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- Jump #234: Dwarf Fortress
- >Ten of Swords (Ruin): A decisive conclusion brought about through the swift and merciless application of overwhelming force.
- >Location: Jungle
- >Identity: Immigrant
- >Drawbacks: War vs Goblins (+100), War vs Kobolds (+100)
- >A River Flows Through It (1150)
- Hey, having a river here is important for many reasons.
- >Human Physiology (Free)
- Dorf mode is easy mode.
- >Arena Mode (550)
- You know, being able to simulate things for the sake of getting experience is rather important in many places.
- >To Get Through The Work Day (400, Immigrant)
- Hey, don't look at me like that. Drinking is an important part of the social environment of this setting!
- >Fey Mood (100, Immigrant)
- Also so is going crazy until something awesome results.
- >Brew Master (0)
- This perk, you see, is the key. While I wonder if I can apply it toward brewing other things like potions, there is no doubt that I can make some downright epic ales and such.
- Brew Master means alcohol, which means I can drink to fight fatigue and sanity loss. It also means I can make alcohol to trade with dwarves. Sufficient alcohol trade means I can get them to dig out resources and sell them to us, which means we can build a citadel, a trade compound, and act as a bigger trading post for them to get more from anyone who isn't a dick to us. Which means anyone who isn't a goblin or kobold because we're going to hunt them all to extinction.
- So by the time I leave, there should be a nice little tower of babel stretching to the heavens. And an army of humans drilled in the Roman methods of combat to exterminate every goblin and kobold.
- Also I went into a fey mood much less than I expected to, but more than the dice might initially indicate. Seventeen times. It's lucky that I can manifest literally anything I need in terms of tools thanks to MMBN, which probably kept casualties down. I left the jump with a lot of pretty furniture for the warehouse, which amuses me more than it ought.
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