[PC Game] Halforums House: Rimworld - the story thread

GasBandit

Staff member
In the distant future, humanity has spread to the stars in countless numbers. However, despite the postulation of myriad science-fiction authors and movies, no "faster than light" travel has really been discovered. Interstellar travel means entering crytptosleep - a bizarre and slightly unsettling state of suspended animation in which you do not dream, age, or experience anything whatsoever - frozen in time for hundreds of years.

Closest to Earth, the cradle of humankind, are the Glitterworlds - shimmering balls of light on which the wealthy live and play in the pampered luxury of their beautiful skyscrapers and plazas, with little thought spared for those whose lot in life is worse elsewhere. But the farther out into the black you go, the more the harsh realities of life become apparent. Thieves and urchins choke the dirty streets of the urbworlds, and men and women toil ceaselessly in the factories of the indworlds. But they are comparatively lucky still. The underground dwellers of the hiveworlds might never see sky, the iceworlders huddle in their caves and hydroponic bays, eking out a living, and the midworlders rediscover the "joys" of serfdom as they till the soil for their feudal lords in a new spaceship-studded dark age. And worse off still are the glassworlders, whose planets' radioactive surfaces mean short, sick lives for any who do not frantically work to keep running the technology that keeps them alive in the vaults below the beautiful, deadly crystals of their home.

But by far, the worst off of humanity has to be those consigned to the planets out on the rim of explored space. The rimworlds are barely even settled, if at all. Many of their populations have reverted completely into neolithic tribes, while more recent, often unwilling population additions struggle to make some life for themselves on this new frontier - or find some way to escape it back to more comfortable climes. It's rare that anyone comes to a rimworld by choice, aside from a few opportunistic trade ships looking to abuse the abject poverty for huge profits back home. Thus, most people who wash up on the shores of a rimworld spend the rest of their lives there - however long or short that might be.

And short those lives often are - dangerous creatures, inhospitable climes, natural disasters, pirates, hostile tribals, and worst of all the biomechanical remnants of a great cyberwar that ended millennia ago are all found on these untamed planets, and the law of life is that for one to live, usually someone else must die. Survival of the fittest claims the lives of tens of thousands every year, as spacers discover themselves particularly unsuited to the rough life one must lead... on a RimWorld.

Take, for example, one such unlucky bunch. Attacked by twisted, alien, mechanoid monstrosities, their ship was destroyed. Their lifepods found only one minimally "safe" place to take the survivors within range. Keeping the humans in cryptosleep, the lifepods silently made their way to the rimworld. Many didn't make it. Malfunctions, malefactors and plain old misfortune cut short many lives who never even woke to know their doom.

But four and a half score doughty survivors survived the perilous plummet through the atmosphere, and woke to find themselves marooned. The last message left by the AI of their old ship was that this planet would only be safe for 11, maybe 12 years... for though there was no other place to take them, a planetkiller moved steadily in the wake of the fleeing lifepods, and when it arrives, no one at all will survive, anywhere.

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Edit - might as well throw in the teaser here, too, eh?

 
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GasBandit

Staff member
The story begins-

APR 2, 5500 - The survivors of the destruction of the mothership crashland in a hilly temperate forest, with some food and basic equipment. Beyond the reach of any rescue, they have 12 years to find a way off-planet before the alien planetkiller weapon arrives and destroys all life. Construction begins on rudimentary facilities, while growers start planting and others wander the area picking up scattered supplies from the haphazard drop. But first order of business is to make sure that the work is properly assigned, the supplies are properly inventoried, and the weapons are distributed.

Pictured: Divvying up the work

Pictured: Scheduling special work and sleeping hours for the night owls


There are five other major factions in the area, not counting the menacing mechanoid monstrosities. There are two other outworlder "unions," a friendly tribe, a hostile tribe, and of course, pirates.
Pictured: the factions


Pictured: building a storehouse to preserve the supplies


Pictured: A nearby ruin is refurbished into a kitchen. A lot of cooking is going to need to be done, to support 50+ colonists.


Pictured: farmland is designated and planted a ways to the south, and then work begins on a bunkhouse/barracks, so that people will have a place to sleep until more permanent accomodations can be made.


Apr 3, 5500 - Far and Film Fanatic get in a fist fight. Both of them are laid up for the day, and Film an additional day. They really laid into each other.


Apr 3 - Work begins on a dining hall that can seat most of the population. It will serve as the central social gathering point for the colony.

GenSpec and Celt Z apparently shared a lifepod on the way down, and woke up before it landed. The experience helped them form a kinship, which within two days planetside, has blossomed to romance.


Apr 5 - While out salvaging metal from a nearby ruin, Gryfter is attacked by a mad hare and bitten multiple times. Painful, but not life threatening.


Apr 6 - Container pods full of chinchilla fur land nearby. Ok... we will take what we can get.. The first rice harvest comes in. Charon gets a cracked rib when hunting an ibex goes south, and it attacks him. Zero is suffering go-juice withdrawal symptoms, which makes him extra tired, extra hungry, extra slow, and all around miserable as hell.

Pictured: The first rice harvest.


Apr 7 - Zero suffers a psychotic break and wanders off in a daze. A single pirate wanders into the area. The militia assembles and downs him easily. It is decided he can't be allowed to leave, but they can't afford to feed him either... Celt Z surprises everyone by solving the issue, killing the pirate with her bare hands, snapping his neck. Wasabi's fennec fox can't accept her as its master, and instead bonds with SpecialKO.

Apr 8 - The group hunts an invasive pack of alphabeavers - both to protect the local tree population, and for meat. They turn vicious, and attack Frank. He is wounded by their bites, and also by a smidge of friendly fire. One of the bites gets infected. Bert's Alcohol withdrawal starts to take a toll. Jwhouk's husky bonds with Frank during his convalescence.
Pictured: Niiiice beaver


Pictured: Frank's infection


Apr 9 - A psychic drone sets every female colonist's teeth on edge. Gasbandit is ambushed by 3 hares while hunting one of them, but bests them in fisticuffs with only minor injury.
Pictured: The bunnies around here are awfully bitey.


Apr 10 - The Psychic drone flips polarity, and instead of irritating females, it soothes males. PATRIARCHY. Way out in the woods, Eriol is attacked by a Timber Wolf. It takes him down, but gruebeard draws its attention before it can kill him. Eriol loses a finger, but it could have been a lot worse. Thynne carries him back to camp to be healed up. That night, another timberwolf attacks Gruebeard, but is killed before it does any real damage.

Pictured: Eriol is set upon by a wild wolf, and struggles to hold out until help arrives.


Pictured: Eriol in shock, nearly killed by the wolf - Gruebeard to the rescue.


Pictured: Eriol, rescued and tended by Thynne, recuperates in his new private room.


Apr 12 - A heat wave moves into the area, which is already struggling with heat and power outages. No traders have come, and mechanical components have run out. Dei, CeltZ, Bubbbles and GasBandit take the muffalos with some silver to a nearby town to buy some. They sell off the huge amounts of leather the colony has built up during hunting, and purchase components, medicine, steel, and a new shotgun for Dei. GasBandit longingly stares at a shiny new pulse rifle for sale, but decides they can't afford it.

Pictured: The caravan enroute to town


Apr 14 - On its way back, the HF caravan is attacked by mad hares. GasBandit is bitten. WHY ARE THE BUNNIES HERE SO BITEY
 
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GasBandit

Staff member
*made minor change to Apr 12 -

"Apr 12 - A heat wave moves into the area, which is already struggling with heat and power outages. No traders have come, and mechanical components have run out. Dei, CeltZ, Bubbbles and GasBandit take the muffalos with some silver to a nearby town to buy some. They sell off the huge amounts of leather the colony has built up during hunting, and purchase components, medicine, steel, and a new shotgun for Dei. GasBandit longingly stares at a shiny new pulse rifle for sale, but decides they can't afford it."
 
GasBandit longingly stares at a shiny new pulse rifle for sale, but decides they can't afford it.
"The shopkeeper takes note of the groups lack of decent weapons, and sells both the pulse rifle and the location of the fairly low-tech outpost to a passing pirate."
 
Gruebeard to the rescue of Eriol - and with that, it was firmly established this is fiction and nothing like the Real World.

Also, damn you GenSpec! :p
 
All we need now are man eating ducks and the circle will be complete.

(@Cheesy1, if you would be so kind as to insert a "GasBandit Season" picture here. I'm in the middle of breakfast and a complete reinstall on my main PC. Thank you.)
 
You should have Moffa make everyone better beds. It would totally be a thing he would do, even if everyone told him not to bother. And he got a bunch of crafty bonus stuff.
 

GasBandit

Staff member
I'm reasonably sure I still don't have a melee weapon, but I appreciate you giving me a hat. Looks slick.
I think I finally got one for you last night. But yeah, I set the tailors to making cowboy hats and dusters as much as possible to help prevent heat stroke among the population.

What the trendy halforumite is wearing this year:

 
I think you should spend the first hour of your stream today manually prioritizing tasks. Because if you're going to individually bond pets, you might as well take twice as long making everyone's double flame jobs their #1 priority. ;)
 
I think I finally got one for you last night. But yeah, I set the tailors to making cowboy hats and dusters as much as possible to help prevent heat stroke among the population.

What the trendy halforumite is wearing this year:

Huh.

If the coat was a darker brown, and the hat had a flatter crown, that would be what I'm wearing this year.

And not just on Halloween
 

GasBandit

Staff member
I think you should spend the first hour of your stream today manually prioritizing tasks. Because if you're going to individually bond pets, you might as well take twice as long making everyone's double flame jobs their #1 priority. ;)
SOOOO much WUUUURK
 

GasBandit

Staff member
Part 2 (doesn't really conform to any nice round date number)

Apr 14 - Klew attempts to tame a bear which is killing local wildlife. He fails catastrophically and it chases him. His wolf, Killer, tries to defend him, but the bear is too strong and rips off one of the wolf's paws. The militia comes to defend Klew, and the bear is killed and Killer rescued. Krisken passes out from heatstroke and is carried to bed. In order to help with the power strain during this heat wave, passive evaporative coolers are researched and ordered built in every room.
Pictured: Killer defends his master, as Klew flees

Pictured: No dog left behind


Pictured: Krisken is overcome by the sweltering 51 degree (123 F) heat


Apr 15 - BErt passes out from heatstroke. Zero finally overcomes his go-juice addiction while wandering in a mental break state, but it leaves him exhausted and starving. The heat wave finally subsides, but this is small comfort as now the summer proper is about to begin.
Pictured: Bert passes out


Pictured: Zero finally has the monkey off his back, but it has been a grueling process.


Jugust 1 - A local Boomalope goes mad and attacks the colony. The militia takes it out, but it starts a fire. A message is received from a friendly AI that there is a ship on planet that can take the colonists into space! But it is a very long, treacherous journey into the western mountains across a vast desert that will need lots of supplies. At least it's not at the north pole, I guess.
Pictured: The Message


Pictured: The blue house in the middle of the continent is us. The Purple flag on the west coast is the ship. You know, the one behind the gigantic mountain range on the other side of a desert the size of China, and the only pass through that mountain range is controlled by pirates.


Jug 2 - Killer gets a peg leg to replace his missing paw. BErt finally kicks his alcohol addiction, and feels much better about everything. 13 pirates arrive during a raid. Frank is downed, and there are moderate injuries all around, but Frank is rescued and nothing permanent is lost on anybody. The pirates are driven off. The downed pirates are finished off, and their weapons distributed among those with the skill but lacking the equipment to hunt.
Pictured: The Pirate raiders arrive


Pictured: The fight against the pirates


Jug 3 - Several Chunks of spacecraft fall in the vicinity. Free salvage!

Jug 4 - Construction begins of a wall around the colony to help defend from pirates and wild predators. It will take a good long while to complete.

Jug 6 - A pair of labradors decide they live with the colony now. Dei figures out how to fix all the wrong pet bonds so everybody gets the pet they wanted. Thanks, Dei!
Pictured: The corrected bonds


Jug 7 - Another swarm of alphabeavers, but they are hunted down without incident.

Jug 8 - For some reason, Pez gets really sad and wanders around all day instead of doing any work.

Jug 9 - The first layer of the wall is completed. A killbox is constructed at the main entrance. A poison ship lands outside the wall. The plan to lure the mechanoids to the killbox doesn't work, and a frontal assault must be attempted before the poison leeching out of it kills all the crops. Frank, with his new AR-15 assault rifle, keeps the mechanoids distracted with suppressing fire from the northeast, supported by Charon, Gas and Dei - while the bulk of the militia (with their shorter range pistols) flank the mechanoids from around behind their ship chunk to swarm them with rapid fire. Unfortunately, in the fight, Tinwhistler takes a charge-lance straight to the gut, gets a basketball-sized hole blown through his torso, and is dead before he hits the ground. GasBandit gets shot in the face with an inferno cannon, and is left with a nasty scar across his left eye. Null catches a minigun bullet in the eye, and it is irreperably damaged. This causes people to have a hard time looking at either of them. Tinwhistler is interred in an ornate sarcophagus in a cave on the south side of the colony. His pistol, and place on the line, is reassigned to Wasabi.

Pictured: The killbox, for all the good it did


Pictured: Sic Transit Gloria Tinwhistler


Jug 10 - The first caravan to come along has a myriad number of relatives of colonists among it - apparently other lifepods must have landed elsewhere on the planet. Null's mother, and Zero's, Pez's, and Hylian's sisters all come visiting along with the caravan. A mad boomalope attacks, but the militia easily puts it down.
Pictured: Family reunion


Pictured: Boomalope in the killbox, put out the fire!


Jug 11 - Null's labrador, Bellboy, is attacked by a timberwolf. Dirona's Lynx, Paddy, manages to keep it busy until help arrives, and the wolf is put down. Bellboy, unfortunately, has already lost an eye.

Jug 13 - The ancient unsettling structure to the north is finally cracked open, and the militia is ready for whatever is to come out. Or so they thought. A caterpillar mechanoid with an inferno cannon comes out blasting. Several colonists are set ablaze, including Thynne, who collapses while engulfed in flames. He is rescued by GenSpec, but he's going to have a facial scar, too. Moderate burns all around for everybody else. Things look to be going badly, until Dei and her Muffalo run forward, the muffalo tanking the mechanoid while Dei unloads on it with her shotgun. Finally the metal beast goes down. It is finally decided to name the faction and the colony, now that the local terrors are put to bed.

Pictured: Making it Official


The colony's relationship cloud - green is friendship, blue is romance. Higher intensity colors are stronger. Unfortunately this display doesn't show hair on people with hats, for some reason, so rest assured if you are wearing a hat your hair/beard is not really missing.
 
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You forgot to mention how stuck up Snuffles won't even decorate a sarcophagus with his erotic art.
 

GasBandit

Staff member
You forgot to mention how stuck up Snuffles won't even decorate a sarcophagus with his erotic art.
Well, it's more like Snuffles refuses to haul anything, especially a corpse, and since the artwork is done at the time of interring, that precludes him from decorating the sarcophagus.

But yeah, he's a prima donna to be sure.

I also left out the part where
I accidentally told Zappit to EAT Tinwhistler's corpse rather than inter it. Don't worry, Zap, I caught my error before you actually took a bite :p
 
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