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 Dwarf Fortress: Rise of HammerHat!

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Horizonblue

Horizonblue


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PostSubject: Dwarf Fortress: Rise of HammerHat!   Dwarf Fortress:  Rise of HammerHat! Icon_minitimeMon Apr 19, 2010 3:35 pm

I'll be posting the rules in this thread real soon. Start putting on your legendary, adimantium thinking caps.
To summerize, this will be a test.
A test of your dwarfiness!
More to come soon!

Here comes the soon!
The way the rules work are simple.
Each week is a 'season,' and each month is a 'year.' Each 'season' a new challenge is added, and there will be a time limit to solve the challenge.
Simply put, every player puts forward an idea, and if they sound good, you win. They sound bad... well, losing is FUN. They sound weird and the FUN begins in more moderate amounts.
When you have a good idea, and feel free to bounce ideas off of me, you enter in your Command Line. A Command goes in the following form...

X does Y! Flavor Text!

For example,

The Dragon breathes its Fire on the Tree! It is roasted!

Then I will respond in kind with reactions like:

The Tree burns fiercely! It Explodes!
The Dragon is struck down!
The Tree is struck down!

If you do not put in a flavor text, then your character does nothing for a season. This can lead to FUN if someting horrible happens.
More in a bit.

So here is the other important bit, as there will be stats for all characters.
Species: You are all dwarves, but some only honorary. Every species has + and - traits. Simply, you use + traits in command lines to win arguments, and avoid - traits because they cause FUN.
If you are an honorary dwarf, you start with item: Fake Beard.
Profession: Your dwarf has some calling that explains what he has and what he can do. A framer can tell the party what to avoid in plants, and can swing a mean shovel, but is completely lost concerning anything about alchemy.
Gear: By your starting profession, and by scrounging, you have gear that can help you do tasks. A lamp, for example, will help you see in dark places, but will not help you do arithmetic.
These three things will help show your characters basics.
The advanced options will be discussed in the next post.


Last edited by Horizonblue on Wed Oct 13, 2010 5:04 am; edited 1 time in total
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Horizonblue

Horizonblue


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PostSubject: Re: Dwarf Fortress: Rise of HammerHat!   Dwarf Fortress:  Rise of HammerHat! Icon_minitimeThu Apr 29, 2010 1:33 am

Here is more Dwarfy Goodness!
It taste like burning!

Secondary Traits!
There are four levels of a Career.
-Unskilled: No skill whatsoever. You take two seasons to do an action.
-Novice: Your starting level. You can do 1 action a season.
-Skilled: A decent worker. You can do 2 actions a season.
-Accomplished: A master of his craft. You can do 3 actions a season.
You can only use one career a 'season.'
Example: Urist McMiner, a Skilled Miner, has realized that standing outside in the rain is cold, so he decides to dig a tunnel. That is his first action for the season. He then digs out a bedroom, his second action. Actions not related to his careers, like talking and drinking, he can keep doing.
Each season, if the Dwarf does something with his career, it is either a Basic or a Craft. Something Basic is usually consumable, like food or wood. Each action a dwarf takes makes 10 Basic Items. A Craft is something permanent, like a bedroom or a 'Damn Fine Table!' Each action creates 1 Craft Items. Thus, an Accomplished Baker can make up to 30 Loaves of Bread in a season, but an Accomplished Armorer can only make 3 suits of Armor in the same amount of time.

Species:
Dwarf: The short, hairy bastard.
+Stubborn: Any thing that involves a sheer lack of reality, a dwarf can do... eventually. A dwarf can learn to fly... off of a cliff. Anything which others would say is impossible a dwarf will laugh at and do. The amount of time or success, however, can vary.
+Clever: Dwarves always have a plan. If stumped, a dwarf will come up with a hair-brained scheme. They will be odd, however, like bribing the dragon with cheese or using buckets to incapacitate a goblin invasion.
-Small: You aren't the biggest or strongest creature. You can't say you overcome things by strength. You also can't reach high places.

Elf: The thin, shifty bastards.
+Graceful: Nothing ever really pins you down. You can outrun almost anything and are apt to use your reflexes to counter your poor social graces.
+Magic: Once a 'year,' you can do a magic ritual. This solves one problem. However, the elf must choose between the following as a price. He must either make a ridiculous bargain with otherworldly beings or be Fatigued! Fatigue means that you cannot use your careers for a 'year'. You can run around and be a shifty bastard, but you are otherwise too tired to do your regular job.
-Unnerving: Elves are weird. Elves do not so much as have towns or cities, just a bunch of elves who do their own thing in proximity to one another. If you try to use social skills as an elf, you will get weird looks and quiet shuffling.

Human: Loud, numerous bastards.
+Meet the Family: Humans can always call on others to help them out. Once a 'year,' a human calls in a small army of other humans to help with a problem. The problem is solved, but takes it takes the whole damn year. Also, the human is busy the whole year directing his friends.
-Inept: Humans start with no Class (Ha!). Starting Humans do each problem one year at a time with help from friends and family.

Goblins: Angry, brutal bastards.
+Stubborn: Nothing can overcome a Goblins plans, not even reality. Given enough time and violence, Goblins can solve any problem. If they have to punch down trees, you can, but it will take time and is weird.
+Magic: Once a 'year' a goblin can cast a spell, solving one problem. However, the goblin must either sacrifice an intelligent creature or be Fatigued for a 'year.' While Fatigued, he cannot use his career.
-Ignorant: You aren't so much dumb as slow. Trying to think on your feet is not a strong suit, nor is thinking on your head. Anything about a clever plan fails.

Kobolds: Fuzzy, cute bastards.
+Scavengers: Once a 'year,' a Kobold can simply have the item that solves a particular problem. It doesn't have to make too much sense ("How was the Kobold hauling in a rhino? It solves our food shortage, but...") but it does solve the problem... for now.
+Innocent: Once a 'year' a Kobold will look up into the sky with its big, black eyes and ask 'pwease?' The gods, the big softies, can turn one problem against another target. Also, Kobolds tend to not be afraid of many things, so they can wander into horrifying areas without any harm or realization of what is about them.
-Inept: You have no class (Snicker!) when you start out. Kobolds tend to use their scavenging skills at the early stages.
-Small: Kobolds are small and weak. If you try to make an idea about reaching into windowsills, better steal a ladder or have some willing friends. Also, never assume you can smash open that lock.

Dragon: Scaly, greedy bastards.
+Big: You are tall and strong. If you are near it, you can reach it. If you can reach it, its probably dead anyway.
+Fire!: you can breath fire and are yourself immune to fire. You don't burn, stuff around you can.
+Fly: You got wings! Use em'!
-Obvious: You can't hide yourself or your wants. Any plan that involves sneaking or deception fail, as your a Dragon! They know you want their stuff and you look ridiculous behind that shrub.
-Collect em' All!: One season a year is lost to you collecting something. You must specify what it is you collect, and it must actually exist for it to be valid. Enemies with those items can mess with you, which is FUN.

More soon! baby dragon


Last edited by Horizonblue on Sat Oct 23, 2010 12:08 pm; edited 3 times in total
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Horizonblue

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PostSubject: Re: Dwarf Fortress: Rise of HammerHat!   Dwarf Fortress:  Rise of HammerHat! Icon_minitimeFri May 07, 2010 12:32 am

Jobs:
Each will have a few items for the dwarf to use!
All Dwarves have the following!
-Cloth Shirt and Pants or Silk Blouse and Skirt
-Wool Socks x2
-Leather Boots x2
-A Leather Cap or a Silk Cape
-Small Charm of a God or a Lucky Coin
-Pocket Knife (By Armok! It folds!)
-Leather Belt with Pouches

Miner: Good, solid tradition of showing the soil who is boss!
You start with...
-An Iron Pick
-Leather Gloves
-Iron Helmet
-Candles and Matches for Iron Helmet

Woodworker: Tree Wrangler!
You start with...
-An Iron Axe
-Leather Vest
-Hemp Rope
-Bag of Nails

Stoneworker: Shaper of stone and other wastes of time.
You start with...
-Hammer and Chisel
-Magnifying Lens
-Measuring Stick
-Silk Pants or Silk Shirt

Ranger: Terrorizing the Animal Kingdom for fun and profit!
You start with...
-A Wooden Crossbow
-Quarrel of Bolts
-Animal Whistle or Whip
-Wool Cape

Doctor: Inflicting medicine upon the bearded masses.
You start with...
-A Steel Saw or a Obsidian Dagger
-Bone Needle and Thread
-Medical Journal
-Ether Bottle with Rags

Farmer: Tilling till you can till no more!
You start with...
-An Iron Hoe or Steel Sickle
-Bag of Seeds
-Iron Bucket
-Almanac

Fishery Worker: Tricking Trout for Treats.
You start with...
-Fishing Pole or Stone Spear
-Hemp Net or Wooden Cage Trap
-Wooden Chair
-Can of Bait

Metalsmith: True Craftsdwarfship manifested!
You start with...
-A Bellows or a Fan
-Stone Hammer
-Leather Apron
-Iron Bucket

Jeweler: Pretty Baubles Make Money!
You start with..
-Crystal Chisel
-Magnifying Glass
-Geologists Hammer
-Glowing Crystal or Heat Crystal

Craftsdwarf: The Tinkerers
You start with...
-An Obsidian Knife or A Bone Needle
-Measuring Stick
-Leather Apron
-Stone Mug or Bag of Pins

Engineer: Making Physics their Plaything
you start with...
-A File or A Wooden Mallet
-Spare Parts
-Bag of Nails
-Measuring Stick

Alchemists: Huffing Fumes for Fun and Profit
You start with...
-A Bronze Hand-Scythe
-Stone Mortar and Pestle
-Empty Glass Bottles
-Ceramic Bowls or Bag of Yeast

Administrator
You start with...
-A Leather Ledger
-Bone Pen and Charcoal Ink
-Silk Cape or Leather Vest
-Silver Hammer

Military
You start with...
-A Weapon
-Leather Breastplate
-Steel Helmet or Quiver of Bolts/Arrows
-Iron Shield or Second Weapon
+List of Weapons Available: Crossbow, Hammer, Sword, Mace, Spear, or Hammer made of Iron.

Broker
You start with...
-A Silk Vest or Silk Scarf
-Bag of Coins or Bag of Baubles
-Translation Guide
-Silk Cape or Silk Pants

More to come soon!


Last edited by Horizonblue on Wed Oct 13, 2010 5:05 am; edited 1 time in total
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Horizonblue

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PostSubject: Re: Dwarf Fortress: Rise of HammerHat!   Dwarf Fortress:  Rise of HammerHat! Icon_minitimeSun May 16, 2010 8:50 pm

Now time for the final, nitty gritty of the rules!

Combat!
This combat is very simple: two foes charge each other, clack together like angry dolls, then one either drops or flees! There is no dice for this, only angry turns of beatings!
Each 'season', each player squares off their levels. Simply choose one of your skills, check the level, and think like this:
Skill is Novice +1
Skill is Skilled +2
Skill is Accomplished +3
Has a Weapon +1
Has no Weapon -1
Has a Sheild +1
Has Armor (Leather or Metal Cloths) +1
Being Shot at! -2
Taken by Surprise! -2
Bad Luck or Modifier -1
Good Luck or Modifier +1
Struck Down! -3
Total up these mods until you a total for side; the highest total wins, the losers all get Bruised!, and ties means it just carries on for another 'season.' If multiple fighters, total up each, then heap into piles by faction. If multiple sides, the highest wins, any tie means that all tie, and al losers have Bruises!

Health!
If you had some FUN, or if you just lost a fight, your concern upon mortality likely heightened.
Each time you have bad things happen, you are Bruised! You can be Bruised! an equal number of times to the total number of skills you have. A Doctor can heal bruises by is skill every season, but natural healing takes a year! When you have as many Bruises! as you have skills, you are Struck Down and must be rescued by your peers. A Someone who is Struck Down for a 'year' dies.
For example:
Urist McMiner is ambushed by a weedly Goblin! Curse him!
McMiner is an Accomplished Minor, having been about a while, and has a +3 for that. His Iron Helmet counts as Armor, so +1. He also swings a mean Pickaxe, but it is no weapon: -1. He is also taken be surprise, so a further -2. This totals +1.
The Goblin, a Novice Warrior, so +1. He has a Dagger, so +1 for the weapon. He has a total of +2, so he wins. McMiner is Bruised! (1)
Urist McMiner is lucky, as he had recently studied Farming, and thus must somehow be tough! He has two skills, so he can take up two two Bruises! before being Struck Down.
The next "season" McMiner swings his Pick (-1) and uses his Iron Helmet (+1). He is no longer surprised, so applies his full skill (+3). This totals +3.
The Goblin only has his Dagger (+1) and his skill (+1). He loses, is Bruised!, and since he never went to night school, he only had his one skill. He is Struck Down!
McMiner sits on his corpse and waits out the year. The Goblin Bleeds Out!

Random Crap!
Falling: If you are falling, you fight the ground.
Short Fall -2
Long Fall -5
Land on something Soft +2
Cape +1

Drowning or Suffocating: You fight the water for buoyancy.
Have Armor -2
Have Metal Armor -4
Grabbed something to float +2
Swimming Skill +1 to +3 (From Fisher or Ranger)
No Swimming Skill -2 (From Fisher or Ranger)

Fire: You resist thermodynamics!
!!On Fire!! -10
!!Delicious Magma!! -5
Nearby Alcohol -5
Nearby Water +5
Rolling +5
Buckets of Water +5
Silk Garments +1

Psychology!
Dwarves are hard working creatures, and all work well when in synch. If everyone in the party posts in a season, then the dwarves will become ecstatic! They will get an extra turn for the season. However, lack of action will drive a dwarf mad. For clarification, Fatigued is an action. If no action have been taken for two season in a row, in the third season the dwarf will be taken by a Strange Mood and make a mysterious construction. If the poster responds in the third or fourth season, the dwarf gains skill and completes the item. If the fifth season arrives with no word from Dwarf or player, the dwarf goes insane, and either offs himself in a spectacular fashion or goes on a murder spree (chosen by nature). AKA, stay involved and you get extra turns. Wait a bit and get cool stuff, but the team pays a price. Not do anything for a month and die spectacularly! So goes Dwarf Fortress.

Deleted, but preserved for the Funny:
Dwarves are hardy creatures, but they surely snap from time to time. To figure things out, just think of the immediate situation. Lets say you are confronted by a !!Goblin on Fire!! That is disturbing. Worse, he just killed Urist. Thats two things that are bad. However, you are in a room with a butterfly. That's pretty. And, you have a really cool cabinet that you haul around with you anyway, so thats two good things. You break even.
If more things are awesome, like your stylin' new dozen socks your wearing, you are ecstatic and can take one more action a Season. If things go bad, though, you risk fey moods. Under a fey mood, you are driven to do odd things and you hope your friends can help, or else you go mad! You can pull out eventually, if you become ecstatic, but at least the crazy artifacts you pull together will be worth the screaming and drooling. Maybe.



And them's the rules!
This is inspired by the Toady One's game "Dwarf Fortress II: Slaves of Armok." Please support the official release.


Last edited by Horizonblue on Sun Nov 21, 2010 12:34 pm; edited 5 times in total
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Horizonblue

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PostSubject: Re: Dwarf Fortress: Rise of HammerHat!   Dwarf Fortress:  Rise of HammerHat! Icon_minitimeFri Oct 01, 2010 1:10 am

Here is the Character sheet! Every year you survive, you update it with a new skill or raising the level of an existing skill. Or if you don't survive, you chronicle your characters epic life and death!
And remember,
Losing is FUN!


Name:
Player:

Race: Dwarf/
Profession (Starting Job, unless Human or Kobold):
-Skill Level (Starts at Novice):

Equipment:
-
-
-
-
-
-

Learned Skills (Starts Empty):

Calculated Health:

Chronicle! (Kills, History, and Eventual Demise)


Last edited by Horizonblue on Tue Nov 02, 2010 9:04 pm; edited 3 times in total
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CaptainIsomer

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PostSubject: Re: Dwarf Fortress: Rise of HammerHat!   Dwarf Fortress:  Rise of HammerHat! Icon_minitimeSat Oct 02, 2010 2:00 am

Might as well try it... will finish things later when i'm not falling asleep and with some help

Name: P'wezze Pickslayer
Player: Captain Isomer

History:
Winter (503): Ironsheild falls by P'wezze and Timmy's hands

Race: Dwarf/Kobold (with the beard with ear loops)
Profession (Starting Job): Miner
-Skill Level: master miner(+3)
Metalsmith novice (+1)
Engineer novice (+2)

Equipment:
-Fake Beard
-Cloth Shirt and Pants
-Wool Socks x2
-Leather Boots x2
-A Silk Cape
-A Lucky Coin
-Pocket Knife (By Armok! It folds!)
-Leather Belt with Pouches
-An Iron Pick
-Leather Gloves
-Iron Helmet
-Steel Helmet
-Mole (kobold baby)
-Candles and Matches for Iron Helmet

Learned Skills:
Metalsmith (+1)
Engineer (+2)
Calculated Health: 3


Last edited by CaptainIsomer on Sun Nov 06, 2011 10:14 am; edited 8 times in total
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zincks
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PostSubject: Re: Dwarf Fortress: Rise of HammerHat!   Dwarf Fortress:  Rise of HammerHat! Icon_minitimeTue Oct 12, 2010 1:02 pm

Name: Ack Skiffens
Player: Zincks
What you asked for meat...oh Then don't ask about the origins of the meat


Race: Dwarf/Elf
Profession (Starting Job): Ranger
-Skill Level (Starts at Novice):
Master ranger (+3)

Equipment:
-A Wooden Crossbow
-Quarrel of Bolts
-Whip
-Wool Cape
-Fake Beard
- Silk Blouse and Skirt
-Wool Socks x2
-Leather Boots x2
-A Leather Cap
-Small Charm of a God
-Pocket Knife
-Leather Belt with Pouches

Learned Skills (Starts Empty):
Novice Woodworker (+1)
Novice Fighter (+1)
Calculated Health: 3

Chronicle! (Kills, History, and Eventual Demise)
Immigrated in
Killed hedgehogs X4 : winter 500
Named field near by 'spacious doom'


Last edited by zincks on Sat Sep 10, 2011 4:47 pm; edited 4 times in total
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Nemesis

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PostSubject: Re: Dwarf Fortress: Rise of HammerHat!   Dwarf Fortress:  Rise of HammerHat! Icon_minitimeWed Oct 13, 2010 5:38 pm

Name: Hammer Ironshield
Player: Nemesis

Race: Dwarf/Dwarf
Profession (Starting Job): Military
-Skill Level (Starts at Novice): Novice

Equipment:
- Cloth Shirt and Pants
- Leather Boots x2
- Wool Socks x2
- Silk Cape
- Lucky Coin
- Pocket Knife (By Armok! It folds!)
- Leather Belt with Pouches
- Iron Hammer
- Leather Breastplate
- Steel Helmet
- Iron Shield

Learned Skills (Starts Empty):

Calculated Health: 1

Chronicle! (Kills, History, and Eventual Demise)

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reep

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PostSubject: Re: Dwarf Fortress: Rise of HammerHat!   Dwarf Fortress:  Rise of HammerHat! Icon_minitimeWed Oct 13, 2010 7:14 pm

Name: Hops Swizzle Stick Mc'BOOM
Player: Reep

Race: Dwarf/Dwarf
Profession : Alchemists
-Skill Level : Master

Equipment:
-Cloth Shirt and Pants
-Wool Socks x2
-Leather Boots x2
-A Leather Cap
-Lucky Coin
-Pocket Knife (By Armok! It folds!)
-Leather Belt with Pouches
-A Bronze Hand-Scythe
-Stone Mortar and Pestle
-Empty Glass Bottles
-Bag of Yeast
-Honorary beard
-A cat, Sir Pounce-alot
-Stone Statue, the 'Running Crack.' The statue is of a Plant surrounded by Dwarves. The Plant is making a Plaintive Gesture. The Dwarves are Laughing!
Learned Skills (Starts Empty):
Jeweler (Novice)

Calculated Health: 2

Chronicle! (Kills, History, and Eventual Demise)
- Is one of 15 kids
- All the people in her family have beards, even the women
- Like her father she is an alchemists but her passion is brewing beer, just don't ask what she puts in it
- Spring (501) adopted the Kobold Krastinglic 'Timmy' Novembellum as an apprentice.
- Named the Field 'Damn Stupid Goblin.'


Last edited by Reep on Sat Sep 10, 2011 4:45 pm; edited 5 times in total
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Horizonblue

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PostSubject: Re: Dwarf Fortress: Rise of HammerHat!   Dwarf Fortress:  Rise of HammerHat! Icon_minitimeSun Oct 17, 2010 10:58 pm

NPCs

Name: Krastinglic 'Timmy' Novembellum
Player: NPC/Loyal to McBOOM

Race: Dwarf/Kobold
Profession: Fisherbold
-Skill Level: Novice

Equipment:
-Loincloth, Reed
-Bag of Cereal (2 handfuls left)
-Magic Rock (It's Smooth! and GREEEEEN!)
-Sandals, Reed
-Stone Knife
-Happy Sock. Always worn on Left Ear.
-Steel Axe
-Fake Beard

Learned Skills: Broker (Novice)
Engineer (Novice)
Woodworker (Skilled)

Calculated Health: 4

Chronicle! (Kills, History, and Eventual Demise)
Spring 493: Born in Katchkatch
Summer 493: Village burned to ground by Adventurer wearing nothing but Scarves. Mother and Sister arrive in Bosk.
Spring 496: Sister eaten by Carp. Swears to beat Carp by Eating them and save his Sister's soul from their guts.
Autumn 499: Mother wanders East to 'find her bones.'
Spring 501: Beaten by Ironsheild in Combat. Now has a Crooked Nose. Became servant of alchemist McBOOM.
Spring 502: Becomes a Novice Broker to understand his dwarven overseers.
Spring 503: Becomes a Novice Engineer to construct a still.
Spring 504: Became a Novice Woodworker to kill more trees.
Spring 505: Became a Skilled Woodworker to keep trees wary.

Loves to Sing. Not sure what skill he will learn.

Name: Stoneswick Irrum
Player:NPC/No Loyalties

Race: Dwarf/Dwarf
Profession: Farmer
Skill: Skilled

Equipment:
-Cloth Shirt and Pants
-Wool Socks x2
-Leather Boots x2
-A Silk Cape
-Small Charm of a God
-Pocket Knife (By Armok! It folds!)
-Leather Belt with Pouches
-An Iron Hoe
-Bag of Seeds
-Iron Bucket
-Almanac
-Tob, Male Donkey

Learned Skills:

Calculated Health: 1

Chronicle! (Kills, History, and Eventual Demise)
Spring 483: Born in Oddpills.
Fall 488: Father teaches Irrum Farming.
Winter 492: Pump Accident leaves Irrum near drowned.
Spring 492: Wanders off looking for the 'Braying Saint'.
Fall 492: Irrum adopts Tob as Diety.
Winter 493: Irrum sets up a ministry in Brightfolk.
Summer 499: Brightfolk suffers a terrible drought. Irrum follows Tob away.
Summer 501: Irrum arrives at Hammerhat. Praise Tob!
Summer 502: Irrum learns new Farming techniques by listening to the secrets of the grass. She is now a Skiled Farmer.
Winter 502: Irrum went missing missing.

Loves to Dance. Hates Water. Wants to improve Farming to provide for His Hairiness.



Last edited by Horizonblue on Thu Sep 22, 2011 10:22 am; edited 4 times in total
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Horizonblue

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PostSubject: Re: Dwarf Fortress: Rise of HammerHat!   Dwarf Fortress:  Rise of HammerHat! Icon_minitimeMon Oct 25, 2010 1:07 pm

A 'Map' of Sorts: Only known places named and distances uncertain.
Regions
Brightmoose
Hammerhat - Dry Sentence


Region of Hammerhat.
+North+
Bouldercrook Mountains
God'sawful Fields - Unknown
+West+ The Shapeless Pointings - *MoM* - Damn Stupid Goblin - Lush Lush of Lushing +East+
Spacious Doom
Thorny Hedge
+South+


Last edited by Horizonblue on Mon Oct 03, 2011 9:39 pm; edited 6 times in total
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Horizonblue

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PostSubject: Re: Dwarf Fortress: Rise of HammerHat!   Dwarf Fortress:  Rise of HammerHat! Icon_minitimeTue Nov 09, 2010 11:17 am

Local Map: Fortress Layout

Mines of Moria
Fortress in the Eastern Twin, surrounded by the "Inflangible Swimming," an earthen moat filled with water.

+North 1/2+
Excavated - Storage Room - Excavated
+West+ Patio/Entrance - Barrel Room - Descending Progress +East+
Unexcavated - Lever Room - Unexcavated
+South+

+North 2/2+
Unexcavated - Unexcavated - Unexcavated
+West+ Unexcavated - Unexcavated - Excavated - Unexcavated +East+
Unexcavated - Unexcavated - Unexcavated
+South+
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Horizonblue

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Dwarf Fortress:  Rise of HammerHat! Empty
PostSubject: Re: Dwarf Fortress: Rise of HammerHat!   Dwarf Fortress:  Rise of HammerHat! Icon_minitimeTue Jan 03, 2012 8:17 pm

Name: Alrajam "Longstride" of the Flowering Gloom.
Player: NPC

Race: Dwarf/Elf/Werewolf
Profession: Ranger
-Skill Level: Accomplished

Equipment:
-
-
-
-
-
-

Learned Skills (Starts Empty):

Calculated Health:

Chronicle! (Kills, History, and Eventual Demise)


Name:
Player:

Race: Dwarf/
Profession (Starting Job, unless Human or Kobold):
-Skill Level (Starts at Novice):

Equipment:
-
-
-
-
-
-

Learned Skills (Starts Empty):

Calculated Health:

Chronicle! (Kills, History, and Eventual Demise)
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Dwarf Fortress:  Rise of HammerHat! Empty
PostSubject: Re: Dwarf Fortress: Rise of HammerHat!   Dwarf Fortress:  Rise of HammerHat! Icon_minitime

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Dwarf Fortress: Rise of HammerHat!
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