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Let's play a game.
#1
In a World
[Image: 5v1ytSt.png?1]

That we have to share with this thing

[Image: cZoSLsL.png?1]

And this thing
[Image: mfzOKXt.png?1]

But worst of all
[Image: dwarfsx0.png]
Each other.

Welcome to
[Image: 9aBiYOE.png?1]

Greetings, good Omniversians. Today, we venture into madness, plump helmets, and socks. Today, we strike the earth, and dig far, far too deep. For those of you unfamiliar with Dwarf Fortress, it's a 2D simulation game where you either manage a fortress of Dwarves, or a lone adventurer. Dwarves have personalities, hopes, dreams, can love and be loved, and can, of course, be brutally maimed and horrendously murdered. Fail, and your fortress will spiral into madness and death. Succeed, and your fortress will spiral into madness and death tomorrow. Goblins, vampires, necromancers, eldritch abominations, dragons, and Elves all conspire to bring an end to your fortress, seeking to pry open your stout walls and feast on the drunken dwarves within. It's our job to stop that from happening.

For a start, let's have a look at the average stout Dwarf.
[Image: IG1RyuI.png?1]
We have his age (The yellow text, the first of his kind indicates that he's one of the starting Dwarves, created during world generation), his physical appearance, his attributes (Green and red text, as we can see, making him a warrior would be a terrible idea), his likes (If he's particularly useful, we might consider getting him some items made of those materials), and his mental attributes (Green and red text again), and his cultural beliefs (grey), and finally, his personality. Every single Dwarf has this much information about them, and fortresses can quite quickly hit over 150 population. Your Dwarves must be cared for, as unhappy Dwarves lead to tantrums, which leads to damaged furniture, which leads to murder, which leads to a spiral of mayhem and destruction that ends when there's nothing left but a single Dwarf gnawing the bones of his childhood friend in what was once the grand hall.

With that in mind, where do we begin?
[Image: QSCC3tD.png?2]
+Plenty of metal.
+Flux stone means we can make steel if we have iron.
+Good aligned creatures are quite valuable, making hunting/trapping quite profitable.
+Clay means pottery, which is quite useful.
+Lots of dirt means lots of farming.
+Sand leads to glass, which is a cheap and easy way of making miscellaneous objects (Such as giant sawblades), with enough fuel.
+Fresh water means that our Dwarves don't need alcohol to survive. Not that they want to drink water, of course.
+/-According to the topographical map, there's a chasm leading to the river. While it may be initially difficult, it may help with our defenses.
-Unicorns.
-Not many trees, or any other vegetation for that matter. It may be difficult to get wooden objects.
-Unicorns.
-Close enough to a Necromancer's tower to be slightly worrisome.
-Dear Armok, the unicorns!


[Image: 1hsImfS.png?2]
+Glorious metal.
+Dirt, clay, and sand.
+Flux stone!
+/- Giant animals roam this place. We can hunt them, tame them, or be eaten by them.
+/- Goblins are within raiding range. We can expect the occasional attack, and some sweet, sweet free loot. Or death. Either one.
-Not much vegetation.
-The stream here is salt water, but it can be used for water power if we get it set up.

[Image: xeGquNu.png?2]
+Some metal.
+Dirt, clay, flux, and sand.
+Plenty of fresh water.
+More than enough wood to get what we need done.
+/- A little hilly.
+/- Giant animals.
+/- Goblins.
-Only two kinds of metal present. There's a chance we'll be without weapons-grade materials, and will have to import it in.

Quote:Everyone will, of course, have a Dwarf named after them.
[Image: DarkshireDefenseBadge.png][Image: HerosGraveyardBadge.png][Image: DA15Badge.png]


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