EvilJoe1 said:
Your blacksmith uses the last of your prepared bronze to craft metal bits to your crossbows. When he presents the two crossbows he made, you can still see lingering self-recrimination in his stance - he says nothing of this, but he clearly isn't happy with the quality he keeps producing.
Looks like you may have selected a perfectionist as your blacksmith; one who's skills at the moment do not match his will. The bell he fairly quickly cast from copper makes a good noisy racket when rung, but your dwarves will not be singing praises about its pleasantness to the ears. Perhaps all the better; the infernal noise will certainly get them to the mood of killing
someone, though that someone may very well be the bell ringer if no other enemy is found.
You start a new shaft, digging first laterally to north and then in several smaller shafts to every point of the compass. You know that sedimentary layers, such as the chalk and claystone gravel you live in, usually contain coal compounds while getting to actual raw coal would likely require digging trough the granite layer. Gravel seems to almost fly out of the tunnels as the promise of no more hard labour (should coal be found) at the bellows, speeds your expert miners trough the earth.
You hit several smaller veins of lignite, with bitumious coal pocketed inside. As such, both make poor fuel, but a little time and a small flame will be enough to extract the almost useless bitumen out and leave coal-like substance behind, and alternatively dry the lignite into compact brickets. Both end results burn hot enough to comfortably melt steel, although processed and dried lignite tends to be somewhat self-combustible over time: at Mountainhome your clan had to dig out a few cave-ins caused by stored and dried lignite spontaneously combusting and lighting up a mixture of exploding gases: some of which dry lignite itself produces over time. The lignite you found in the ground has sucked in a lot of moisture over the centuries, and this makes it safe but is also the reason for being useless as fuel without processing.
As soon as you hit the small fuel deposits, you send out the hunting party: the crossbows finished only a day before and you lacked the manpower to send out any sizeable party before taking most of your dwarves out from the newly named shaft #5. There isn't enough sets of armor for everyone, but you give them what you have. A few wooden shields were quickly put together after you ordered the party and a source of fuel makes fuel longevity a bit less of a concern.
As it is, only four dwarves stay back home: you as the Clan leader, two diggers at shaft #2 (one for extracting the metal, one for actual mining) and your animal 'trainer' who will also tend to the farms.
Your scouting/hunting party returns a few day later, with both good and bad news. Good news, they have meat. Bad news: almost half of that meat came at the cost of a perfectly good dwarven leg.
One of your dwarves was attacked when going for water. Caution and leather leggins did nothing as a huge water animal, some kind of huge relative for the smaller mountain crocodiles, leap out of the water and chomped down on his leg. In panic, the dwarf stabbed with his spearand managed to pierce the snout of the beast, even driving the spear a bit to the soft ground. It slowed the crocodile enough for it to not reach fully back in the water before the rest of your party came to help and killed the crocodile. This happened the day before, when they had already succesfully felled two young deer bucks. With such an injury, the dwarves immediately headed back, only waiting long enough to lift the crocodile and the badly injured dwarf to the wagons. They travelled without rest for close to 14 hours to get back.
The leg was beyond salvation and had to be amputated. The now one-legged dwarf had to be concked out repeatedly and forcefully by his own request.
They almost were attacked again on the way back; the felines are on the prowl. They seem cautious but also more aggressive towards you than before. When they smelled blood and injury, not to mention a wagonload of meat, your dwarves had to make a lot of noice and light several torches to keep the felines away. Almost like a pack of wolves, they kept circling the moving caravan. At times they would run towards your group from behind bushes or from the flanks, and retreat only when they garnered a reaction.
The uncomfortable truth seems to be that they are highly efficient pack hunters and they were actively searching for weaknesses in your group.
From the medical supplies back at your Fortress, you quickly medicate the wound to the best of your abilities. The hunting group managed to staunch the bloodloss after the amputation, but they had nothing to combat infection with. The injured dwarf is now pumped full medicinal tea, numbing herbs and the leg is almost bathed in sterilization solutions. In a few days you'll know if the leg infection has spread, or if your dwarf will pull trough and need a peg leg, and later a full prosthetic.
You begin implementation of your other plans and work is continuous. Lack of proper Dwarven diet had already set the reality to the forefront on everyone's mind, and this grievous wounding of one of your own solidifies it.
But they need no reminding that this is Cold Rocks Hold and they are Stone Dogs. Out here you have no one else to depend upon, but your Clan has never need that kind of help. As always, you will persevere. You are harder than the rock you dig and these strikes will only serve to mould you better. The mood in the Clan is now more of determination than anything else, and the blind cheerfulness and optimism felt not even half a year ago when you arrived is now looked upon as foolish and naive of you.
Your forethough in choosing a somewhat hidden enterance location, as well as ordering a door constructed and supplies and water brought in, is lauded. Your fortress feels secure, their rooms homely and the meeting hall simply needs statues from the heroic deeds to come in order to truly become grandiose. They have no doubt you will see them through whatever difficulties may arise.
So stuff to note for the future: I want answered roughly how much of the meat caught will you store, how much will be used by the dwarves in the immediate future and how much for the feline. You have enough to create two dozen good meals for every dwarf, if nothing is stored or fed to the feline.
The skull of the crock is in fairly good shape, and hardy for bone. I'll count is as a minor trophy and if you ever want anything done with it, you'll have to specifically mention it; otherwise it will stay unused in light preservatives in your stores for a few years before rotting away.
As for increasing the amount of dwarves in you have in your clan, you ahve a couple of options: Send merchants/recruiters/messengers to known dwarven settlements. Hope that interested parties know you are here and expend the effort to find you. Hope that other discontents with the Nobles back at Mountainhome, or friends of your clan, leave and decide to join you and do manage to find you.
Or just wait for 'rated R' stuff to happen at your clan: you are about half of males and females and it isn't farfetched at all to think you have some existing marriages in your clan.
As a final sidenote: you've shown you can handle the though world with your dwarves. Consider the last vestiges of secret character shields/GM dice protection withdrawn when you read the results of the hunting expedition; you've shown you don't need them. Keep making decent decisions and you'll have no real problems navigating the maze I've prepared for you. Find a way to cirmumvent that maze or anticipate what might be to come and you clan will become legend. Don't worry, there will be hints and suggestions in the future as well and I do like to think myself a fairly player-friendly GM.
EDIT
Clan size: 10 dwarves including you as the leader.
Inventory as of slightly after Midsummer ingame time:
Processed metals:
- Tin, 10 bars.
- Copper, 6 bars.
Ability to make bronze (10 bars of bronze require 9 bars of copper, 1 bar of tin)
Unprocessed metals:
- Copper, roughly 2 bars worth.
Stored Wood:
- Enough to double the amount of wooden furniture, barrels and buckets, OR run the kitchen, smelter and forge for about a week at full swing. In total: about two dozen cubic dwarves.
Stored food and drink:
- Raw meat, two dozen hearty meals worth for evey dwarf in your fortress.
- Berries and mushrooms for several meals for everyone.
- Within fortress, with rationing enough water for everyone for about two weeks. Liable to spoiling if allowed allowed to sit till roughly early winter.
- One barrel of ale, two barrels of beer. A few kegs of (Cold Rocks Hold-brewed) dwarven wine and rum .
- Enough farming space and planted seeds to provide mushrooms, and later other plant products, as comfortable singular (if unvaried) foodsource for every dwarf year round with surplus (lack fo seeds and growing speed, not space, are at the moment limiting factors).
Tools and weapons:
- Crafting tools of all kinds
- several picks and shovels (mix of copper, bronze and steel)
- a handful of spears
- two crossbows
- a few quivers of wooden+tin and wooden+copper bolts
- Two bronze battleaxes
- two steel handaxes
- 10 wooden shields (2 reinforced with steel).
- Four full sets of cured and hardened leather armor (full set = everything but a helmet).
Stored stone/available without mining:
- 35 blocks of granite (each block large enough to build an unreinforced dwarf-sized door)
- Olivine, roughly 2.5x granite.
- 150+ blocks of chalk.
Working facilities:
- A smelter.
- A forge.
- A mason's workshop
- A carpenter's workshop
- A mechanics workshop
- A small still (can produce only rum and wine until something other than mushrooms available)
- A large kitchen, easily expanded.
- good bedrooms for every dwarf.
- A good meeting hall (former dining room) with a fine granite table.
- A small but comfy dining room.
- An outside animal pen
- An (empty) underground fish pond
- Existing plans for a fall-back room; include farming area, access to fresh water, short-terms supplies, sturdy doors and planned backup exit route trough easily mineable ground.
Resouces available with work (lower limit is what is known to exist for sure, upper limit are educated reasonable guesses made by your dwarves):
- Tin, 30-70 bars
- Copper 20-50 bars
- Olivine 20-150 blocks
- Granite 200+ blocks
- Lignite, 50-100 buckets of fuel after processing (1 bucket= enought to melt and craft a bar of metal. Continuous work reduces this, as there will be less need for reheating the smelter/forge)
- Bitumious coal, 25-50 buckets of fuel after processing
- aboveground access to a river
- aboveground forest next to said river, not likely to run out of wood in several years.
- Unknown number of huntable crocodiles, fish, felines, deer and smaller woodland creatures.
You are unsatisfied with anything? Last chance to use brownie/'gods take pity on you' points and ask for minor retcons regarding stores, facilities, buildings, availability etc. After you confirm this, it'll go down in records on my files about your clan.
Similar list and chance will be offered to every player once the 'training wheels' come off (on both me in regards to you, and on your end).