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Option 2.
They might actually help with something and give us more time to establish some kind of sufficient economy in Redlabored. As someone mentioned - maybe eventually they will join us and become some kind of Kalin elite murder squad. Lets hope for the best.
Option 1: Kick them out. We know nothing of their ideology and they might very well be bourgeois spies coming to destroy our socialist utopia. Also they are a random factor being introduced in what is already a very fragile fortress. We can't take risks at the moment.
option 2 plus Kalin's plan. Restrict their access to the tavern, unseal the caves, burrow dwarves so they stay in the Kastle, wait till MHs are in caverns (they tend to go there quickly), seal 'em up! Eventually unseal and loot/let new ones in.
Would be funny if the fall of KKK is not caused by Werebeast, mega-beast, starvation, or REAL POLITIK but by admission of some asshole dworf and having them start a tavern brawl.
Can we kick em out later if they make some noises down in KKK if we accept em now?
Ready and willing to step on bandidos and subversives. And death drills promote a healthy lifestyle. Chicks in Plankplunged paying top dollar for this stuff!
Also, Option 1: Kick them out. Allowing well armed foreigners into the fortress without papers or an oath of loyalty seems like a bad idea until there is a foreign quarter, foreign legion or Academy for Dwarves Who Love Kommunism and Want Other Dwarves to Love Kommunism Too.
Before we dive into the history of Kingdomstole, I gotta stress it one more time:
None of what you see below is made-up by me or otherwise fabricated, everything is simulated by the game.
Kingdomstole is a dark fortress of goblins located just near Plankplunged, the capital of our dwarven civilization.
It's populated by a thousand residents, most of which are goblins.
Goblins in DF are somewhat different from generic fantasy goblins, lemme just quote the wiki once again:
Goblins are immortal beings, dying only to violence and disease. For inexplicable reasons, they also have no need for sustenance and never need to eat or drink, despite being carnivorous.
On the surface, Kingdomstole is just a goblin fortress: dark, vile, and well-protected. However, far underneath this fortress, lies the Fat Tower. A massive underworld spire of slade.
From that spire, the Mastermind of goblin race rules over his zealous subordinates. Meet Emo Grimrust the Poisoned Fright.
He was the one who created Kingdmstole and the Fat Tower. He is the Master of the goblin civilization known as the Hideous Malice. And he is the creator of Safestrenght and Princessbreach.
Safestrenght is a Vault. It's not located inside the Fat Tower, not even in Kingdomstole. Its exact location is unknown.
Princessbreach is an olivine slab of stone with Grimrust's real name inscribed on it. That's right, Emo Grimrust the Poisoned Fright is how the demon is known to this world, but it's not his real name. Knowing his name means wielding the power to command the demon - something only one entity in the world was able to do.
Those who read the updates with attention know who I'm talking about. The kea Goddess Dumed messed up Grimrust's plans good.
Princessbreach was used to call out Grimrust's real name and bind him to this world forever.
Was it against Grimrust's will, or maybe it was an uneasy alliance all along - none can say for certain. But right after the ritual was done, Emo Grimrust stored the legendary olivine slab inside Safestrenght.
Safestrenght's location is a mystery, the vault itself is guarded by Dumed's greatest warriors, but if someone manages to breach the vault and obtain Princessbreach, such a person would be able to command the skinless devil himself. Or banish him back to Hell.
Diving deeper into Grimrust's story:
Soon after the beginning of time, the skinless devil creates the position of general. More on that later.
Right now let's have a look at the symbol of Grimrust's power: his crown. Known as Urdutuxxu, "The Artificial Barb".
The crown was created by a curious dwarf. Ambitious, and of the royal bloodline. Dreaming of ruling the world.
Hexworm's parents were kidnapped and later recruited by Grimrust's henchmen. Both of them were murdered later on, again, by Grimrust's henchmen.
Amxu Hexworm was born and raised in goblin pits known as Wireterror. At the ripe age of 13, she was possessed by unknown forces and created the artifact. Which triggered a curious chain of events:
Hexworm is the only dwarf who dared to offer a gift to Emo Grimrust. Which he accepted, and even made it a symbol of himself.
One year later Hexworm marries a resident of Kingdomstole, becoming a citizen of Kingdomstole. Right after that she gets a prestigious position of an architect. And then joins the Barbarous Savageries, while her husband is murdered by Grimrust's henchmen.
The Barbarous Savageries is a "goblin" group of bandits working for Grimrust. Except this group doesn't have a single goblin among their ranks.
What you cannot see in this screenshot: most of the squad members are dead. The Barbarous Savageries only sports two members: Amxu Hexworm and her childhood friend and fellow ranger Osta Lullscourges. They joined the group on the same day, which was also the day another member of the group died - Inod Boltmerged. Murdered. Coincidence?
In fact, Hexmorm and Osta aren't just childhood friends. But rather a family. Both Osta and Amxu are descendants of late king Dumat Claspgilt.
And it really shows. Osta also married his wife for the sake of Kingdomstole citizenship.
The descendants of King Dumat are royally fucked up in the head. We know that his daughter, Bomrek Toolrack, is the Queen of the Courageous Crafts. What wasn't mentioned before is the fact she had many brothers, and a younger sister. King Dumat had 9 children in total, and only 3 of them are still living.
What happened to the others? WELL.
Dumat's eldest son was devoured by a forgotten beast the day he was born. His younger brother, Olin Vesselfuture, was supposed to inherit the crown. But Gods had other plans in mind. Olin was abducted by goblins at the age of 3. He was raised in Kingdomstole.
And yet he was the rightful heir of King Dumat's crown. If only that dragon didn't interfere. But that's a story for another time.
Olin had one son. Who became the rightful heir after his father's death.
Smunstu Guileghouls. Where do I even start..?
OKAY, first tell me if you're bored to death yet. Browsing Legends is one of the three ways of playing Dwarf Fortress, the other ones being Fortress Mode (which we play in this LP) and Adventure Mode (roguelike DF). I know that Legends is not everyone's cup of tea, and maybe I shouldn't spoil the lore just yet, and reveal it bit by bit in the upcoming updates. I suck at these non-RP write-ups anyway.
Restrict their access to the tavern, unseal the caves, burrow dwarves so they stay in the Kastle, wait till MHs are in caverns (they tend to go there quickly), seal 'em up!
So many things can go wrong with this plan. Tell you what, if Konsensus decides to keep the mercenaries, I'll leave the decision up to Sukhavati. If she decides to roll with Kalin's plan, so be it.
After being granted long-term residency, and after about 2 years in your fort, visitors may apply for citizenship, and accepting will allow them to have labors in your fort. You will also be able to reassign their occupations. Mercenaries will never apply for citizenship, though it is worth noting that a bard or other visitor-turned-citizen will be able to become a militia captain, effectively enabling all-mercenary squads.
Guess we'll see. In my personal experience monster hunters never survived for so long - they usually YOLO downwards and get themselves killed long before two years pass.
Seeing that it's thanks to them that I still have Both feet and all, I would go with option 2. Let them die in the depths and be useful. No sense in wasting useful resources
After being granted long-term residency, and after about 2 years in your fort, visitors may apply for citizenship, and accepting will allow them to have labors in your fort. You will also be able to reassign their occupations. Mercenaries will never apply for citizenship, though it is worth noting that a bard or other visitor-turned-citizen will be able to become a militia captain, effectively enabling all-mercenary squads.
By the way for those interested, there is an utility called legends viewer that allows to browse the DF legends merrily. You need to do.some backup fuckery if you want to see your current fortress legends, but it's nothing complicated