The year is 251. The dwarven civilization of the Massive Room has launched several expeditions to distant corners of the globe in search of wealth and amusing stories of death, because that is simply what dwarven civilizations do. One of those groups ended up in... this place. Either they got lost, or they really pissed off their guide.The primary feature of the landscape is the weather pattern dubbed the "evil gloom", a mass of fog that passes over the landscape and induces profuse bleeding followed by death in anything unfortunate enough to get caught up in it. Flocks of giant insects flit across the landscape, and two ocean inlets beat against their narrow shores.Anyone with an ounce of sense would keep going; dwarves are not known for being sensible. They leapt out of the wagons and burrowed into the earth below, naming the resulting (literal) hole in the ground "Waterburned".Then the overseers came, and the world was never the same again.In short: The TV Tropes Dwarf FortressSuccession Game, found here. The game has been concluded; however, the saga continues in the fortress of Beigeknife.
Arson, Murder, and Jaywalking: "Letís see. Over the night, Bembul got so fed up with waiting that he started dragging himself up the stairs. Edwards Grizzly threw a very brief tantrum. Yet another child carked it. Gloom rolled over us without killing anyone. I still have no pants."
Badass: Ultimatepheer, Big Damn Hero, who at one point kicked off a demon's head. Even given that the demon was made of snow, that's pretty cool. Adil Aristcatten, too.
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."
Bread, Eggs, Milk, Squick: "Bizarre things are everywhere. We have an entire sealed-off staircase that is full of water. Well, water and a corpse. But mainly water." Also, grey langurs are described as "mug-stealing tantrum-inducing child-murdering monkey beasts" following the death of Ultimatepheer's son.
Breather Episode: Dorku's first turn contained exactly one tantrum and only a handful of deaths. (This is by contrast to his second, in which Hell got a second wind.)
It's rather telling that "only a handful of deaths" is counted as Breather.
Buffy Speak: Dorku. Alcohol. Cue a rambling rant about how much living in Waterburned sucks, dotted with comments on how humans die at the slightest prov...prov...incon...stuff. Only more slurred.
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.
Cluster K Bomb: one of Dorku's updates, while Hell was getting payback, used the word "krutz" 83 times. The update in question only spanned one month.
Curb-Stomp Battle: Two - Tuefel's first 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.
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.
Rotpar's turn, forever remembered as when the circus came to town, and fishsicles' second turn, when the town fought back.
And then Dorku's second, when the circus fought back and killed about half the military before Hell was simply declared off-limits and walled up.
Disorganized Outline Speech: "One, I like wood; B, itíll give us an indoor reserve at the cost of spending a staggering amount of time outside hoping we donít get murdered by these psychopathic glooms that keep popping up. And four, I like wood."
Drowning Pit: The entire fortress becomes one. The levels above the aquifer aren't sealed but can't be reached due to the flood waters coming down the stairs.
Due to the Dead: Defied, Rotpar IV declares that anybody who dies was a faithless sinner and forbids their burial or memorializing. This leads to a squadron of ghosts rising and eventually bites him in the ass.
Eternal Recurrence: The epilogue. Many years later, a group of familiar-seeming dwarven settlers arrive to tame the unknown wilderness. They excavate the ancient ruins and will be Waterburned once again, as it was and always will be.
The military's first engagement resulted in total defeat... by kobolds.
A misplaced channel made the drowning trap flood the fortress.
Establishing Character Moment: Tuefel's first turns of both Waterburned and Beigeknife told the world rather more about those forts than anyone really wanted to know. Tantrum spirals, psychotic overlords, murderous paranoia and going insane.
Evil Counterpart: Rotpar was killed on an early turn but the save was lost and the turn replayed. She survived this time but a second Rotpar was accidentally re-dorfed. Rotpar became Rotpar II's Evil Counterpart, the insane evil one who had died in the alt-universe turn.
Project Wight Research and Auditory Investigation of Tomb Haunting (WRAITH), a gratuitously evil plan to "disprove" the existence of ghosts by walling up some guy and starving him to death.
Then, with 20% more Running Gag, there's the Crushing Ultimate Retribution System with Engineered Ruthlessness, Optimal Termination Protocol, Annihilating Righteous Systemic Neutralization Artifice, and Moron Eliminator (CURSEROTPARSNAME).
Compressive Rubbish Unmaker to Shatter Hopeless or Evil Refuse (CRUSHER)
Glass Cannon: The slush demons. One killed five dwarfs, only to be instantly decapitated by a kick from ultimatepheer.
Go Mad from the Revelation: Tuefel V made it out of Waterburned, only to lose his mind to a strange mood and change his name to Mr Fwible.
Hallucinations: Dorku's strange mood, which opened with insane paranoia and culminated in full-blown crazy encrusted with ghosts and menacing with spikes of crack.
Handicapped Badass: No less than three of Waterburned's military have lost at least one hand without becoming less awesome. Several of them staunched the bleeding midfight.
Heroic Sacrifice: fishsicles II and Rotpar II, to unseal Hell before Operation SLAYER.
Senseless Sacrifice: ...leading to some pretty ferocious casualty rates before the whole operation was cancelled and Hell sealed off again.
Hoist by His Own Petard: Rotpar IV is beaten to death by the ghost of Etur Orrunoslan, after forbidding burials for the dead and causing them to raise as ghosts in the first plce.
Hollywood Tactics: When left to their own devices, the Waterburned Militia tend to operate on a policy of charging toward the target and attacking it. Even if it brought several friends. Even if the soldier in question only has one hand.
Hypocritical Humour: When the next strange mood after Dorku's had a child rambling about werewolf conspiracies, Dorku considered him a nutcase...bear in mind that his own strange mood involved concluding that a frog was an elven spy.
In The Style Of: Rotpar's final turn is written differently per the narrator.
The gospels of the children following Rotpar IV, write in the style of The Bible.
The ghosts whispering to Dorku speak in the style of the Buzzing.
It Tastes Like Feet: Lizard tallow biscuits do, apparently. Shortly followed by biscuits that tasted like wombat and feet.
Kick the Dog: All the players. Most of the thread's discussion is centred on the fact that there is nothing horrible happening to the fort, and how to create a crisis amusing enough to make the game interesting.
Pet the Dog: Player!Rotpar is the one who finally does create the crisis (namely, he breaches hell), which results in the death of most of the adult population of the fortress. Of course, the players all leap to the defense of their alcoholic minions. This is what led to Operation SLAYER.
Back to kicking with Dorku walling a guy up to disprove the existence of ghosts...a task doomed to failure.
Kill 'em All: Aside from Count Dorku, every last dwarf in Waterburned dies.
Little Miss Badass: Urist Nishsodel, the daughter of a militia Spearmaster. She followed her mother into the Danger Room, but not only did she survive, she managed to train her armour user, dodger, and fighter skills to a decent level, befriending most of Waterburned's Badass Army in the process. Sadly, she ended up going insane after her mother's death not long after Operation SLAYER.
Locked in a Freezer: A number of the surviving children are able to lock themselves into rooms and avoid drowning. Unfortunately, all but one are completely cut off from escape, food, or drink. Eventually, one child snaps, opens the door, and drowns his gang of survivors.
Meaningful Name: There is definitely water, and this being Dwarf Fortress it is just a matter of time before the burning starts.
Mood Whiplash: Going straight from triumph to despair is an old dwarven tradition. There's also one whiplash from "crazy paranoid hallucinations" to "mundane task".
Name's the Same: The fort had two Rotpars, both of whom are now dead. Which is odd, because Rotpar isn't actually a dwarven name.
Oh Crap: Count Dorku's letter to Tuefel; warning him about the ACRONUM activating, a massive outdoor construction project, mining picks being made en mass, and an absurdly massive mining job involving hollowing out entire levels, all with no known overseer.
Our Ghosts Are Different: The fortress's one ghost just hangs around and attract tourists. After Rotpar IV creates an army of them they rampage around. The final chapter is their Hive Mind telling Count Dorku what happened while he was in his bunker.
Paint the Town Red: There is a lot of blood in this fort. Grizzly's promised to clean up the town.
Pet the Dog: Dorku, an unhinged lunatic who stuffs sentient creatures into cages to !!experiment!! with the fog and who would eventually wall a guy up alive to "prove" that there was no such thing as ghosts, 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.
Pyrrhic Victory: The hell invasion plan has, directly or indirectly, cost more than 100 lives and broken the back of the Waterburned Militia. As a result, Hell has been declared off-limits and walled shut. May even qualify as Broke Your Arm Punching Out Cthulhu.
Redemption Equals Death: the Rotpars responsible for ripping open Hell ended up giving their lives to drive it back and hold the demons off long enough to seal it off, respectively.
Whole Plot Reference: Completely by accident, Rotpar's turn is essentially The Cabin in the Woods. Somebody with power is arranging for gruesome but entertaining sacrifices to appease an evil, mad god and prevent the end of the world
Won the War, Lost the Peace: fishsicles' conquest of hell was swift and deadly, but not particularly concerned with long-term implications. Dorku was left to "put out the krutzing fires", eventually just sealing it off when an earwig monster kicks down the door. Dwarves are not particularly good at peace.