN REASON.

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601991 No.41481

>>41470

>>41478

>>41479

Roll 1d100 for combat

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feac29 No.41482

Dice rollRolled 32 (1d100)

>>41481

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4939ca No.41483

Dice rollRolled 17 (1d100)

>>41481

+Bronze Sword

+Bronze Breastplate

+ Adept Swordsdwarf, Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty)

+ Martial Trance

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601991 No.41484

>>41473

roll 1d100 nig

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796abf No.41485

Dice rollRolled 77 (1d100)

>>41481

rolling for combat

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6864d4 No.41498

Dice rollRolled 72 (1d100)

1.with Thunli now acting as a meatshield, Goden pivots around and hits one of the goblins with his superior bronze pickaxe

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601991 No.41499

Dice rollRolled 28, 10 = 38 (2d100)

>>41498

>>41483

>>41482

Roll #1

>>41485

>>41477

>>41476

Roll #2

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601991 No.41502

>>41498

>>41483

>>41482

The carp bites hard on your leg, almost dragging you into the water before Regur and Glauri arrive on the scene. The two of them manage to scare the voracious fish back into the depths of the river, giving Dorra the opportunity to escape. Dorra loses 5 HP and her leg is pretty mangled. It'll need treatment if you don't want your wounds to become permanent. You won't heal naturally until it gets treated either. You'll have to be careful when fishing from now on too, the carp lurks in the depths..

>>41485

>>41477

>>41476

With Irori and Thunli distracting one of the goblins, Goden dispatches the dazed goblin, first hitting the kneecap and then cracking through the skull.

The remaining goblin slashes at Goden, dealing 4 damage, but it's just a flesh wound and will not require treatment. An enraged Thunli then slashes the goblin, tearing through its leather armor and delivering it a mortal wound. You've escaped death this day.

Loot and skillups will be given at the official update

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6864d4 No.41506

Dice rollRolled 95, 24 = 119 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason, dabbling metalsmith

MORALE: -2

INVENTORY: Engraver's Tools, 1 superior bronze pickaxe

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

F. have the second pickaxe be in storage

1. Treat Dorra's leg

2. Create a coffin, store thorgar's body, and engrave the coffin with a picture of his heroic last stand (obviously embellished)

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d4e412 No.41514

Dice rollRolled 98, 15, 29 = 142 (3d100)

>>41502

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 8/13

>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector

>MORALE: -3

>INVENTORY: Wooden Fishing Pole

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1. Get leg taken care of

2. Fish

3. Hide from vicious Carp

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d4e412 No.41515

>>41514

ignore last action, woops

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544a32 No.41525

Dice rollRolled 2, 5, 4, 4, 1, 5, 4, 2, 4, 2, 4, 1, 2, 1, 3, 3 = 47 (16d5)

>>41475

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma

HEALTH: 10 (+Fortitude stat)

SKILLS: (A list of skills you have picked up along the way, such as mining, fishing, etc. Some basic skills are given based on fluff)

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: (Any special items you may hold)

COINS: 100

BONUS: (Dependent on fluff)

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f23d0b No.41526

Dice rollRolled 52, 93 = 145 (2d100)

>>41502

1:Finish building the guard tower.

2: Regur then proceeds to spend the night guarding the fort from any outside intruders.

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796abf No.41527

Wait a minute, there hasn't been an official update, we shouldn't be posting, should we?

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796abf No.41535

Dice rollRolled 25, 50 = 75 (2d100)

>>41502

NAME: Glauri Glassbeard

AGE: 129

GENDER: Male

Fluff: see >>41144 (You)

STATS:

-Physical Stats

Strength 2

Dexterity 6

Agility 4

Endurance 3

Fortitude 5

-Mental Stats

Intelligence 5

Wisdom 4

Innovation 6

Willpower 5

Charisma 4

HEALTH: 15

SKILLS: Skilled Glassmaker, Proficient Mechanic, Novice Swordsdwarf, Novice Armor User, Adequate Consoler

MORALE: 1

INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 1 mechanism(s)

COINS: 100

BONUS: The Trapmaker - Traps made by you are more effective than most, and you make more mechanisms than normal when devoting an action to it.

Ask Irori to consider making some Training weapons.

ACTIONS

1. Make some mechanisms.

2. Try to make a foot-catcher. (very similar to a bear trap but meant for a person, usually an armed/armored warrior).

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899987 No.41550

Dice rollRolled 90, 56 = 146 (2d100)

>>41317

NAME: Doren Uristan (Doren Hearthlights)

AGE: 72 (Adult)

GENDER: MALE

FLUFF: Doren Uristan isn't particularly bright, or friendly, but he doesn't need to be. He's a craftsdwarf. He makes jewelry, ornamentations, bits, bobs, odds and ends. He particularly enjoys making beads and ornaments for beards, especially his own. Doren finds peace in his work. The world outside is frightening, and he only came along on this journey as a favor to his elderly grandfather of 156 years, who insisted that he needed to go out and see the world. Somewhere in the first few miles of the journey, he decided that he'd seen enough of the world, and couldn't wait to dig out his own workshop in the mountain, where he could practice his crafts, and expand his skill set. His aloofness isn't to say he can't be pleasant company. He just isn't going to do the work to start any kind of relationship. Although he's not skilled in the art of working iron or steel, he is a very skilled goldsmith, and a fairly skilled silversmith, and believes that if he needed to, he could be a good blacksmith. Perhaps that's something he'll try his hand at.

STATS:

-Physical Stats

Strength: 4

Dexterity: 5

Agility: 4

Endurance: 4

Fortitude: 4

-Mental Stats

Intelligence: 2

Wisdom: 3

Innovation: 4

Willpower: 3

Charisma: 2

HEALTH: 14

SKILLS: Proficient Blacksmith, Skilled Metalcrafter, Skilled Stonecrafter, Competent Woodcrafter, Adequate Bonecrafter, Novice Gem Cutter, Dabbling Miner

MORALE: -1

INVENTORY: Craftsman's Tools, 2 Bituminous Coal, 1 Hematite

COINS: 100

BONUS: The Blacksmith - You have devoted yourself to crafting and smithing, but have a special knack for the latter. Gain a bonus to metalsmithing and metalcrafting actions.

Sorry I post so infrequently.

1/2. This won't do. I need a place to lay my head. Since I've got some skill with woodcrafting, I can fashion myself a bed. (Make a bed) (Competent Woodcrafter)

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5a4ece No.41555

File: 78a18fe6ab79a2b⋯.png (11.89 KB,983x593,983:593,fortlayoutb1.png)

Dice rollRolled 6 (1d6)

FORTRESS STATS:

Name: Narâg-Zirak

Date: 21st Slate (Spring)

Inhabitants: 9 (you)

Rooms:

2F: Thunli Drinkysmashy's room (Standard)

1F: 1 smokehouse, 1 medium farm (15 planted, ready 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/4 full), mounted grizzly bear trophy (entrance)

B1: 1 medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, room for 1 more), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), Irori Agescar's bedroom (Meager), Regur Thorekdar's room (Meager), Doren Uristan's room (Modest), Dorra Thatthilodom's room (Modest)

Food: 30 meat, 23 fish, 23 plant, 33 drink, 24 seeds, 3 smoked fish

Supplies: 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 3 beds, 1 bronze pickaxe

Materials: 1 wood, 9 limestone, 6 malachite, 3 cassiterite, 1 orthoclase, 4 hematite, 5 bituminous coal, 1 jasper opal, 1 grey chalcedony, 1 citrine, 2 wolf pelts, 1 wolf trophy, 2 tetrahedrite

Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (female)

Defenses: Limestone Drawbridge (50 HP)

>>41470

Get one extra dice next turn, you can either reuse the dice result for Action 1 or reroll to attempt to get a better roll, but you have to accept that result

You try to make a table. You fail and waste a bunch of wood doing so. Then you're yelled at by everyone for doing so, making your day a little worse. -1 morale, -3 wood

>>41476

You ignore your comrades' struggling and suffering to get a bedroom and make straight tunnels, yet you're wracked by guilt and all the shit you're getting for being a coward and can't seem to focus. You carve 2 bedrooms and get 3 limestone, 1 orthoclase and 1 tetrahedrite. Despite your guilt you now have a room of your own, which makes you feel better. Remove the penalty for not having a bed and add +1 for having your own room.

>>41506

You manage to treat Dorra's leg to the best of your ability. You notice that it's healing on its own better than you thought it would, which helps even more. By the end of the week it's completely healed. Good thing it didn't need surgery or sutures though…Gain dabbling diagnoser and dabbling wound dresser.

You try and make a coffin…it doesn't come out as great and exquisite as you thought it would, but it'll definitely store a body…well, probably.

This limestone coffin is engraved with an image of Thorgar Stonehand, two goblins, and dwarves. The goblin is striking down Thorgar Stonehand. The dwarves are mourning.

Also shoving a pickaxe through a goblin's skull taught you a bit on how to mine. Gain dabbling miner and dabbling fighter.

>>41514

Since your leg was treated by Goden and it's responding so well to treatment, heal 2 HP per turn as opposed to the standard 1.

You manage to hide from the carp, but you spend so much time hiding that you aren't able to actually fish…

Remove the -1 morale penalty for not having a bed and add +1 morale for having a bedroom of your own if you haven't already

>>41526

>note progress on tower next time bae kthx

The tower is nearly complete! Just need to finish the roof and you're done…assuming you didn't forget Step 36 and have to do the whole thing over again…(Progress: 5/6). Gain Dabbling Mason for your work thus far.

All's quiet outside, a welcome relief compared to all the hell that's broken loose lately…

>>41535

You make a single mechanism. Not great but hey, considering all that's been going on it's hard to get enough work in.

You use that mechanism to complete a doodad called a footcatcher out of some rope reed you find growing around. It'll definitely slow down an attacker, but keep in mind anyone with a weapon will likely be able to free themselves just by cutting it off.

>>41550

You make yourself an exceptional bed and claim yourself a room. Remove the -1 penalty and add a +1 for having a room of your own. Gain dabbling carpenter and skilled woodcrafter.

>>41479

Gain two additional dice next turn, you can either use the dice you got or attempt to reroll, but if you do so you have to accept that result. Also, you are no longer rusty in any of your skills.

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5a4ece No.41556

-New migrants have arrived!-

HEALTH: 20

SKILLS: Proficient diagnoser, skilled wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer

MORALE: 0

INVENTORY: Dwarven first aid kit (uses remaining: 3)

COINS: 100

BONUS: PhD - You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions.

>you left your charisma blank dawg

>Battle loot: The goblins were carrying some loot! You get the following: Bronze helm, tattered copper helm, tattered leather armor, shoddy copper breastplate, set of bronze boots x2, iron gauntlets x2, copper greaves, leather greaves, silver spear, bronze sword, bronze buckler x2. You also find their bag of 720 coins, presumably stolen from other towns and fortresses. The bag itself is a llama wool bag, suitable for holding other things besides just coins. You can claim items and divvy up the spoils how you wish or just add them to the stockpile.

>The grumbling about eating off the floor and getting your food all dirty continues. Better fix this quick with some tables or take another morale hit soon on top of what you have.

>Make sure to vote for another broker since the one you elected is now ded

>Your manager/recordkeeper needs an office with a chair and table to work properly..

>You can choose to appoint a chief medical dwarf to oversee the health needs of your dwarves

>NPC Migrants coming at the end of next turn.

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feac29 No.41557

>Thunli, as one of the dwarfs that slayed a slimy grobi, lays claim a set of bronze greaves, iron gauntlets, a bronze helm, and bronze boots. In addition to this he also lays claim to the silver spear.

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feac29 No.41559

File: dd87e3fdcb60bdb⋯.jpg (51.46 KB,680x680,1:1,d21.jpg)

Dice rollRolled 47, 20 = 67 (2d100)

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 3

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS: Talented Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Adequate Brewing, Adequate Stonecrafting.

MORALE: 2

INVENTORY: Bronze Axe, Bronze Chestplate, Bronze Greaves, Iron Gauntlets, Bronze Helm, Bronze Boots, Silver Spear, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

1. Thunli would use his new spear to hunt for game, hopefully he could spear a rather large buck or boar, to help stock the larders for the migrants and for winter

2. Thunli would again try to make a table, from stone as opposed to wood. Stone will clean easier and be more sturdy, and be more aesthetically pleasing. It would menace with an aura of tastefulness, beware its deadly value.

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96537f No.41560

Dice rollRolled 36 (1d100)

Reroll for action 2

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796abf No.41571

Dice rollRolled 67, 59 = 126 (2d100)

>>41556

NAME: Glauri Glassbeard

AGE: 129

GENDER: Male

Fluff: see >>41144 (You)

STATS:

-Physical Stats

Strength 2

Dexterity 6

Agility 4

Endurance 3

Fortitude 5

-Mental Stats

Intelligence 5

Wisdom 4

Innovation 6

Willpower 5

Charisma 4

HEALTH: 15

SKILLS: Skilled Glassmaker, Proficient Mechanic, Novice Swordsdwarf, Novice Armor User, Adequate Consoler

MORALE: 1

INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 1 footcatcher trap, 1 copper greaves set, 1 bronze buckler

COINS: 100

BONUS: The Trapmaker - Traps made by you are more effective than most, and you make more mechanisms than normal when devoting an action to it.

ACTIONS

1. Use Consoler-skill on Thunli.

2. Build a mechanic's workshop in the lower left corner of B1's southernmost room.

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544a32 No.41637

Dice rollRolled 68, 45 = 113 (2d100)

>>41556

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 20 (+Fortitude stat)

SKILLS :Proficient diagnoser, skilled wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: 0

INVENTORY: Dwarven first aid kit (uses remaining: 3)

COINS: 100

BONUS: (Dependent on fluff)

Action 1-2: Claim a room and then attempt to create a bed

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f23d0b No.41641

Dice rollRolled 18, 32 = 50 (2d100)

>>41555

>>>NAME: Regur Thorekdar

>>>>>>AGE: 120

>>>>>>GENDER: Male

>>>>>>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>>>>>>STATS: (see stat rolling, below)

>>>>>>-Physical Stats

>>>>>>Strength 8

>>>>>>Dexterity 2

>>>>>>Agility 2

>>>>>>Endurance 5

>>>>>>Fortitude 10

>>>>>>-Mental Stats

>>>>>>Intelligence 7

>>>>>>Wisdom 8

>>>>>>Innovation 2

>>>>>>Willpower 3

>>>>>>Charisma 3

>>>>>>HEALTH: 20

>>>>>>Wounds: Missing Eye, 3 missing toes

>>>>>>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User. Dabbling Ambusher, Novice miner, Dabbling Stonecrafter

>>>>>>MORALE: 3

>>>>>>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>>>>>>COINS: 100

>>>>>>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1:Tower is almost done as long as Regur doesn't fuck this up. Which like what are the chances?

2:Regur takes a swing at the whole crafting tables business so that everyone has a place to eat.

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e5cabd No.41642

Dice rollRolled 100, 68 = 168 (2d100)

>>41555

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Talented Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: -2 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

1. Carve out the other other shitty crevice to straighten the hall way and expand the room into a hexagon as to make it into a cemetery where I will lay to rest whoever made it.

2. Continue expanding these nice, neat, square hallways and rooms to finish the terrible crevice.

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e5cabd No.41643

>>41642

moral is at -1 sorry.

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6864d4 No.41653

Dice rollRolled 72, 78 = 150 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason, dabbling metalsmith, dabbling diagnoser, dabbling wound dresser, dabbling miner, dabbling fighter

MORALE: -2

INVENTORY: Engraver's Tools, superior bronze pickaxe

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

Actions

1. Craft more beds

2. Make a room opposite to Thunli that has the same dimensions, move one of the best beds crafted by me, and claim the room.

make Yadmerlum chief medical dwarf and Glauri broker

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d4e412 No.41658

Dice rollRolled 90, 86 = 176 (2d100)

>>41555

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 10/13

>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector

>MORALE: -1

>INVENTORY: Wooden Fishing Pole

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1. Find a sharp pointy stick to try to defend myself from the Carp if it attacks again

2. Time to fish some more

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5a4ece No.41663

Dice rollRolled 6 (1d6)

1 more roll

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5a4ece No.41665

File: 481fa15034736cf⋯.png (14.65 KB,983x593,983:593,fortlayout2f.png)

File: 0579eb6df9f788f⋯.png (12.78 KB,983x593,983:593,fortlayoutb1.png)

FORTRESS STATS:

Name: Narâg-Zirak

Date: 28th Slate (Spring)

Inhabitants: 9 (you) + 1 furnace operator (skilled), 1 brewer/cook (adequate), 1 marksdwarf (novice), 1 cheese maker (talented), 1 leatherworker (novice), 1 dwarven child (cannot work)

Rooms:

2F: Thunli Drinkysmashy's room (Standard), Goden's room (Standard)

1F: 1 smokehouse, 1 medium farm (15 planted, ready 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/4 full), mounted grizzly bear trophy (entrance)

B1: 1 medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, room for 1 more), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), Irori Agescar's bedroom (Meager), Regur Thorekdar's room (Meager), Doren Uristan's room (Modest), Dorra Thatthilodom's room (Modest), Yadmerlum Barbedfall's room (Meager), 1 huge hexagonal room

Food: 25 meat, 18 fish, 18 plant, 18 drink, 24 seeds, 3 smoked fish

Supplies: 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 3 beds, 1 bronze pickaxe, 2 tables, 2 wolf pelts, wolf trophy

Materials: 0 wood, 17 limestone, 5 orthoclase, 11 malachite, 7 cassiterite, 6 hematite, 5 bituminous coal, 1 jasper opal, 1 grey chalcedony, 2 citrine, 2 tetrahedrite

Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (female), 1 rooster, 1 hen, 1 guineacock, 1 cavy sow, 1 water buffalo calf (male), 1 sheep (male)

Defenses: Limestone Drawbridge (50 HP)

>>41559

You manage to stalk and kill a single boar sow, hauling the beast back to the camp to be properly butchered and added to the food stores. Gain Dabbling Speardwarf.

You create an orthoclase table. Beware its deadly mediocrity. Also gain +1 morale for having a nice room.

>>41571

You use the consoler skill on Thunli. Nothing happens as he doesn't seem to have any need to be consoled.. (???)

Construction on your new workshop is now underway, it will likely be done soon. (Progress: 3/4)

>>41637

A bed is claimed and a room is found. Gain 1 morale from having a room of your own.

>>41641

Yeaaaaah you fucked up. Stubbed one of your few remaining toes and smashed your finger a bit trying to put in bricks in fact. You get so upset that you just decide to put off the project for the week.

You make a table out of limestone. It's an ugly table, but it's still a table.

>>41642

Strange mood! You suddenly get an urge..to dig…and dig…and dig…when you're done, you mine out a massive hexagonal room, and, in your digging, find an artifact pick entombed in the stone! You identify the pick as Akigamem Thirtarmed a.k.a. Stretchcurls the Harmonious Blades, an artifact silver pickaxe. All craftsdwarfship is of the highest quality. It is decorated with rhesus macaque bone and encircled with bands of schist. This object menaces with spikes of saltpeter. Engraved on the item is an image of a dwarf and an elephant. The dwarf is striking down the elephant.

You also dig up 4 limestone, 5 orthoclase, 5 malachite, 2 cassiterite, 2 hematite and 1 native gold. Raise mining skill to Expert Miner and gain 2 morale.

>>41653

You manage to craft a single bed from the little wood you have left, but it is fairly well made. Gain 1 superior-quality bed. You'll need more wood to craft more. Gain Dabbling Carpenter

You carve yourself out a bedroom. Thunli's room is still a bit bigger, but you have the nicer bed so in essence it balances out. Gain Dabbling Miner and 1 morale from having your own room. You could probably fit an office in here, if you had a table and chair.

You also find 4 limestone, 2 cassiterite, 1 citrine and 2 bituminous coal while digging.

>>41658

You stumble upon something and luckily find what looks to be an old iron spear just lying around. It's a bit rusty but still sturdy and with some effort it can be cleaned up, polished and restored to be a fine weapon. (Gained rusty iron spear)

You catch 6 fish. You check them, and they don't appear to be carp. Gain Expert Fisherdwarf.

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5a4ece No.41666

>The group of new NPC migrants have arrived! Their ranks include a furnace operator, a brewer/cook, a marksdwarf (with crossbow and 20 bolts), a cheese maker, a leatherworker and a child. NOTE: NPC dwarves are extremely set in their ways, and will only stick to their job. This means they're too stubborn to learn outside skills or do any labor outside of their role. The manager can make them do a job outside of their role, although this will lead to unhappiness the longer they are forced to do it and they will be VERY slow to actually learn and level up skills outside of their role. If left alone they'll passively work on tasks within their role - for example, the brewer will produce some drinks every turn, cheese makers will make some cheese every turn, etc. Dwarven children will not work, and forcing them to do so will inevitably upset the other dwarves, especially the children's parents.

>The NPC migrants brought their animals too - 1 rooster, 1 hen, 1 guineacock, 1 water buffalo calf (male), 1 cavy sow, 1 sheep (male). You can use these however you wish.

>You have a few tables now, but a proper dining room is needed, even if just a shared one. Also don't forget about morale boosts to people who have their own dining room.

>You're all getting tired of not having any chairs to sit on after a long day's work. What's a dwarf gotta do to get a little comfort around here?

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e5cabd No.41668

Dice rollRolled 9, 75 = 84 (2d100)

>>41665

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Expert Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: 1 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Akigamem Thirtarmed a.k.a. Stretchcurls the Harmonious Blades

Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

Anyone may now take the copper pick if they want.

1. Create a stairway to level B2 by continuing the central stairwell and dig out a small room.

2. Continue to square out the hallways of the northern crevice and dig out more rooms for people to claim and sleep in.

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6864d4 No.41669

Dice rollRolled 16, 53 = 69 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter

MORALE: 0

INVENTORY: Engraver's Tools, superior bronze pickaxe

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

Actions

1. Craft Limestone tables

2. Craft Limestone Chairs

make Yadmerlum chief medical dwarf and Glauri broker

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d4e412 No.41670

Dice rollRolled 18, 79 = 97 (2d100)

>>41665

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 10/13

>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector

>MORALE: -1

>INVENTORY: Wooden Fishing Pole

rusty iron spear

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1.2. Our only wish, to catch a fish, so juicy sweeeeet

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796abf No.41673

Dice rollRolled 94, 78 = 172 (2d100)

>>41665

NAME: Glauri Glassbeard

AGE: 129

GENDER: Male

Fluff: see >>41144 (You)

STATS:

-Physical Stats

Strength 2

Dexterity 6

Agility 4

Endurance 3

Fortitude 5

-Mental Stats

Intelligence 5

Wisdom 4

Innovation 6

Willpower 5

Charisma 4

HEALTH: 15

SKILLS: Skilled Glassmaker, Proficient Mechanic, Novice Swordsdwarf, Novice Armor User, Adequate Consoler

MORALE: 1

INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 1 footcatcher trap, 1 copper greaves set, 1 bronze buckler

COINS: 100

BONUS: The Trapmaker - Traps made by you are more effective than most, and you make more mechanisms than normal when devoting an action to it.

Actions

1. Proceed with the Machine-shop, currently at 3 of 4.

2. Make mechanisms.

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f23d0b No.41675

Dice rollRolled 66, 5 = 71 (2d100)

>>41665

Posting from phone cus tired and busy.

1: Finish that fuckin tower or I swear to god I'll kill evey stone it's made of. 5/6

2:Mine out another tunnel in search of more resources

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feac29 No.41676

File: 4d59990606161ac⋯.jpg (141.36 KB,479x1600,479:1600,29f.jpg)

Dice rollRolled 74, 31 = 105 (2d100)

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 3

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS: Talented Axedwarf, Dabbling Speardwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Adequate Brewing, Adequate Stonecrafting.

MORALE: 3

INVENTORY: Bronze Axe, Bronze Chestplate, Bronze Greaves, Iron Gauntlets, Bronze Helm, Bronze Boots, Silver Spear, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

1. Its time I set about putting all this bare stone in my room to work, to work being gorgeous that is. Engrave the walls of my room, so that I may marvel at them in times of stress.

2. With the remaining part of my day, I shall gather more wood for the fortress, and put my axe to work.

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544a32 No.41684

Dice rollRolled 60, 74 = 134 (2d100)

>>41665

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 20 (+Fortitude stat)

SKILLS :Proficient diagnoser, skilled wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: 1

INVENTORY: Dwarven first aid kit (uses remaining: 3)

COINS: 100

BONUS: (Dependent on fluff)

Action 1-2: See if anyone is wounded, and if they are treat them

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4939ca No.41703

Dice rollRolled 13, 37, 1, 60 = 111 (4d100)

>>41665

NAME: Irori Agescar

AGE: 133

GENDER: Male

FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.

Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…

STR 7

AGI 5

DEX 3

END 5

FORT 6

INT 5

WIS 6

INNO 4

WILL 10

CHA 5

HEALTH: 14

SKILLS: Adept Swordsdwarf, Skilled Armor-User, Competent Fighter, Adequate Dodger, Adequate Carpenter, Adequate Woodcutter

WOUNDS: Missing Left Hand

MORALE: 0

INVENTORY: Bronze Sword, Bronze Chestplate, Two Exceptional Wooden Spears

COINS: 100

BONUS: Martial Trance - Martial Trances last twice as long.

1. Go out and chop down some trees. We'll need more lumber for these new arrivals.

2. Chop down even more trees. More logs, more carpentry.

3. Craft some beds with the newly harvested wood.

4. Craft some spears with the newly harvested wood. They're no hammer but they're better than nothing in a dwarf's hands.

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4939ca No.41704

>>41703

Also, my health should be at its full 16 by now.

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feac29 No.41705

File: e523b40771e044d⋯.jpg (49.74 KB,500x375,4:3,tumblr_lyl22pANuT1qduiqp.jpg)

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5a4ece No.41722

File: b237c16904f4e85⋯.png (1.67 MB,983x593,983:593,fortlayout.png)

File: 0336f3abebd23af⋯.png (13.53 KB,983x593,983:593,fortlayoutb1.png)

>>41668

FORTRESS STATS:

Name: Narâg-Zirak

Date: 7th Felsite (Spring)

Inhabitants: 9 (you) + 1 furnace operator (skilled), 1 brewer/cook (adequate), 1 marksdwarf (novice), 1 cheese maker (talented), 1 leatherworker (novice), 1 dwarven child (cannot work)

Rooms:

2F: Thunli Drinkysmashy's room (Decent, 2/5 engravings), Goden's room (Standard)

1F: 1 smokehouse, 1 medium farm (15 planted, ready 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/2 full), mounted grizzly bear trophy (entrance)

B1: 1 medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, mechanic's workshop), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), Irori Agescar's bedroom (Meager), Regur Thorekdar's room (Meager), Doren Uristan's room (Modest), Dorra Thatthilodom's room (Modest), Yadmerlum Barbedfall's room (Meager), 1 huge hexagonal room

Food: 20 meat, 13 fish, 10 plant, 8 drink, 27 seeds, 3 smoked fish, 3 yak cheese

Supplies: 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 3 beds, 1 bronze pickaxe, 2 tables, 2 wolf leather, wolf trophy, 5 limestone mechanisms, 2 iron bars, 2 bronze bars

Materials: 2 wood, 15 limestone, 8 orthoclase, 1 microcline, 9 malachite, 5 cassiterite, 3 hematite, 6 bituminous coal, 1 jasper opal, 1 grey chalcedony, 2 citrine, 2 tetrahedrite

Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (female), 1 rooster, 1 hen, 1 guineacock, 1 cavy sow, 1 water buffalo calf (male), 1 sheep (male)

Defenses: Limestone Drawbridge (50 HP), Limestone Sentry Tower (75 HP), Mancatcher Trap

>>41668

You finish mining out the rest of the ugly corridor, making it into a respectable hallway with 7 new bedrooms. Gain 6 limestone, 3 orthoclase, 1 microcline, 2 bituminous coal, 1 galena and 1 malachite. You're about to start mining deeper when BOOOOOM! Regur has caused a cave-in, completely blocking off the new hexagonal room and his own bedroom. You're too busy fuming and shouting to get any more work done.

>>41670

Ancestors be praised, you catch another 5 fish. You spotted the giant carp lurking in the depths as you pull out your last catch, but it didn't seem to spot you back this time. Also, Yadmerlum the chief medical dwarf has healed you to full HP.

>>41673

The mechanic's workshop is now finished in record time. You use that extra time to produce 2 mechanisms on top of the 3 you originally planned to make.

>>41673

Your table falls apart on you, but the good news is that you manage to complete 2 chairs.

>>41675

The tower is complete! This will give you a much greater vantage point over the area you're in, allowing you to spot any dangers. Now that it's finished, you decide to go mine for more metals. You start digging a new tunnel opposite to your room, when BOOOOOOOM! A section of the cavern has collapsed! You're thrown back and knocked unconscious, but sustain no serious injuries. However, your heart sinks as you realize that you have collapsed the hallway leading to your room! You'll need to remove ALL that rubble in order to get to it. Lose 2 morale for losing access to your room (you'll get it back once you clear a path to your room again).

>>41676

You engrave two pictures on your wall. They are crude, considering you've never done this before, but you feel they are presentable enough. The first is a picture of Thorgar Stonehand the dwarf and two goblins. The two goblins are striking down Thorgar. The second picture is of the dwarf Dorra Thatthiloddom and a giant carp. The carp stares menacingly at Dorra. You feel slightly better about your room and gain 1 morale. You can engrave 3 more pictures in your room at its current size. Also gain Dabbling Engraver.

You manage to cut down only 2 logs.

>>41684

It seems the only one with any real wounds right now is Dorra. You change the bandages and clean the wound, and lo and behold a few days later the wound has completely healed. Raise wound dresser to proficient.

>>41703

You manage to chop a tree, getting 2 wood, and use those pieces of wood to complete two superior wood spears. However, as you're going out to get lumber to make beds, you spot two armed goblins with big sacks. Child snatchers! Upon being spotted they turn to you and attack! "Da dorf know too much he does, now we stabs!" Roll 1d100 for combat or to flee.

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5a4ece No.41723

Dice rollRolled 32 + 20 (1d100)

Your furnace operator makes 2 iron bars and 2 bronze bars.

Your brewer/cook makes 5 drinks.

Your marksdwarf is on standby.

Your cheese maker makes 3 yak cheeses.

Your leatherworker tans your wolf hides into two pieces of wolf leather.

Your child plays make-believe.

>You have tables and chairs for now, but you should probably put them into a proper dining room.

>Your new migrants claim their bedrooms out of the ones you made and move beds there, but there are still some without a bed. These dwarves may get angry if they don't get their needs met and are just as susceptible to going insane as you are, so be careful.

>You are running low on drinks! Your dwarves can drink from the stream, though this will carry a heavy morale penalty. Dwarves need their alcohol!

>Yadmerlum Barbedfall has been named Chief Medical Dwarf, due to the fact that he is the most qualified.

>You must still vote for a broker. Please do so.

Dice is for combat round with Jaundice

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6864d4 No.41726

Dice rollRolled 67, 92 = 159 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter

MORALE: 0

INVENTORY: Engraver's Tools, superior bronze pickaxe

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

Actions

F. Have one of the new arrivals carry a table and chair to my bedroom so I can start work and have a private dining area

1. Unleash Goden's full autism on recordkeeping

2. Engrave my room

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5a4ece No.41727

Also since people have been asking and since I have the save file I'm using as reference open, here are the dwarven gods of the world:

As (minerals)

Osram (wealth)

Ibmat Swelterpoint the Flicker of Mining (mountains and volcanoes)

Urdim the Tower of Nourishing (fortresses)

Agoth Massivepink (jewels, metals, fire, the sun, day)

Ramol Berrylathers the Lyrics of Glittering (beauty)

Eshon (travelers, healing)

Bebmal (music, dance, the seasons)

Ceshshed (persuasion, sacrifice)

Destis (lightning, agriculture, the rain)

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f7e7f5 No.41733

Dice rollRolled 59, 97 = 156 (2d100)

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 3

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS: Talented Axedwarf, Dabbling Speardwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Adequate Brewing, Adequate Stonecrafting, Dabbling Engraver.

MORALE: 4

INVENTORY: Bronze Axe, Bronze Chestplate, Bronze Greaves, Iron Gauntlets, Bronze Helm, Bronze Boots, Silver Spear, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

1. Another day another patrol, the fort is never truly safe, only quiet for the moment.

2. After that I will assist our new brewmaster in making some fine dwarven ale, who better to brew it then the dwarf who built the still?

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4939ca No.41735

Dice rollRolled 73 (1d100)

>>41722

>>41723

Irori drops his woodcutting axe and draws his blade, flipping it around in his hand before taking a battle stance.

Adept Swordsdwarf, Skilled Armor-User, Competent Fighter, Adequate Dodger

Bronze Sword, Bronze Chestplate

Martial Trance - Martial Trances last twice as long

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5a4ece No.41767

Dice rollRolled 21 + 10 (1d100)

>>41735

You send one of the goblins' left arms flying straight off! It sinks to the ground in pain.

The other one, however, manages to stab you with its bronze shortsword, dealing 5 damage.

Roll 1d100 for round 2 or to flee.

>>41733

You spot your comrade Irori fighting off two goblin childsnatchers from the watchtower! You rush in to aid, and will reach him after the next combat turn.

The remaining goblin stabs at you again.

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5a4ece No.41768

>>41767

And by the remaining goblin stabs at you again I mean it stabs at Jaundice again, not Scruffy

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544a32 No.41769

Dice rollRolled 25, 16 = 41 (2d100)

>>41722

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 20 (+Fortitude stat)

SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: 1

INVENTORY: Dwarven first aid kit (uses remaining: 3)

COINS: 100

Action 1-2: Look for herbs that can be used for medical uses, atleast some of the knowledge of his farming days might help with recognizing the right plants.

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4939ca No.41776

Dice rollRolled 1 (1d100)

>>41767

Irori scowls and whips his blade around to puncture the offending goblin's throat.

Adept Swordsdwarf, Skilled Armor-User, Competent Fighter, Adequate Dodger

Bronze Sword, Bronze Chestplate

Martial Trance - Martial Trances last twice as long

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4939ca No.41777

I fucking give up.

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5a4ece No.41789

Dice rollRolled 100 (1d100)

>>41776

As you try to swing with your sword, your old arms just can't grip the sword and it flies out of your hands, and now that you're vulnerable, the goblin makes a frightening shriek before slashing your throat. Your world goes red, then white, and you solemnly realize that you'll be in the great meadhalls of the afterlife soon.

You have been struck down!

Feel free to roll a new character.

>>41733

You wince as you realize you weren't able to arrive in time as your comrade Irori hits the ground, blood spraying from his throat. The now crazed goblin turns to you and charges, shrieking loudly as he closes in on you. Will you be able to avenge your comrade?

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feac29 No.41794

YouTube embed. Click thumbnail to play.
Dice rollRolled 41 (1d100)

A MIGHT WAR CALL WAS HEARD FROM THE HILLS, AS THE DWARF CHARGED TO MEET THE GROBI IN BATTLE

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d4e412 No.41795

Dice rollRolled 9, 14 = 23 (2d100)

>>41722

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 10/13

>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector

>MORALE: -1

>INVENTORY: Wooden Fishing Pole

rusty iron spear

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1. continue to fish

2. Train with the spear to defend myself from the Carp, but do it out of the Carp's view, we don't want it to learn our tactics now do we, no no no

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d4e412 No.41797

>>41795

this is me

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5a4ece No.41799

Dice rollRolled 3 (1d100)

>>41793

The goblin charges into you, knocking you down and leaving a dire wound in your torso! Your left arm feels damaged as well, you'll have to get a doctor to look at it. You're alive, but who knows for how long. Lose 12 HP, you'll definitely want to get all the various wounds you've acquired diagnosed as well.

The goblin looks a bit tired out after that charge. You can still swing your sword. Will you be able to escape the clutches of death or will the goblin take your life as well this day? No room for failure, it's do or die time.

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feac29 No.41800

File: 78d59d15e1c328f⋯.jpg (135.03 KB,800x800,1:1,1503203304554.jpg)

Dice rollRolled 33 (1d100)

>>41799

Thunli reached deep into his dwarven soul and let out a deep cry before raising his Axe high into the air, aiming to cleave the grobi in twain

"REEEEEEEEEEEEEEEEEEEEEEEE GET OUT GROBI SCUM"

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e5cabd No.41801

Dice rollRolled 9, 81 = 90 (2d100)

>>41722

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Expert Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: 1 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Akigamem Thirtarmed a.k.a. Stretchcurls the Harmonious Blades

Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

1. Remove the pick from Regur's grasp. By force if necessary.

2. Clear the rubble. Keep some blocking his room though.

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796abf No.41802

Dice rollRolled 16, 51 = 67 (2d100)

>>41722

NAME: Glauri Glassbeard

AGE: 129

GENDER: Male

Fluff: see >>41144

STATS:

-Physical Stats

Strength 2

Dexterity 6

Agility 4

Endurance 3

Fortitude 5

-Mental Stats

Intelligence 5

Wisdom 4

Innovation 6

Willpower 5

Charisma 4

HEALTH: 15

SKILLS: Skilled Glassmaker, Proficient Mechanic, Novice Swordsdwarf, Novice Armor User, Adequate Consoler

MORALE: 1

INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 1 footcatcher trap, 1 copper greaves set, 1 bronze buckler, 5 mechanisms,

COINS: 100

BONUS: The Trapmaker - Traps made by you are more effective than most, and you make more mechanisms than normal when devoting an action to it.

Mechanics workshop made, bedroom existing with bed in it.

ACTIONS

1-2: Assist the nearest in battle dwarf, by open combat if necessary and wielding sword and shield.

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796abf No.41804

>>41802

this was me

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f23d0b No.41829

Dice rollRolled 57, 59 = 116 (2d100)

>>41722

>>>>NAME: Regur Thorekdar

>>>>>>>AGE: 120

>>>>>>>GENDER: Male

>>>>>>>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>>>>>>>STATS: (see stat rolling, below)

>>>>>>>-Physical Stats

>>>>>>>Strength 8

>>>>>>>Dexterity 2

>>>>>>>Agility 2

>>>>>>>Endurance 5

>>>>>>>Fortitude 10

>>>>>>>-Mental Stats

>>>>>>>Intelligence 7

>>>>>>>Wisdom 8

>>>>>>>Innovation 2

>>>>>>>Willpower 3

>>>>>>>Charisma 3

>>>>>>>HEALTH: 20

>>>>>>>Wounds: Missing Eye, 3 missing toes

>>>>>>>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User. Dabbling Ambusher, Novice miner, Dabbling Stonecrafter

>>>>>>>MORALE: 3

>>>>>>>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>>>>>>>COINS: 100

>>>>>>>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1-2:Regur yells at the stone the entire time as he digs out the way to his room

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5a4ece No.41844

File: e84c12a68ed3226⋯.png (13.29 KB,983x593,983:593,fortlayoutb1.png)

FORTRESS STATS:

Name: Narâg-Zirak

Date: 14th Felsite (Spring)

Inhabitants: 8 (you) + 1 furnace operator (skilled), 1 brewer/cook (adequate), 1 marksdwarf (novice), 1 cheese maker (talented), 1 leatherworker (novice), 1 dwarven child (cannot work)

Rooms:

2F: Thunli Drinkysmashy's room (Decent, 2/5 engravings), Goden's room (Fine), Goden's office (Decent)

1F: 1 smokehouse, 1 medium farm (15 planted, ready 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/2 full), mounted grizzly bear trophy (entrance)

B1: 1 medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, mechanic's workshop), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), empty bedroom (Meager), Regur Thorekdar's room (Meager), Doren Uristan's room (Modest), Dorra Thatthilodom's room (Modest), Yadmerlum Barbedfall's room (Meager), 1 huge hexagonal room

Food: 15 meat, 8 fish, 5 plant, 24 drink, 27 seeds, 3 smoked fish, 6 yak cheese

Supplies: 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 1 bronze pickaxe, 2 tables, wolf trophy, 5 limestone mechanisms, 4 iron bars, 4 bronze bars, 1 wolf leather armor

Materials: 2 wood, 15 limestone, 8 orthoclase, 1 microcline, 7 malachite, 3 cassiterite, 1 hematite, 5 bituminous coal, 1 jasper opal, 1 grey chalcedony, 2 citrine, 2 tetrahedrite

Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (female), 1 rooster, 1 hen, 1 guineacock, 1 cavy sow, 1 water buffalo calf (male), 1 sheep (male)

Defenses: Limestone Drawbridge (50 HP), Limestone Sentry Tower (75 HP), Mancatcher Trap

>>41726

A chair and table are now moved into your room to serve as an office. You get +1 morale for having a place to work. You start taking count of everything and find that you're running low on plants and alcohol. You get good practice in list making. Gain Talented Recordkeeper.

You engrave a picture of a unicorn with a pickaxe-shaped hoof and a mushroom with a sword. The unicorn is striking down the mushroom. It is confusing, but many would consider it a masterpiece. You also make a drawing of some dwarves and a carp. The dwarves are running from the carp. You can carve 2 more engravings into your room at its current size. Gain Proficient Engraver

>>41733

>>41794

>>41799

>>41800

With the last of your strength you manage to knock the sword out of the goblin's hand, who runs away after more dwarves are heard coming to the scene. "You dorf haven't seen last of Dostngosp Splatterblade, me come with friends and kill you all!" You then pass out, unconscious. When you wake up, you're in your bed, awaiting treatment from the doctor. The prognosis isn't good…you have several broken bones and you've lost a lot of blood. You'll need an operation, and even if it's successful you'll have to walk with a crutch for quite some time. However, assuming the operation is a success you'll likely pull through.

The batch of ale you made before you went out is done, however. Gain 20 drinks. Also gain Competent Brewer.

>>41769

You gather 3 rope reeds which can be used to make thread and bandages if woven, along with 2 bundles of medicinal herbs and 3 longland wheat which can be used to make beer, which is great for your looming alcohol shortage. (Lose 1 HP per turn until adequately treated)

You have an urgent request to treat Thunli Drinkysmashy, who is unconscious, bleeding heavily and has several broken bones.

>>41795

>You should be fully healed

You spot the carp again! It thrashes and lunges at you in rage, but you get away in time. As you're fleeing you notice the dead corpse of Irori and the unconscious corpse of Thunli. You stop what you're doing to help Glauri, who is also at the scene, deliver Thunli to safety.

You have an itch to impose a mandate or export ban. As mayor you have the ability to demand that the fortress makes certain items (it has to be something that you can currently make with the materials you have)…if they don't make them then one of your dwarves may get arrested for breaking the law. You can also prevent certain items from being traded. Again if someone breaks this they can be arrested.

>>41801

You're unable to remove the pick, probably for the best considering he's an armed hammerdwarf.

You're able to clear most of the rubble, however, leaving the packed-in rubble in front of Regur's room intact. Unfortunately the rubble is too small and crumbly to be usable.

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5a4ece No.41845

>>41802

You're too late to help, the dirty goblin fiend Dostngosp having fled the scene long before, but you're able to get Thunli to safety along with Dorra's help.

>>41829

It's a pain but you manage to dig your way back to your room. Gain your room bonus back. Dishman tried to take away your pick, but was unable to this time…maybe you should stop digging random, ugly tunnels. None of the stone from the cave-in rubble is usable - it's just too small and crumbly.

Because Goden now has an office, he can manage NPCs better, making them more productive.

Your furnace operator makes 3 bronze bars and 3 iron bars.

Your brewer/cook makes 7 drinks.

Your marksdwarf is on standby.

Your cheese maker makes 4 yak cheese.

Your leatherworker makes a suit of leather armor from the wolf leather you have.

Your dwarven child continues to play make-believe.

>LOOT FROM GOBLIN KILL

1 cave spider silk bag

1 bronze mace

1 bronze shield

1 leather armor

1 leather greaves

1 set of leather boots

200 coins

1 lewd drawing of a dwarven child

-to be divided up how you choose-

>One of your comrades has been slain! Lose 1 morale until he is properly memorialized and another 1 morale for your second death

>PLEASE POST VOTE FOR BROKER

PLEASE POST VOTE FOR BROKER

>PLEASE POST VOTE FOR BROKER

PLEASE POST VOTE FOR BROKER

>PLEASE POST VOTE FOR BROKER

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6864d4 No.41846

Dice rollRolled 42, 52 = 94 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Talented Recordkeeper, Competent Organizer, Proficient Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter

MORALE: 0

INVENTORY: Engraver's Tools, superior bronze pickaxe

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

Actions

Vote for Glauri to be broker

>equip leather greaves, leather boots, wolf leather armor for new clothes

>have an npc haul Irori's coffin and Thorgar's coffin to the mausoleum

1. make bowyer station

2. Craft a coffin, engrave it, and then store Irori's body

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796abf No.41854

Dice rollRolled 45, 67 = 112 (2d100)

>>41844

NAME: Glauri Glassbeard

AGE: 129

GENDER: Male

Fluff: see >>41144

STATS:

-Physical Stats

Strength 2

Dexterity 6

Agility 4

Endurance 3

Fortitude 5

-Mental Stats

Intelligence 5

Wisdom 4

Innovation 6

Willpower 5

Charisma 4

HEALTH: 15

SKILLS: Skilled Glassmaker, Proficient Mechanic, Novice Swordsdwarf, Novice Armor User, Adequate Consoler

MORALE: -2

INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 1 footcatcher trap, 1 copper greaves set, 1 bronze buckler, 5 mechanisms, 1 cave spider silk bag

COINS: 100

BONUS: The Trapmaker - Traps made by you are more effective than most, and you make more mechanisms than normal when devoting an action to it.

ACTIONS

1-2: Make a coin bank toy for the dwarven child.

A coin bank is a simple toy that holds a small number of coins, when a coin is deposited in it, a figurine moves or performs an action.

The specific design I have in mind is 'a goblin bent over is looking for a dwarven child. When a coin is deposited, the child figure pops out of a chest and stabs the goblin in the rear with a red hot (painted red only, not actually hot) dagger'.

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796abf No.41855

I cast my vote for the most already-skilled and qualified individuals to be in the appropriate positions, with the person who has the most official-relevant skills being the person who my vote goes towards.

No votes for Glauri please, I may not have the internet in the near future. If it so happens that I don't have the net in the near future, I give permission here and in the sight of all, that when I am definitely clearly not returning (will have told you something definite at that time), glauri may be made an npc.

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feac29 No.41887

Dice rollRolled 52, 87 = 139 (2d100)

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 3

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS: Talented Axedwarf, Dabbling Speardwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Adequate Brewing, Adequate Stonecrafting, Dabbling Engraver.

MORALE: 4

INVENTORY: Bronze Axe, Bronze Chestplate, Bronze Greaves, Iron Gauntlets, Bronze Helm, Bronze Boots, Silver Spear, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

1/2. Yell loudly for first aid and use my dwarven determination not to die.

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d4e412 No.41889

Dice rollRolled 48, 25, 92 = 165 (3d100)

>>41844

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 13/13

>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector

>MORALE: -3

>INVENTORY: Wooden Fishing Pole

rusty iron spear

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1. Right, practice my spearwork, I must be able to defend myself if the vile Carp attacks

2. Fish some more

Mandate! 2 limestone doors!

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5a4ece No.41891

>>41887

Don't forget your health is down to 3 and losing 1 a turn until you're treated - you're losing blood

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feac29 No.41892

>>41887

HEALTH: 3 (-1 per turn)

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feac29 No.41893

SKILLS: Talented Axedwarf, Dabbling Speardwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Competant Brewing, Adequate Stonecrafting, Dabbling Engraver.

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544a32 No.41896

Dice rollRolled 24, 81 = 105 (2d100)

>>41844

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 20 (+Fortitude stat)

SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: 1

INVENTORY: Dwarven first aid kit (uses remaining: 3) 3 rope reeds 2 bundles of medicinal herbs and 3 longland wheat

COINS: 100

Action 1-2: Treat thunli, use everything that's needed to save him, no more dwarfs shall die under my watch!

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544a32 No.41897

>>41896

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 19 (+Fortitude stat)

SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: -2

INVENTORY: Dwarven first aid kit (uses remaining: 3) 3 rope reeds 2 bundles of medicinal herbs and 3 longland wheat

COINS: 100

Updated sheet

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e5cabd No.41899

Dice rollRolled 18, 52 = 70 (2d100)

>>41844

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Expert Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: -1 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Akigamem Thirtarmed a.k.a. Stretchcurls the Harmonious Blades

Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

Broker Vote: Oneman so TBR can stop bitching

1&2. Turn the new useless, ugly hole into a pristine room for whatever use someone can find.

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22f0d1 No.41902

Dice rollRolled 2, 3, 3, 5, 3, 4, 5, 5, 2, 3, 1, 5, 4, 4, 4, 2 = 55 (16d5)

>>40991

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22f0d1 No.41904

>>40991

>>41902

NAME: Marin Irondweller

AGE:110

GENDER:Male

FLUFF: Marin like almost all his ancestors before him is a forgemaster. He is a dwarf's dwarf. Most of his ideology is very conservative and rarely is he up for any kind of adventuring or other foolishness that the younglings get up to nowadays. He knows a good dwarf is a dwarf that stays at home working the forge. Marin specializes in armor and full steel crossbows. He has made literally thousands of suits of armor in his years as a smith and a fair amount of his crossbows as well. but alas not all was perfect in paradise. Ever the unsatisfiable in the progress of his craft Marin sought a new way to heat his steel to make it purer than ever seen before. He attempted to tap into a small dormant volcano under his ancestral home to use the lava to forge directly. It ended disastrously with a geyser spewing lava hundreds of feet into the air and flooding large portions of the ancestral home. The resulting casualties left the irondweller clan decimated from a million strong clan to a few thousand remnants. In the trial to follow Marin barely was able to convince the council of elders that it was a simple mistake and not purposeful sabotage. Considering his rocky past in regards to his ability to talk to other clan members (2 charisma) many were tempted to hang him anyways. But they decided on a punishment worse than death. Exile to the expedition of the Solamineth city. No punishment but a life of toil and danger far from home was fitting of the accidental crime marin had committed. And so Marin had found his way to the expedition with the latest round of immigrants. Clad in rags a broken dwarf with only his masters hammer given to him so long ago as the single sign that he was not just some raggedy immigrant born of nothing.

STATS:

-Physical Stats

Strength 7

Dexterity 7

Agility 5

Endurance 8

Fortitude 3

-Mental Stats

Intelligence 6

Wisdom 4

Innovation 8

Willpower 6

Charisma 2

HEALTH: 13 (+Fortitude stat)

SKILLS: (A list of skills you have picked up along the way, such as mining, fishing, etc. Some basic skills are given based on fluff)

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: (Any special items you may hold)

COINS: 100

BONUS: (Dependent on fluff)

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22f0d1 No.41905

>>41904

The lava burned out all his facial hair follicles as well. He has no beard no hair no eyelashes which will probably make conversing with other dwarfs even harder simply due to the unsettling and undwarflike appearance

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5a4ece No.41956

File: e84c12a68ed3226⋯.png (13.29 KB,983x593,983:593,fortlayoutb1.png)

FORTRESS STATS:

Name: Narâg-Zirak

Date: 21st Felsite (Spring)

Inhabitants: 8 (you) + 1 furnace operator (skilled), 1 brewer/cook (adequate), 1 marksdwarf (novice), 1 cheese maker (talented), 1 leatherworker (novice), 1 dwarven child (cannot work)

Rooms:

2F: Thunli Drinkysmashy's room (Decent, 2/5 engravings), Goden's room (Fine), Goden's office (Decent)

1F: 1 smokehouse, 1 medium farm (15 planted, ready 28th Felsite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/2 full), mounted grizzly bear trophy (entrance)

B1: 1 full medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, mechanic's workshop), 1 medium workshop room (room for 4), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), empty bedroom (Meager), Regur Thorekdar's room (Meager), Doren Uristan's room (Modest), Dorra Thatthilodom's room (Modest), Yadmerlum Barbedfall's room (Meager), 1 huge hexagonal room

Food: 10 meat, 5 fish, 5 plant, 16 drink, 27 seeds, 1 smoked fish, 7 yak cheese

Supplies: 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 1 bronze pickaxe, 2 tables, wolf trophy, 5 limestone mechanisms, 5 iron bars, 7 bronze bars, 2 copper bars, 1 silver bar, 1 wolf leather armor

Materials: 2 wood, 15 limestone, 11 orthoclase, 1 microcline, 5 malachite, 4 bituminous coal, 1 jasper opal, 1 grey chalcedony, 2 citrine, 2 tetrahedrite, 2 galena, 2 gypsum

Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (female), 1 rooster, 1 hen, 1 guineacock, 1 cavy sow, 1 water buffalo calf (male), 1 sheep (male)

Defenses: Limestone Drawbridge (50 HP), Limestone Sentry Tower (75 HP), Mancatcher Trap

>>41846

You start work on a bowyer's workshop despite not knowing much about fletching in the new room that Dishman dug. (Progress: 1/4)

Your coffin is done but you don't have time to engrave it. Still, Irori's body is now put to rest. You can engrave it later, if you wish.

>>41854

You make a coin bank for the dwarven child. He seems happy enough, but nothing else really happens. You think that you should probably try looking out for the fortress's defense more.

>>41887

With your dwarven determination and Dr. Barbedfell's efforts you have stabilized, and are no longer losing health. However, you're still very badly hurt, and will need advanced treatment. You have a broken right leg and a sprained left forearm. The sprain will heal naturally (3 turns, can be reduced with proper treatment), but Dr. Barbedfell will need to perform an operation to reset the bone and then set the leg in a cast to heal in order to optimally heal the fracture. You can move around, but must use a crutch to do so.

Gain Wounds: Broken right leg, sprained left arm (agility reduced to 1 until leg heals, dexterity halved + -10 to actions involving that arm until arm heals).

>>41889

You get some practice with the spear in, jabbing and swinging at imaginary carp. Gain Dabbling Speardwarf.

You manage to catch only 2 fish.

>>41896

Thanks to your expert healing skills Thunli is stabilized, however his diagnosis shows quite a few problems. His right leg has a compound fracture and his left arm is sprained. You'll have to reset his bones and preferably put it into a cast for optimal healing. However to do this you'll plaster powder (made from gypsum, alabaster, selenite or satinspar) for a cast OR a splint (which you have) and a traction bench. Gain Talented Diagnoser.

>>41899

You carve out another medium-sized room suitable for more workshops, which is good because Goden just moved in and is building a bunch of shit there. Gain 3 orthoclase, 2 gypsum, 2 galena and 1 malachite.

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5a4ece No.41957

>>41904

A new migrant has arrived!

HEALTH: 13

SKILLS: Talented Weaponsmith, Proficient Armorsmith, Skilled Bowyer, Competent Metalsmith, Adequate Furnace Operator, Novice Hammerdwarf

MORALE: 0

INVENTORY: Bronze blacksmith's hammer

COINS: 100

BONUS: Arms Dealer - You are more skilled than most at making weapons, armor, metal crossbows, etc., and as such you get a boost to actions involving the creation of such items.

Your furnace operator makes 3 bronze bars, 1 iron bar and 2 tetrahedrite (which makes 2 copper and 1 silver bar).

Your brewer/cook makes 7 drinks.

Your marksdwarf is on standby.

Your cheese maker makes 4 yak cheeses.

Your leatherworker is on standby.

Your dwarven child plays with his piggybank.

>Remove the -1 morale penalty for putting Irori to rest (but not the -1 for your second death)

>A mandate has been put into place! You will have until the 21st of next month to build 2 doors. If the mandate isn't filled then the highest leveled mason will be labeled a criminal and be subject to dwarven justice (a.k.a. FUN) for not complying

>Your crops will be ready to harvest next turn. Once summer begins random events will also begin to happen, which can include good(ish) things like caravans and migrants as well as FUN shit like goblin sieges, megabeasts and the like. Random events will be rolled once every month, so be prepared.

>Scruffy, Anniria, Druza, Tansen, Glittershine and Dara still need to cast their vote for broker. The winner will be decided once 5 or more votes have been tallied, you have 3 right now

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f7e7f5 No.41958

>>41957

Thunli votes for the majority vote for broker

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f7e7f5 No.41959

Dice rollRolled 5, 54 = 59 (2d100)

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 1 (3 when healed)

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 3

SKILLS: Talented Axedwarf, Dabbling Speardwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Competant Brewing, Adequate Stonecrafting, Dabbling Engraver.

MORALE: 4

INVENTORY: Bronze Axe, Bronze Chestplate, Bronze Greaves, Iron Gauntlets, Bronze Helm, Bronze Boots, Silver Spear, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

> Wounds: Broken right leg, sprained left arm (agility reduced to 1 until leg heals, dexterity halved + -10 to actions involving that arm until arm heals).

1. Thunli would take it as hard as his injury allowed, being as most use to the fortress as he could. For now that would be limited to smithing some of the fortresses iron bars into short swords

2. Thunli would then later engrave the rest of his room

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22f0d1 No.41960

Dice rollRolled 27, 33 = 60 (2d100)

I vote Glauri Glassbeard as broker.

>>41957

NAME: Marin Irondweller

AGE:110

GENDER:Male

FLUFF: >>41904

STATS:

-Physical Stats

Strength 7

Dexterity 7

Agility 5

Endurance 8

Fortitude 3

-Mental Stats

Intelligence 6

Wisdom 4

Innovation 8

Willpower 6

Charisma 2

HEALTH: 13

SKILLS: Talented Weaponsmith, Proficient Armorsmith, Skilled Bowyer, Competent Metalsmith, Adequate Furnace Operator, Novice Hammerdwarf

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze blacksmith's hammer

COINS: 100

BONUS: Arms Dealer - You are more skilled than most at making weapons, armor, metal crossbows, etc., and as such you get a boost to actions involving the creation of such items.

1. First things first I will need a place to sleep so building a bedroom in the farthest corner away from everyone else.

2. second I will go to the forge and see what these….people are running here and since it is most likely a mess of low level crap I will see what I can do to upgrade the forge.

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5a4ece No.41961

File: 437ed5780cea034⋯.png (14.02 KB,983x593,983:593,fortlayoutb1.png)

Actual map

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796abf No.41962

Dice rollRolled 90, 88 = 178 (2d100)

>>41956

NAME: Glauri Glassbeard

AGE: 129

GENDER: Male

Fluff: see >>41144

STATS:

-Physical Stats

Strength 2

Dexterity 6

Agility 4

Endurance 3

Fortitude 5

-Mental Stats

Intelligence 5

Wisdom 4

Innovation 6

Willpower 5

Charisma 4

HEALTH: 15

SKILLS: Skilled Glassmaker, Proficient Mechanic, Novice Swordsdwarf, Novice Armor User, Adequate Consoler

MORALE: -2

INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 1 footcatcher trap, 1 copper greaves set, 1 bronze buckler, 5 mechanisms, 1 cave spider silk bag

COINS: 100

BONUS: The Trapmaker - Traps made by you are more effective than most, and you make more mechanisms than normal when devoting an action to it.

ACTIONS

1-2: Make a dwarven spear-thrower.

A dwarven spear thrower is a simple mobile turret that resembles a large crossbow with a tripod, it is loaded with a single dwarven spear at a time, which it shoots either at an arcing shot or a straight shot (straight shot is the default).

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544a32 No.41969

Dice rollRolled 72, 65 = 137 (2d100)

>>41956

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 19 (+Fortitude stat)

SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer, Talented Diagnoser

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: -2

INVENTORY: Dwarven first aid kit (uses remaining: 3) 3 rope reeds 2 bundles of medicinal herbs and 3 longland wheat

COINS: 100

Action 1-2: Give him the splint, Once the treatment is over go and look for more medical herbs

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6864d4 No.41974

Dice rollRolled 34, 41 = 75 (2d100)

>>41846

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Talented Recordkeeper, Competent Organizer, Proficient Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter

MORALE: 2

INVENTORY: Engraver's Tools, superior bronze pickaxe, leather greaves, leather boots, wolf leather armor

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

Actions

1. make bowyer station 1/4

2. Craft a limestone drawbridge for the stair room leading to the hallway outside. (for the door mandate)

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e5cabd No.41976

Dice rollRolled 69, 66 = 135 (2d100)

>>41956

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Expert Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: 1 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Akigamem Thirtarmed a.k.a. Stretchcurls the Harmonious Blades

Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

1&2. Dig out a nice big room next to the bedrooms to be used as a dining hall.

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6864d4 No.41979

File: 9739f6d063f16fa⋯.jpg (4 MB,2849x1912,2849:1912,serveimage.jpg)

>>41974

change the drawbridge to another variant of door for legal reasons.

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3ff07e No.41980

Dice rollRolled 50, 6 = 56 (2d100)

>>41956

>>>>NAME: Regur Thorekdar

>>>>>>>AGE: 120

>>>>>>>GENDER: Male

>>>>>>>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>>>>>>>STATS: (see stat rolling, below)

>>>>>>>-Physical Stats

>>>>>>>Strength 8

>>>>>>>Dexterity 2

>>>>>>>Agility 2

>>>>>>>Endurance 5

>>>>>>>Fortitude 10

>>>>>>>-Mental Stats

>>>>>>>Intelligence 7

>>>>>>>Wisdom 8

>>>>>>>Innovation 2

>>>>>>>Willpower 3

>>>>>>>Charisma 3

>>>>>>>HEALTH: 20

>>>>>>>Wounds: Missing Eye, 3 missing toes

>>>>>>>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User. Dabbling Ambusher, Novice miner, Dabbling Stonecrafter

>>>>>>>MORALE: 3

>>>>>>>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>>>>>>>COINS: 100

>>>>>>>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1:Did somebody say more ugly tunnels. Time to look for ore!

2:After most likely being kicked out of the fort for digging more tunnels, Regur heads to the surface and starts to explore the forest.

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d4e412 No.42004

Dice rollRolled 88, 90 = 178 (2d100)

>>41956

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 13/13

>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector, Dabbling Speardwarf

>MORALE: -2

>INVENTORY: Wooden Fishing Pole

rusty iron spear

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1. fish

2. Practice the spear work

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e48f7f No.42087

File: e42f11a864721f8⋯.png (14.73 KB,983x593,983:593,fortlayoutb1.png)

FORTRESS STATS:

Name: Narâg-Zirak

Date: 21st Felsite (Spring)

Inhabitants: 8 (you) + 1 furnace operator (skilled), 1 brewer/cook (adequate), 1 marksdwarf (novice), 1 cheese maker (talented), 1 leatherworker (novice), 1 dwarven child (cannot work)

Rooms:

2F: Thunli Drinkysmashy's room (Decent, 2/5 engravings), Goden's room (Fine), Goden's office (Decent)

1F: 1 smokehouse, 1 medium farm (15 planted, ready 28th Felsite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/2 full), mounted grizzly bear trophy (entrance)

B1: 1 full medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, mechanic's workshop), 1 medium workshop room (room for 4), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), empty bedroom (Meager), Regur Thorekdar's room (Meager), Doren Uristan's room (Modest), Dorra Thatthilodom's room (Modest), Yadmerlum Barbedfall's room (Meager), 1 huge hexagonal room, 1 medium dining hall

Food: 7 meat, 2 fish, 32 plant, 8 drink, 27 seeds, 1 smoked fish, 7 yak cheese

Supplies: 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 1 bronze pickaxe, 2 tables, wolf trophy, 5 limestone mechanisms, 5 iron bars, 7 bronze bars, 2 copper bars, 1 silver bar, 1 wolf leather armor

Materials: 2 wood, 15 limestone, 17 orthoclase, 1 microcline, 8 malachite, 2 cassiterite, 2 hematite, 5 bituminous coal, 1 jasper opal, 1 grey chalcedony, 4 citrine, 2 tetrahedrite, 2 galena, 2 gypsum

Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (female), 1 rooster, 1 hen, 1 guineacock, 1 cavy sow, 1 water buffalo calf (male), 1 sheep (male)

Defenses: Limestone Drawbridge (50 HP), Limestone Sentry Tower (75 HP), Mancatcher Trap (Entrance), Ballista (Entrance), Large Limestone Door (Entrance) (30 HP)

>>41959

As you are bringing ingots to the forge you trip over your crutch and fall, turning your sprain into a break. You'll have to get this treated and get another splint as well.

Before this, however, you attempt to engrave some things on your wall. It's difficult considering your injuries but you manage to engrave a wheel of cheese on your wall. It's not really good or bad, but it does make you hungry…

Dr Barbedfell has put a splint on your leg, and it has begun healing. 3 turns until the break heals and you can walk normally again.

>>41960

You're able to claim the farthest room down the winding dormitory hallway, but unable to find a bed considering they were all taken by the previous immigrants…you might want to request that a few be made..

You start tinkering with the forge, looking for ways to improve it. (Progress: 1/4)

>>41962

Your dwarven spear-thrower, otherwise known as a ballista, is made. You'll have to assign somewhere for it to go, for now it'll just be in storage. Also keep in mind that you'll need ammo for it. However, you think it'll indeed be effective. Gain Dabbling Siege Engineer.

>>41969

You patch up Thunli's leg adequately, and it will soon heal in 3 turns. However, he managed to injure his arm further and it will need a splint as well. A doctor's job is never done, it seems.

You find a few medical herbs and material for bandages, which you put into your dwarven first aid kit, giving you another use out of it. (Keep in mind you can use your dwarven first aid kit to give you a bonus to healing)

>>41974

Some progress is made on the bowyer's station. (Progress: 2/4)

You craft and put up a large door in the entryway as well. This will further hinder the passage of enemy forces, although it is less resilient than a drawbridge. Gain Novice Mason.

>>41976

You manage to dig out a medium dining room. Gain 3 malachite, 5 limestone, 2 orthoclase and 2 citrines.

>>41980

Another ugly tunnel is made. Gain 4 orthoclase, 2 cassiterite, 2 hematite, and 1 bituminous coal.

You go look around the forest. It's the same as ever, you don't really find anything special.

>>42004

You manage to hook the carp! You reel it onto land. It lunges at you, but it's relatively helpless on land and you're able to finally slay it with your spear. Gain 10 fish and Novice Speardwarf.

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e48f7f No.42088

Dice rollRolled 30 (1d100)

Your furnace operator smelts 2 tetrahedrite (giving you 2 copper and 1 silver bar), 1 galena (giving you 1 lead and 1 silver bar), 2 iron bars, and 2 bronze bars.

Your brewer/cook makes 7 drinks.

Your marksdwarf is on standbyl.

Your cheese maker makes 4 yak cheeses.

Your leatherworker is on standby.

Your dwarven child plays make-believe.

>Your crops are fully grown! Gain 30 plants. Also your crops will now be ready to harvest at the beginning of each month, with the exception of winter which will be one per season as usual.

>Summer has arrived! Rolling for event, high = gud, low = FUN

>1 limestone door left on mandate

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e48f7f No.42089

>>42088

Nothing happens.

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c332ed No.42098

File: 60a79732a8fd47d⋯.jpg (348.85 KB,640x480,4:3,RNFT7d2.jpg)

Dice rollRolled 51, 97 = 148 (2d100)

>>42087

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 1 (3 when healed)

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 3

SKILLS: Talented Axedwarf, Dabbling Speardwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Competant Brewing, Adequate Stonecrafting, Dabbling Engraver.

MORALE: 4

INVENTORY: Bronze Axe, Bronze Chestplate, Bronze Greaves, Iron Gauntlets, Bronze Helm, Bronze Boots, Silver Spear, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

> Wounds: Broken right leg, broken left arm (agility reduced to 1 until leg heals, dexterity halved + -10 to actions involving that arm until arm heals). Leg heals in 3 turns.

1. Thunli would rest in his bed, carving amulets from any excess stone the fort has.

3. After that he would try to brew another batch of beer. A better batch of beer, a tasty batch of beer.

>>Druza pls fix my arm doc

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89e071 No.42103

Dice rollRolled 59, 24 = 83 (2d100)

>>42087

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Expert Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: 1 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Akigamem Thirtarmed a.k.a. Stretchcurls the Harmonious Blades

Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

1&2. Getting rid of the hole problem

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b3e210 No.42109

Dice rollRolled 4, 92 = 96 (2d100)

>>42087

NAME: Marin Irondweller

AGE:110

GENDER:Male

FLUFF: >>41904

STATS:

-Physical Stats

Strength 7

Dexterity 7

Agility 5

Endurance 8

Fortitude 3

-Mental Stats

Intelligence 6

Wisdom 4

Innovation 8

Willpower 6

Charisma 2

HEALTH: 13

SKILLS: Talented Weaponsmith, Proficient Armorsmith, Skilled Bowyer, Competent Metalsmith, Adequate Furnace Operator, Novice Hammerdwarf

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze blacksmith's hammer

COINS: 100

BONUS: Arms Dealer - You are more skilled than most at making weapons, armor, metal crossbows, etc., and as such you get a boost to actions involving the creation of such items.

1. Continue work on the forge 1/4

2. …….A bed a basic luxury a true bed can not be given to an exile until he has earned it. For now I will carve out a simple shelf in the wall to sleep on

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b3e210 No.42110

>>42109

toplel I just got here and already fucked up the forge. wew lad

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e48f7f No.42111

Dice rollRolled 12 (1d100)

.

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2148cd No.42119

Dice rollRolled 10, 43 = 53 (2d100)

>>42087

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 19 (+Fortitude stat)

SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer, Talented Diagnoser

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: -2

INVENTORY: Dwarven first aid kit (uses remaining: 4) 3 rope reeds 2 bundles of medicinal herbs and 3 longland wheat

COINS: 100

Action 1-2: Sigh,these dwarfs just keep injuring themselves, Heal his arm and tell him to be careful so i don't have to constantly watch over him, (Also use medkit)

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7ae4ea No.42121

Dice rollRolled 72, 64 = 136 (2d100)

>>42087

>>NAME: Regur Thorekdar

>>>>>>>>AGE: 120

>>>>>>>>GENDER: Male

>>>>>>>>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>>>>>>>>STATS: (see stat rolling, below)

>>>>>>>>-Physical Stats

>>>>>>>>Strength 8

>>>>>>>>Dexterity 2

>>>>>>>>Agility 2

>>>>>>>>Endurance 5

>>>>>>>>Fortitude 10

>>>>>>>>-Mental Stats

>>>>>>>>Intelligence 7

>>>>>>>>Wisdom 8

>>>>>>>>Innovation 2

>>>>>>>>Willpower 3

>>>>>>>>Charisma 3

>>>>>>>>HEALTH: 20

>>>>>>>>Wounds: Missing Eye, 3 missing toes

>>>>>>>>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User. Dabbling Ambusher, Novice miner, Dabbling Stonecrafter

>>>>>>>>MORALE: 3

>>>>>>>>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>>>>>>>>COINS: 100

>>>>>>>>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1-2:These floors have had enough tunnels. It's time to begin digging down the expand our for into the bowls of the earth!

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128083 No.42122

Dice rollRolled 61, 96 = 157 (2d100)

>>42087

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 13/13

>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector, Novice Speardwarf

>MORALE: -2

>INVENTORY: Wooden Fishing Pole

rusty iron spear

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1. The carp is dead! Celebrate with booze and fish! a Drunken Bender is just what this calls for!

2. Also get more fish.

Mandate: An engraving in my room depicting my victorious triumph over the vile Carp, slaying the fiend with spear in hand.

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cb6959 No.42131

Dice rollRolled 3, 90 = 93 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Talented Recordkeeper, Competent Organizer, Proficient Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter

MORALE: 2

INVENTORY: Engraver's Tools, superior bronze pickaxe, leather greaves, leather boots, wolf leather armor

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

Actions

1. make bowyer station 2/4

2. to improve my room further I will put a door for the entrance. (door mandate)

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cb6959 No.42132

forgot to change mason to novice

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e48f7f No.42137

File: 9156f7ff6741c1f⋯.png (15.99 KB,983x593,983:593,fortlayoutb1.png)

File: a6d5985c555680d⋯.png (5.19 KB,983x593,983:593,fortlayoutb2.png)

FORTRESS STATS:

>Name:

Narâg-Zirak

>Date:

7th Hematite (Summer)

>Inhabitants:

8 (you) + 1 furnace operator (skilled), 1 brewer/cook (adequate), 1 marksdwarf (novice), 1 cheese maker (talented), 1 leatherworker (novice), 1 dwarven child (cannot work)

>Rooms:

- 2F: Thunli Drinkysmashy's room (Fine, 3/5 engravings), Goden's room (Fine, 2/4 engravings), Goden's office (Fine)

- 1F: 1 smokehouse, 1 medium farm (none planted), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/2 full), mounted grizzly bear trophy (entrance)

- B1: 1 up/down staircase, 1 full medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, mechanic's workshop), 1 medium workshop room (room for 4), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), empty bedroom (Meager), Regur Thorekdar's room (Meager), Doren Uristan's room (Modest), Dorra Thatthilodom's room (Modest), Yadmerlum Barbedfall's room (Meager), Marin Irondweller's room (xMeagerx) 1 huge hexagonal room, 1 medium dining hall

- B2: 1 up/down staircase, some ugly tunnels

>Food:

3 meat, 17 fish, 28 plant, 18 drink, 31 seeds, 1 smoked fish, 4 yak cheese

>Tools:

3 buckets, 1 splint, 2 crutches, 1 bronze pickaxe

>Furniture:

2 tables, wolf trophy

>Weapons/armor:

1 wolf leather armor, 2 grizzly bear leather armor

>Other supplies:

5 limestone mechanisms, 3 orthoclase amulets

>Wood:

2

>Stone:

15 limestone, 14 orthoclase, 2 microcline, 5 schist, 2 gypsum

>Fuel:

5 bituminous coal, 2 lignite

>Ores:

7 malachite, 1 cassiterite, 2 tetrahedrite, 1 galena

>Bars:

11 iron bars, 10 bronze bars, 4 copper bars, 3 silver bars, 1 lead bar

>Gems:

1 jasper opal, 1 grey chalcedony, 4 citrine, 2 red spinels

>Animals:

2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (male), 1 yak calf(female), 1 rooster, 1 hen, 1 guineacock, 1 cavy sow, 1 water buffalo calf (male), 1 sheep (male)

>Defenses:

Limestone Drawbridge (50 HP), Limestone Sentry Tower (75 HP), Mancatcher Trap (Entrance), Ballista (Entrance), Large Limestone Door (Entrance) (30 HP)

>>42098

You carve 3 stone amulets for the fort. While not very practical beyond superficial purposes selling them will bring in money for the fortresses as caravans love crafted junk like this. In addition you can engrave it with jewels if you have the gem cutter/setter skill. Gain Dabbling Stonecrafter

You manage to brew 20 dwarven beers with the stuff you've acquired. It is indeed quite tasty. Gain Skilled Brewer.

Yadmerlum treated your broken arm, and it will heal on its own in 3 turns.

>>42103

The hole problem is taken care of.

>>42109

You realize that just when you put the last piece on your renovations, you've done it all backwards and will have to redo it. The forge is operational, but you'll have to start over on the improvements.

You carve out a very nice shelf. Not comfy but still very good for holding things. You still long for a bed, however. You also claim a room for yourself. You won't lose morale from not having a bed, but you also won't gain any from having a bedroom until you actually make yourself a bed. Gain Dabbling Mason.

>>42119

Thunli's arm is now on the road to recovery. It's not 5-star treatment but it is sufficient. It'll heal on its own in 3 turns. Gain Skilled Bone Doctor.

>>42121

You dig down, straight into the earth. You find 2 red spinels, 3 magnetite, 5 schist, 2 lignite and 1 microcline. Gain Adequate Miner.

You return to your room for some well-earned relaxation, when in the middle of the night you see a silhouette enter and leave your room, along with the sounds of a pick that woke you up. Minutes later, disaster strikes! The entire ceiling of your room comes crashing down upon you! Roll 1d100 to see if your bonus kicks in and prevents you from being MURDERED.

>>42122

You party all through the night, celebrating the occasion and giving the fortress a morale boost! Though it seems your alcohol stores took a hit because of it…lose 10 drinks

You get another 10 fish for the fort. Gain Expert Fisherdwarf.

>>42131

During your drunken exploits you destroy much of your progress on the bowyer's workshop after flailing around it in a drunken stupor. You'll have to pick up the pieces and start over again.

You build a fine door and put it on your room, increasing its value further. Your room and office are both nice and quiet now. Gain 1 morale. Gain Adequate Mason.

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e48f7f No.42138

Your furnace operator smelts 5 iron bars and 1 bronze bar

Your brewer/cook makes 7 drinks.

Your marksdwarf is on standby.

Your cheese maker makes 4 yak cheeses.

Your leatherworker makes a suit of armor out of your grizzly bear pelt.

Your dwarven child tries to figure out how the piggybank works.

>You hear a loud bang and a scream coming from Regur's room, but the scream is quickly muffled.

>Your female yak has given birth to a male yak calf.

>Your fields lie barren. Perhaps it is time to plant some new crops?

>More immigrants are coming. They'll be here at the beginning of next month.

>Gain 1 morale for 3 turns as a result of Dorra's party.

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7ae4ea No.42139

Dice rollRolled 63 (1d100)

>>42137

"WHAT THE FUCK!"

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e48f7f No.42140

>>42139

The curse has saved you yet again, for now. However, you're trapped under rubble and will die next turn if no one comes to rescue you or you can't get out. You have a number of broken bones, which makes this very difficult on your own.

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e48f7f No.42141

>>42140

In the meantime since a crime has been committed the captain of the guard can accuse a suspicious dwarf and, if found guilty, can perform a number of punishments on him/her. The most common punishments are beatings, imprisonment and hammering (execution by hammer) but feel free to get creative.

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7ae4ea No.42142

Dice rollRolled 65, 81 = 146 (2d100)

>>42140

>>>NAME: Regur Thorekdar

>>>>>>>>>AGE: 120

>>>>>>>>>GENDER: Male

>>>>>>>>>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>>>>>>>>>STATS: (see stat rolling, below)

>>>>>>>>>-Physical Stats

>>>>>>>>>Strength 8

>>>>>>>>>Dexterity 2

>>>>>>>>>Agility 2

>>>>>>>>>Endurance 5

>>>>>>>>>Fortitude 10

>>>>>>>>>-Mental Stats

>>>>>>>>>Intelligence 7

>>>>>>>>>Wisdom 8

>>>>>>>>>Innovation 2

>>>>>>>>>Willpower 3

>>>>>>>>>Charisma 3

>>>>>>>>>HEALTH: 20

>>>>>>>>>Wounds: Missing Eye, 3 missing toes

>>>>>>>>>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User. Dabbling Ambusher, Novice miner, Dabbling Stonecrafter

>>>>>>>>>MORALE: 3

>>>>>>>>>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>>>>>>>>>COINS: 100

>>>>>>>>>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1-2: At this point Regur no longer comprehends reason. He only comprehends rage and rock. With the force of a thousand sons he begins to stand and force his way out of the rubble.

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e48f7f No.42143

Also almost forgot but

>The mandate on doors has been fulfilled, but there is now a new mandate to engrave a picture of Dorra's "victorious triumph over the vile carp, slaying the fiend with spear in hand".

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2148cd No.42144

Dice rollRolled 30, 94 = 124 (2d100)

>>42137

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 19 (+Fortitude stat)

SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer, Talented Diagnoser, Skilled Bone Doctor

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: -2

INVENTORY: Dwarven first aid kit (uses remaining: 3) 3 rope reeds 2 bundles of medicinal herbs and 3 longland wheat

COINS: 100

Action 1-2: Job never quits, try to rescue and treat Regur if he's injured, use any means neccessary to save him

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cb6959 No.42145

Dice rollRolled 32, 91 = 123 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Talented Recordkeeper, Competent Organizer, Proficient Engraver, Adequate Stonecrafter, Dabbling Farmer, Novice Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter

MORALE: 4

INVENTORY: Engraver's Tools, superior bronze pickaxe, leather greaves, leather boots, wolf leather armor

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

Actions

1. Engrave the fish-kin woman Dorra's victory in her room.

2. I continue to work on the bowyer's workshop after improving it last night 0/4

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89e071 No.42146

Dice rollRolled 22, 7 = 29 (2d100)

>>42137

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Expert Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: 2 (-1 in 0/3 turns)

INVENTORY: Akigamem Thirtarmed a.k.a. Stretchcurls the Harmonious Blades

Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

1. Engrave the glorious battle with the dreaded fish on the walls of Dorra's room.

2. Straighten out the crooked tunnels into proper rooms and hallways.

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b3e210 No.42147

Dice rollRolled 89, 30 = 119 (2d100)

>>42137

NAME: Marin Irondweller

AGE:110

GENDER:Male

FLUFF: >>41904

STATS:

-Physical Stats

Strength 7

Dexterity 7

Agility 5

Endurance 8

Fortitude 3

-Mental Stats

Intelligence 6

Wisdom 4

Innovation 8

Willpower 6

Charisma 2

HEALTH: 13

SKILLS: Talented Weaponsmith, Proficient Armorsmith, Skilled Bowyer, Competent Metalsmith, Adequate Furnace Operator, Novice Hammerdwarf, Dabbling Mason

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze blacksmith's hammer

COINS: 100

BONUS: Arms Dealer - You are more skilled than most at making weapons, armor, metal crossbows, etc., and as such you get a boost to actions involving the creation of such items.

Well fuck me with an axe. Now I gotta start all over. Looking like some commonborn peasant fucking up a forge. Me grandfather would be ashamed.

1.2. Once again begin upgrading the forge.

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128083 No.42161

Dice rollRolled 99, 46 = 145 (2d100)

>>42137

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 13/13

>SKILLS: Expert Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector, Novice Speardwarf

>MORALE: -1

>INVENTORY: Wooden Fishing Pole

rusty iron spear

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1. Continue to do my duties and fish

2. Continue to train with the spear, who knows if that Carp had friends

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e48f7f No.42166

>Name:

Narâg-Zirak

>Date:

7th Hematite (Summer)

>Inhabitants:

8 (you) + 1 furnace operator (skilled), 1 brewer/cook (adequate), 1 marksdwarf (novice), 1 cheese maker (talented), 1 leatherworker (novice), 1 dwarven child (cannot work)

>Rooms:

- 2F: Thunli Drinkysmashy's room (Fine, 3/5 engravings), Goden's room (Fine, 2/4 engravings), Goden's office (Fine)

- 1F: 1 smokehouse, 1 medium farm (none planted), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/2 full), mounted grizzly bear trophy (entrance)

- B1: 1 up/down staircase, 1 full medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, mechanic's workshop), 1 medium workshop room (room for 4), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), empty bedroom (Meager), Regur Thorekdar's room (Meager), Doren Uristan's room (Modest), Dorra Thatthilodom's room (Regular, 1/1 engraving), Yadmerlum Barbedfall's room (Meager), Marin Irondweller's room (xMeagerx) 1 huge hexagonal room, 1 medium dining hall

- B2: 1 up/down staircase, some ugly tunnels

>Food:

3 meat, 29 fish, 24 plant, 25 drink, 31 seeds, 1 smoked fish, 8 yak cheese

>Tools:

3 buckets, 0 splint, 1 crutches, 1 bronze pickaxe

>Furniture:

2 tables, wolf trophy

>Weapons/armor:

1 wolf leather armor, 2 grizzly bear leather armor

>Other supplies:

5 limestone mechanisms, 3 orthoclase amulets

>Wood:

2

>Stone:

15 limestone, 14 orthoclase, 2 microcline, 5 schist, 2 gypsum

>Fuel:

4 bituminous coal, 2 lignite

>Ores:

3 malachite

>Bars:

11 iron bars, 11 bronze bars, 9 copper bars, 5 silver bars, 2 lead bars

>Gems:

1 jasper opal, 1 grey chalcedony, 4 citrine, 2 red spinels

>Animals:

2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (male), 1 yak calf(female), 1 rooster, 1 hen, 1 guineacock, 1 cavy sow, 1 water buffalo calf (male), 1 sheep (male)

>Defenses:

Limestone Drawbridge (50 HP), Limestone Sentry Tower (75 HP), Mancatcher Trap (Entrance), Ballista (Entrance), Large Limestone Door (Entrance) (30 HP)

>>42142

Try as you might, most of your bones are broken and you cannot move! Fortunately, the efforts of the other dwarves are enough to save you. However, you are still definitely not in one piece. Lose 18 HP and add Broken Left Arm, Mangled Left Leg, Sprained Right Leg and Cracked Rib. These injuries can be treated, though the mangled limbs will require extra effort, good rolls on the part of the doc and more time to heal. As a result of your injuries take a -20 to all actions and reduce agility to 1. Dr. Barbedfell was able to provide excellent treatment to your right arm, which was mangled, and it'll heal in 3 turns.

Lose 2 morale as a result of shock from the attack and intense pain.

>>42144

You manage to get Regur to safety and put his right arm, mangled to hell, into a splint. It'll still take a while but progress has been made. You'll need a splint or plaster powder to heal any of the other limbs though. Gain Skilled Bone Doctor and 1 morale for good doctoring.

>>42145

You engrave a fairly average depiction of Dorra fighting off the deadly carp. Gain Talented Engraver.

You also complete the bowyer's workshop, allowing you to make crossbows and bolts. Gain 1 morale for helping fulfill several mandates and feeling like you're useful to the fort.

>>42146

You go to engrave a scene of Dorra slaying the carp when you are overcome with intense guilt, shame and paranoia as the consequences of your actions begin to catch up with you. Lose 2 morale as well.

>>42147

You manage to figure out the problem and finish the improvements on the forge. The forge will now take half as much fuel and the furnace operator will be able to smith more ores. You're not sure if it can be upgraded any further, however. Gain Skilled Metalsmith.

>>42148

With the help of Yadmerlum you're able to dig Regur out of the rubble. He's injured badly, however, and you're short on splints to repair his broken and mangled limbs.

There is definitely evidence of foul play and signs that the cave-in was caused intentionally. There is also the fact that Regur thought he saw someone in his room, although it was too dark to see much. Since the room was sound before it would have to have been caused by a skilled miner.

>>42161

You catch a whopping 12 fish for the fort. Gain Professional Fisherdwarf.

You have been feeling content at work lately. Gain 1 morale.

You also train hard with the spear. Gain Adequate Speardwarf.

>Some of the migrants still don't have beds and have been complaining to you incessantly about it. You should get them some before they snap.

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e48f7f No.42167

Your furnace operator smelts 1 bronze bar, 1 galena (giving 1 silver bar and 1 lead bar), 2 tetrahedrite (giving 1 silver bar and 2 copper bars) and 4 malachite, giving 5 copper bars.

Your brewer/cook makes 7 drinks.

Your marksdwarf is on standby.

Your cheese maker makes 4 yak cheeses.

Your leatherworker is on standby.

Your dwarven child plays make-believe.

>More migrants will arrive at the end of the month, accompanied by a fancy baron from the mountainhomes. What could this mean?

>The mandate to engrave Dorra's victory over the carp has been fulfilled.

>Maybe you should plant more crops soon…

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cb6959 No.42168

Dice rollRolled 28, 59 = 87 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Talented Recordkeeper, Competent Organizer, Talented Engraver, Adequate Stonecrafter, Dabbling Farmer, Novice Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter

MORALE: 5

INVENTORY: Engraver's Tools, superior bronze pickaxe, leather greaves, leather boots, wolf leather armor

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

Actions

1. Create beds.

2. Begin planting crops.

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89e071 No.42175

Dice rollRolled 19, 72 = 91 (2d100)

>>42166

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Expert Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: 0 (-1 in 0/3 turns)

INVENTORY: Akigamem Thirtarmed a.k.a. Stretchcurls the Harmonious Blades

Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

1&2. Tend to the farm. Plant crops, harvest stuff if it is ready. All that farm stuff.

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b3e210 No.42192

Dice rollRolled 44, 10 = 54 (2d100)

>>42166

NAME: Marin Irondweller

AGE:110

GENDER:Male

FLUFF: >>41904

STATS:

-Physical Stats

Strength 7

Dexterity 7

Agility 5

Endurance 8

Fortitude 3

-Mental Stats

Intelligence 6

Wisdom 4

Innovation 8

Willpower 6

Charisma 2

HEALTH: 13

SKILLS: Talented Weaponsmith, Proficient Armorsmith, Skilled Bowyer, Skilled Metalsmith, Adequate Furnace Operator, Novice Hammerdwarf, Dabbling Mason

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze blacksmith's hammer

COINS: 100

BONUS: Arms Dealer - You are more skilled than most at making weapons, armor, metal crossbows, etc., and as such you get a boost to actions involving the creation of such items.

1.2. First goal will be to make bedframes for the workers. It is a bit beneath me but its a necessary resource and I need to warm up the new forge anyways. Since space is at a premium i will make bunk beds.

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8ebe9c No.42193

Dice rollRolled 92, 84 = 176 (2d100)

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5 (2.5 until arm healed)

Agility: 1

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 3

SKILLS: Talented Axedwarf, Dabbling Speardwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Competant Brewing, Adequate Stonecrafting, Dabbling Engraver.

MORALE: 4

INVENTORY: Bronze Axe, Bronze Chestplate, Bronze Greaves, Iron Gauntlets, Bronze Helm, Bronze Boots, Silver Spear, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

> Wounds: broken left arm (dexterity halved + -10 to actions involving that arm until arm heals). Arm in 2 turns

1/2. Continue to look into the cave fall incident. We only have one skilled miner, see if his pickaxe bears the notches of recent labor, and if the rock on his pickaxe matches the rock of regur's room.

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7ae4ea No.42207

Dice rollRolled 42, 89 = 131 (2d100)

>>42166

>NAME: Regur Thorekdar

>>>>>>>>>AGE: 120

>>>>>>>>>GENDER: Male

>>>>>>>>>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>>>>>>>>>STATS: (see stat rolling, below)

>>>>>>>>>-Physical Stats

>>>>>>>>>Strength 8

>>>>>>>>>Dexterity 2

>>>>>>>>>Agility 2

>>>>>>>>>Endurance 5

>>>>>>>>>Fortitude 10

>>>>>>>>>-Mental Stats

>>>>>>>>>Intelligence 7

>>>>>>>>>Wisdom 8

>>>>>>>>>Innovation 2

>>>>>>>>>Willpower 3

>>>>>>>>>Charisma 3

>>>>>>>>>HEALTH: 20

>>>>>>>>>Wounds: Missing Eye, 3 missing toes

>>>>>>>>>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User. Dabbling Ambusher, Novice miner, Dabbling Stonecrafter

>>>>>>>>>MORALE: 3

>>>>>>>>>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>>>>>>>>>COINS: 100

>>>>>>>>>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1-2: Regur is rage, but Regur is also patient. He will find the no good pointy-ear fucker who did this to him, and he will show them no mercy. But first he must rest. May the gods grant him strength.

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128083 No.42215

Dice rollRolled 91, 32 = 123 (2d100)

>>42166

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 13/13

>SKILLS: Professional Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector, Adequate Speardwarf

>MORALE: 0

>INVENTORY: Wooden Fishing Pole

rusty iron spear

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

Mandate, however many beds are needed for the migrants

1. Continue to fish more fish

2. continue practicing spearwork

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2148cd No.42220

Dice rollRolled 92, 27 = 119 (2d100)

>>42166

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 19 (+Fortitude stat)

SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer, Talented Diagnoser, Skilled Bone Doctor

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: -1

INVENTORY: Dwarven first aid kit (uses remaining: 3) 3 rope reeds 2 bundles of medicinal herbs and 3 longland wheat

COINS: 100

Action 1-2: Keep treating Regur, Go out searching for supplies so i can help keep treating him

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e48f7f No.42233

>Fortress Name:

Narâg-Zirak

>Date:

14th Hematite (Summer)

>Inhabitants:

8 (you) + 1 furnace operator (skilled), 1 brewer/cook (adequate), 1 marksdwarf (novice), 1 cheese maker (talented), 1 leatherworker (novice), 1 dwarven child (cannot work)

>Rooms:

- 2F: Thunli Drinkysmashy's room (Fine, 3/5 engravings), Goden's room (Fine, 2/4 engravings), Goden's office (Fine)

- 1F: 1 smokehouse, 1 medium farm (none planted), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/2 full), mounted grizzly bear trophy (entrance)

- B1: 1 up/down staircase, 1 full medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, mechanic's workshop), 1 medium workshop room (room for 4), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), empty bedroom (Meager), Regur Thorekdar's room (Meager), Doren Uristan's room (Modest), Dorra Thatthilodom's room (Regular, 1/1 engraving), Yadmerlum Barbedfall's room (Meager), Marin Irondweller's room (xMeagerx) 1 huge hexagonal room, 1 medium dining hall

- B2: 1 up/down staircase, some ugly tunnels

>Food:

3 meat, 26 fish, 21 plant, 17 drink, 16 seeds, 1 smoked fish, 12 yak cheese

>Tools:

3 buckets, 0 splint, 1 crutches, 1 bronze pickaxe

>Furniture:

2 tables, wolf trophy

>Weapons/armor:

1 wolf leather armor, 2 grizzly bear leather armor

>Other supplies:

5 limestone mechanisms, 3 orthoclase amulets

>Wood:

2

>Stone:

15 limestone, 14 orthoclase, 2 microcline, 5 schist, 2 gypsum

>Fuel:

4 bituminous coal, 2 lignite

>Ores:

None

>Bars:

11 iron bars, 11 bronze bars, 12 copper bars, 5 silver bars, 2 lead bars

>Gems:

1 jasper opal, 1 grey chalcedony, 4 citrine, 2 red spinels

>Animals:

2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (male), 1 yak calf(female), 1 rooster, 1 hen, 1 guineacock, 1 cavy sow, 1 water buffalo calf (male), 1 sheep (male)

>Defenses:

Limestone Drawbridge (50 HP), Limestone Sentry Tower (75 HP), Mancatcher Trap (Entrance), Ballista (Entrance), Large Limestone Door (Entrance) (30 HP)

>>42168

You make one bed. It's kinda ugly but it's a bed.

Crop planting goes a bit better, you're able to plant 7 seeds. Gain Novice Farmer.

>>42175

You're able to fill the rest of the farm with crops. They'll be ready on the first week of next month. Gain Novice Farmer.

>>42192

You're only able to make one bed. It's pretty average really. You're out of wood, however.

>>42193

Dishman's pickaxe has been at work almost constantly, so it is obviously evident that it bears signs of wear from labor. You also notice what looks to be grey dust on the pickaxe. Limestone, perhaps? The rubble in Regur's room is the same color…

You also notice that the notches on the wall are expertly carved, and one would need a good quality tool along with knowledge in order to mine this cleanly…

>>42207

Your left arm is also now in a splint, and will heal in 3 turns. Also gain 2 HP from resting (HP should be at 4)

>>42220

You're unsure of how many migrants are coming, therefore you can't really say how many beds you'll need.

You catch 12 more fish for the fortress. Fish and chips becomes the fortress's signature food. Gain Accomplished Fisherdwarf.

Your spearwork goes satisfactorily, though you're fairly worn out by it all and can't seem to get in as much training as you'd like. Gain Competent Speardwarf.

>>42220

You find a good log to make a splint out of and tend to Regur's other arm. It's good enough, but not great work. Gain talented bone doctor (also you have two bone doctor skills listed, please fix)

Your furnace operator smelts 3 copper bars. There's nothing else to smelt.

Your brewer/cook makes 7 drinks.

Your marksdwarf is on standby.

Your cheese maker makes 4 yak cheeses.

Your dwarven child plays make-believe.

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e48f7f No.42234

>>42233

Also forgot to change but wood is now at 0

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89e071 No.42235

Dice rollRolled 47, 68 = 115 (2d100)

>>42233

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Expert Miner, Adequate Engraver, Novice Mason, Novice Farmer

MORALE: 0 (-1 in 0/3 turns)

INVENTORY: Akigamem Thirtarmed a.k.a. Stretchcurls the Harmonious Blades

Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

1&2. Fix those shitty rooms and hallways on floor B2.

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540fb3 No.42237

>>42233

AME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5 (2.5 until arm healed)

Agility: 1

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS: Talented Axedwarf, Dabbling Speardwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Competant Brewing, Adequate Stonecrafting, Dabbling Engraver.

MORALE: 4

INVENTORY: Bronze Axe, Bronze Chestplate, Bronze Greaves, Iron Gauntlets, Bronze Helm, Bronze Boots, Silver Spear, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

> Wounds: broken left arm (dexterity halved + -10 to actions involving that arm until arm heals). Arm in 1 turn.

1/2. Gather some strong men, we have a attempted murderer. We must come in the night, when Dishman is sleeping, and interrogate him.

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540fb3 No.42238

Dice rollRolled 64, 63 = 127 (2d100)

>>42237

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b3e210 No.42241

Dice rollRolled 97, 15 = 112 (2d100)

>>42233

NAME: Marin Irondweller

AGE:110

GENDER:Male

FLUFF: >>41904

STATS:

-Physical Stats

Strength 7

Dexterity 7

Agility 5

Endurance 8

Fortitude 3

-Mental Stats

Intelligence 6

Wisdom 4

Innovation 8

Willpower 6

Charisma 2

HEALTH: 13

SKILLS: Talented Weaponsmith, Proficient Armorsmith, Skilled Bowyer, Skilled Metalsmith, Adequate Furnace Operator, Novice Hammerdwarf, Dabbling Mason

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze blacksmith's hammer

COINS: 100

BONUS: Arms Dealer - You are more skilled than most at making weapons, armor, metal crossbows, etc., and as such you get a boost to actions involving the creation of such items.

Out of wood….. Don't have enough metal to make metal frames….. I'm not chopping wood. I may be an exile but I'm not a peasant damn it.

I can however make some axes

1. Make a couple woodsman axes

2. Make myself a good pickaxe as well. I will need to mine some damn ore myself if I ever wanna make something good these other dwarves kinda suck at mining.

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cb6959 No.42242

Dice rollRolled 56, 76 = 132 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Talented Recordkeeper, Competent Organizer, Talented Engraver, Adequate Stonecrafter, Novice Farmer, Novice Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter

MORALE: 5

INVENTORY: Engraver's Tools, superior bronze pickaxe, leather greaves, leather boots, wolf leather armor

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

Actions

1. Make a silver tower model in honor of my god the tower of nourishing

2. switch out my pickaxe with Thunli's axe(got permission) and take the crossbow dwarf to guard me while i chop wood for the fort.

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2148cd No.42243

Dice rollRolled 76, 14 = 90 (2d100)

>>42233

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 19 (+Fortitude stat)

SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, novice farmer, Talented Diagnoser, Talented bone doctor

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: -1

INVENTORY: Dwarven first aid kit (uses remaining: 3) 3 rope reeds 2 bundles of medicinal herbs and 3 longland wheat

COINS: 100

Action 1-2: Keep treating Regur, Go out searching for supplies so i can help keep treating him

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