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The fortress has actually survived its first few turns relatively intact, to the surprise and disappointment of most of the players. The primary feature of the landscape is the high frequency evil glooms, masses of fog that pass over the landscape and induce massive bleeding followed by death in anything unfortunate enough to get caught up in them, but... well, see Unusually Uninteresting Sight.
- Tuefel Hunden IV
- Count Dorku
- Edwards Grizzly (current turn)
- Spooky Mask
Provides examples of:
- Blasphemous Boast: "We currently have enough metal to build a new god, and enough trade goods to bribe the existing ones to give it life."
- Breather Episode: Dorku's turn contained exactly one tantrum and only a handful of deaths.
- Bunny Ears Lawyer: The third overseer, who believes dwarven culture is run by demon-tainted ducks, quotes nonsense from his equally unhinged mentor, believes a random child to be the reincarnation of said mentor, and speculates on the genius-enhancing nature of honeybee venom, but is also a legendary carpenter.
- Curb Stomp Battle: Two - Tuefel's dwarven alter ego only sustained a mild bruise while pickaxing a wild troll to death, and the elite dwarven military went through a tribe of olm-men like a +steel battleaxe+ through butter.
- Death World: Not as bad as most evil biomes, but the area around Waterburned tends to produce blood-red clouds that kill on contact.
- Difficulty Spike: fishsicles' turn was spent ballsing about with an aquifer and building a massive amount of water wheels, with the evil glooms as just a side note. Tuefel Hunden IV's turn featured the death of several dwarves to glooms (including one that spawned right on the entrance), followed by a tantrum spiral.
- Disorganized Outline Speech: "One, I like wood; B, it’ll give us an indoor reserve at the cost of spending a staggering amount of time outside hoping we don’t get murdered by these psychopathic glooms that keep popping up. And four, I like wood."
- Epic Fail:
- The military's first engagement resulted in total defeat... by kobolds.
- A misplaced channel made the drowning trap flood the fortress.
- Fun with Acronyms: Pretty much standard for a Dwarf Fortress succession game.
- Unending Rotationary Aquifer-supplied Interior Urist-producing Mechanism (URANIUM)
- Projected Assailant Repulsion Technology with Inherent Crushing Legionary Engine, Automated Cruelty Calibrator, Extended Levitation Eliminator, and Rapid Attacker-Termination Optimised Rocks and Spikes (PARTICLE ACCELERATORS)
- Dwarf-Engineered Subterranean Transportation Infrastructure Now Available to Transport Items, Ore, and Nobles (DESTINATION)
- Circular Automated Revolving Operation for Unifying Science in Elliptical Loops (CAROUSEL)
- Thread-only (at least for now): Narrowly Aimed Projectile of Accelerated Lava or Magma (NAPALM)
- It Got Worse: See Difficulty Spike.
- Meaningful Name: There is definitely water, and this being Dwarf Fortress it is just a matter of time before the burning starts.
- Name's the Same: The fort has two Rotpars. Which is odd, because Rotpar isn't actually a dwarven name.
- One-Hit Kill: The clouds of evil gloom.
- Pet the Dog: Dorku, an unhinged lunatic who stuffs sentient creatures into cages to !!experiment!! with the fog, closing his reign by giving the grieving Adil Aristcatten a cage containing his favourite creature, a turkey. Of course, this was partially pragmatic in that Adil is an experienced enough warrior that he could probably go through half the fort single-handedly if he went berserk.
- Spikes of Doom: There are a lot of spikes, ranging from weapon traps crammed with pointy wooden things to the entire bottom floor of the PARTICLE ACCELERATORS.
- Too Dumb to Live: Anyone who wanders into the danger room without a suit of armour.
- Unusual Euphemism: "Krutz", taken from Nodwick.
- Unusually Uninteresting Sight: Evil glooms, blood-red murderclouds that slaughter whatever they touch almost instantly, are more or less a monthly occurrence at Waterburned.