Dwarf Fortress: The RP (Dead)

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Zacharine

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Jav3lin said:
It takes you a few weeks and a lot of long days, but you manage to till enough land and plant all the seeds you had with you to the ground. You now have plentiful farmland aboveground and below ground enough to grow for two small dwarven families year round.

But as the high of a new home slowly winds down, concerns are raised of the farmland: the soil is good and you certainly have the knowhow to make the best of it, but until the first few harvests are over, you will not truly have a proper feel for the land and it's needs. And thus a proposal is put for your consideration: the lush forest near the river could provide plenty of wood to burn into ash and mix with clay from the riverside for a good fertilizer. It would require constant day-long work from several dwarves to constantly create enough for all of your fields, but the payoff might be good. Smaller amounts for only selected crops could be created with smaller amount of work, relative to the field sizes.

The team sent to fishing cut down enough wood and finish the pier in a few days. They have each been bringing in several decend sized fish a day. Thanks to the fresh source of fish, your more hardy supplies have not been used almost at all, and have for now been put to your underground storage for a rainy day.

The fishermen are in poorer spirits however; they remember the legends of the Carp Of Yore:


And while any sensible Dwarf knows these are tales told by fathers to scare children into obedience, a few larger shapes and indistinct shadows at deeper parts of the river have brought these fanciful tales back into their minds. Everyone however, the fishers included, do prefer the fresh food a lot better to the rations you brought with you. And as evenings roll by and your Clan members try to outdo eachother in the meals they create for eachother, under the Tent such fleeting worries are forgotten. You feel the Tent has become a symbol for the Clan of your hope for better future without the Nobles and Lords pushing you down.

And yet, as morning comes, the fishers faces turn flat once more. They are not complaining or letting their small fears get the better of them, but you can sense slight hesitancy as they set towards the pier day after day.
 

Jav3lin

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As the fishers return home, I give to them a speech upon nightfall:

"Men! I have noticed your recentment toward the fishing industry, and therefor you will take shifts from now on"

"Three dwarves are cutting wood while you fish, and you will take turns, fishing and cutting wood. Now, I don't want any hesitence now, if there's hesitence, there's loss of time! Now, enjoy the rest of the evening"

1) Send three dwarves to cut trees (The shifts)

2) Try and create some sort of weapons using wood and rocks.
 

Zacharine

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Jav3lin said:
The mood in your clan evens out immediately as any single dwarf goes fishing on average every third day. Those who do go fishing are more relaxed and often those going for water can hear them joking and laughing in the pier, sometimes moking the 'Great Carp Of Yore' and how their grandfathers grandfathers must have been small indeed for some fish to scare them badly enough to become a persisting legend.

Unused to making weapons, your dwarves do however remember the skills learned in the days of their childhoof and youth. They take chalkstone, small harder rocks they find laying in the ground, pieces of rope and tring and a small part of the fresh wood cut down every day. They create a small pile of primitive spears, wooden maces with stone heads and even try to make some crossbow bolts from wood and fishbones. Without unworked metals available they do not manage to make proper crossbows, but do make a few less powerful version from strong wood.

As spring comes to an end and summer swings into full gear, you have enough stone spears to arms everyone three times over, some maces and two working light crossbows with a quiver of 30 bolts for each.

You have also built an ashery a small distance away form the Tent. In there, wood is chukked in and burned, the ash then taken out and mixed into fertilizer in a cycle of batch after batch. But as soon as a new barrel of fertilizer is done, it is spread to the fields in careful amounts by other dwarves. The smell of burning wood and your continuous activities have driven any larger game away. Even the large felines seem to dislike the smell and smoke emerging from the ashery and with the deer avoiding you, they too prefer to take a slightly longer route around your camp.
 

EvilJoe1

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Here are the answers to your questions(I think) I'll post what I will do after you have posted the responses.(As to not disrupt the timeline.)

The pond will be underground near one of the storage rooms and the pens will be in the open area above ground, with enough room for 2-3 of the felines and an area where they can be in the shade.
 

Zacharine

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EvilJoe1 said:
Here are the answers to your questions(I think) I'll post what I will do after you have posted the responses.(As to not disrupt the timeline.)

The pond will be underground near one of the storage rooms and the pens will be in the open area above ground, with enough room for 2-3 of the felines and an area where they can be in the shade.
Thank you, the above causes no significant changes to anything I've said, I pretty much expected something like that but wanted to make sure. There was this as well that needs to be solved before we can continue without further retcons ahead from the night of a triggered trap:

"With your at the moment limited supplies when it comes to raw leather, hides, reed, rope and other similar materials, it means you will have at most a handful of nets available and that your supplies in these areas will be pretty much spent. Do you want to continue with the idea of net-fishing immediately or put it in a back-burner?"
 

EvilJoe1

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SakSak said:
EvilJoe1 said:
Here are the answers to your questions(I think) I'll post what I will do after you have posted the responses.(As to not disrupt the timeline.)

The pond will be underground near one of the storage rooms and the pens will be in the open area above ground, with enough room for 2-3 of the felines and an area where they can be in the shade.
Thank you, the above causes no significant changes to anything I've said, I pretty much expected something like that but wanted to make sure. There was this as well that needs to be solved before we can continue without further retcons ahead from the night of a triggered trap:

"With your at the moment limited supplies when it comes to raw leather, hides, reed, rope and other similar materials, it means you will have at most a handful of nets available and that your supplies in these areas will be pretty much spent. Do you want to continue with the idea of net-fishing immediately or put it in a back-burner?"
Sorry about that.

Make just one medium sized net and move the fish that are caught to the pond, alive.

Edit- Also, have my farms started to produce food or is there still a few more weeks left of waiting for them? And am I anywhere near Jav3lin's Dwarves?
 

Zacharine

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EvilJoe1 said:
Right.

You did construct a net and left it in the river for a few days, but you once you go recover it you do not to your slight surprise catch any fish:

The net has been shredded, totally. There are some fish remains stuck on the more intact parts of it, but there are almost dwarf-sized holes as well. What could have caused this, you little idea of.

Aaand, now we are at the night of the trap a few days later: the sun is setting, almost entirely below the horizon in fact, and you cook just informed you that apparently a trap set for the felines has been triggered. The pen is ready, but your dwarves are a bit tired form a long day of working.
 

EvilJoe1

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Send out a group of 6-8 dwarves with armour, weapons and torches to investigate the trap,
telling them to be very, very cautiously.'

P.s I only wrote this much because what happens may affect what I do next.
 

Zacharine

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EvilJoe1 said:
That's entirely okay, with the possibility of battle or something potentially as changing as battle, the timeskips are a lot shorter in duration. With longer-term goals I can afford to skip ahead further and 'stop the clock' until something happens, but on stuff like this I need to in all fairness give you players a chance to respond.

So you send out over half of your dwarf force, as armed to the teeth as you can. There aren't enough battle/handaxes for everyone, so there are a couple picks and one very sharp shovel as well. Only half of them have have leather armor and proper shields, so they take point.

You sit back, waiting a bit nervously at the fortress enterance for their return.

Based on the sounds of absolutely furious hissing and meowing, overshadowed only by the singing of you Dwarves, they return with success.

They carry with them one of the cage-traps, carried on wooden poles, and there is one angry feline in there. It keeps thrashing and hitting the metal bars, trying to roll the cage over, at other times attempting to claw the dwarves carrying it.

You set the feline cage in the middle of the pen, unsure if you should release it from the metal cage just yet. The pen is made of strong wood and at points reinforced with little tin and copper, but the sheer ferocity of the animal unsettles you a bit.

Your dwarves are mostly unharmed. There are some little scratches and bruises, but nothing that would require more than a few days of taking things slowly. Apparently, there were 4 felines outside of the cage, trying to free their captured pack-member, once your dwarves arrived. Your words of caution in their minds, they did not let down their guard even against beasts they outnumbered 2 to 1. And a good thing it was, as after a moment of hesitation the felines outside of the cage rushed your party. But with their shields ready, the animals were easily blocked and thrown aside. Two of them recovered incredibly quickly and managed to throw themselves to two of your lesser armored dwarves. They manage to defend themselves enough to keep the sharp teeth away, but got clawed in the arms and thrown to the ground by the weight suddenly hitting them. But they quickly received help and both beasts received serious wounds. With blood of their own spilled, the felines immediately ran away, though in the case of the two wounded ones it was more a matter of limping very, very fast.

In the dark of the night, you dwarves thought best not to pursue and instead bring back the cage.

You've sealed the fortress for the night and your dwarves are singing songs to Armok, The god of Blood and Battle, thanking Him both for it not being their blood being spilled this night, as well for the chance to spill some blood of their own and get into a good, if short, fight. A keg of beer has been opened while you contemplated what to do, and unless they are stopped soon, it is unlikely your dwarves to see much sleep this night.
 

EvilJoe1

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To-do list:

1) Allow the injured dwarves to stay and drink as a reward for their bravery and sleep in late to rest them selves, but make sure they know they will still be doing light work tomorrow.

2) Use the copper and some of the tin to create 5 bronze spear heads and attach them to spear shafts. One to a long, mounted spear and four for shorter footmen type spears.

3) Continue Shaft #4 but start digging exploratory shafts in different directions. Stop digging Shaft #1 and #3 for now.

4) Keep mining the tin and copper safely, storing the granite.

5) Re-enforce the feline's pen and make a double gate type of arrangement so that one gate is closed at all times.

6) Harvest the dead fish from the net, again reminding the dwarves to be careful of what made the large holes in the nets, and use them as feed for the feline creature. And try to recycle some of the shredded net.

7) Continue to try and catch some of the smaller animals.

8) Design a metal trap to catch some of the larger fish.

9) Appointe one dwarf to try and train/domesticate the large feline creature

10) Extend the farms to a comfortable size that wont drain to many other resources.

11) Design a way to tape into the river from under ground, filtering the water for things like dwarf sized fish and making sure that the water doesn't flood the tunnels.

12) make a proper kitchen area, dining hall and make more comfortable sleeping arrangements.

I have more ideas but I think this will keep the dwarves busy for awhile.

Im off for tonight will be back on after school. O, I almost forgot, I invited a friend to join us, not sure if he will but I figure the more the merrier, and the more people to trade with.

P.S. Have my farms started to produce food or is there still a few more weeks left of waiting for them? And am I anywhere near Jav3lin's Dwarves?
 

Zacharine

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EvilJoe1 said:
You have created the spears, but are beginning to witness the drawbacks of leaving: not many of you have spend any time on a forge since their early youth and you can tell the quality is not quite up to the standards you were used back at Mountainhome. They will most certainly stab and pierce and kill, but these will not last from father to son like proper dwarven weaponry. Your at the moment designated blacksmith seems to be a bit embarrased by the newly realized lack of expertize.

As before, producing copper seems to be the bottleneck: whereas to melt tin the smelter needs but light a fire, the time and effort required to reach the temperatures for melting copper, and now creating some of it to bronze, is magnitudes larger: bronze is after all, 9 tenths of copper. You did craft the spears and roughly a bar of bronze sits in your storeroom as leftovers ; no one felt it wise to heat up the smelter for just a handful.

This has brought some grumbling to the fore: there is no more wood available by the immediate enterance to your fortress, and your woodcutter needs to go further towards the river every trip he makes. Your dwarves will continue working as before, but you can hear dreams of finding gemstones turning to finding some coal, or even just lignite, if you keep ordering crafting done at the forge.

You order shafts #1 and #3 halted for the moment. As at shaft #2 only one dwarf can dig while one extracts strands of metal, the rest of your dwarves focus on other tasks, mainly expanding the farming area and branching out shaft #4. Same as before: gravel and Olivine, with occasional clay and chalk.

On that matter, something seems to be iffy with your Sigil Stone in regards to shaft #4. It can't seem to make up it's mind: one day it may shine the brightest (though still fairly weakly on overall scale) on one branch, then brighter on some other branch the next. You've dug new branches between, and yet the results just copy themselves over and over again. Brighter somewhere one day, dull the next. Youve either began to read the signals incorrectly (you find this unlikely as your clan has used the stone for close to a century), the magic in the stone has broken (short of Demon Lords and the Gods, you do not know a single entity or power capable of doing that), or something strange is happening at shaft #4.

Fish-wise, your clan thinks up two alternatives, though neither are too realistic to execute at the moment:

You could try weaving a metal net: with your best blacksmith considering the creation of a few spearheads to have been a failiure with Dwarven standards, trying this would definetaly be a challenge. Your blacksmith gives an evil glare to the person who suggested the net over a dinner.

The second, crafting wise more doable alternative is to create two underwater porticullis', or longs walls of thin metal spikes to a narrow part in the river. Your Clan is divided over if tin would be strong enough to hold back whatever shredded the previous net. Copper and bronze would do it, but even with using all the stores accumulated over the past few weeks, you would be able to create only about half of the required metal staffs and with wood being your only source of fuel at the moment, it would be manpower intensive as well.

Someone suggested using granite blocks, but it was immediately countered by someone else shouting that apparently they had a volunteer for both dragging sufficient amount of stone to the river, and then drowning themselves while they check the blocks do not leave gaping escapeable holes near the bottom of the river.

As a few weeks roll and midsummer comes and goes, you have been forced to a diet of mushrooms and berries; you've ran out of prepared rations brought with you, the small animals seems to avoid any and all traps with even a hint of dwarven scent on or near them, and so far only the first few batches of mushrooms have reached harvestable state. The Pig Tail will be ready for harvest in about a month: a though and nasty tasting, but nutritious and can be woven into threads and even low-quality cloth. Anything else will take a few more weeks.

There has been talk of putting a spear between the eyes of the captured feline that seems to want to tear into anyone coming closer than a dozen paces. Or alternative, skulks and lurks in the shady parts of the den. The days when it tries to run trough or knaw it's way trough the thick tin reinforced stave-walls of the pen are rarer and rarer, and as of late it has been spending it's time yeowling and meowing and just laying in the shade.

Your animal caretaker, as only a foolishly optimistic dwarf would call what has happened so far 'training', has not had much of success. The feline is wild, unpredictable and at times almost delibaterately spiteful. It flat out refuses to eat mushrooms and eats berries only rarely. It doesn't seem to want to show it, but most berries seems to give it stomach cramps of some kind, but as they seems to be the only thing left to give it that it eats at all, you can offer it nothing else. It has lost weight, it's form now learner and meaner than ever, but not in a healthy way. Just about the only thing you've managed to train it to do is eat and drink food and water given to it, however reluctantly and however much from sheer hunger and thirst.

One conclusion is inescapable: it needs meat if you are to keep it alive and in captivity much longer.

The sounds coming from the forest and the plains of it's kind have also increased, and coincide with the similar sounds given by the feline in captivity. You do not think them anywhere nearly intelligent enough for actual communication, but the pack seems to know one of theirs is being kept from them.

The rest of your time has been spend smoothing and finishing the walls in your rooms, and to create more and better furniture for the dining hall; the rooms are quite comfortable and even stylish to non-noble eyes. The meeting hall now sports one single long table, crafted out of granite and smoothed to perfection. A separate, slightly smaller dining room is adjacent to it and it has a direct access to your food stores and a large kitchen area: the kitchen is quite small at the moment but more than enough to service two handfuls of dwarves. But as the Fortress grows, you can with little effort expand the kitchen almost as far as needed.

You have rough plans for an underground tunnel to the river and a easily filled underground resevoir, but until you actually begin to dig it out, you will not know how much you'll have to modify those plans or if you will hit some snags on the way.

And yes, friends are wlcome to join our little RPG: the more the merrier, though I'll likely close this one to new applications at at most 5 or six players. Too much work for me in larger groups.

as far as Jav3lin's Dwarves are considered: you don't know. Your group left a week after they did (they would have never otherwise gotten such a good deal from the nobles), but there has been no contact between you and Jav3lin's group didn't make it common knowledge where precisely they were heading to. You will either have to find them, or somewhow else gain the knowledge about their location.

Jav3lin is unaware that your clan has left Mountainhome at all.
 

EvilJoe1

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To-Do List:

- Have a chat with the blacksmith and reasure him that everyone is doing things they aren't experts at and that he is the best blacksmith we've got and that is why he is it, and ask him to make a bell that can be used as an alarm.

- Continue Shaft #2, stop Shaft#4 and start a new Shaft in the place most likely to find a sutible fuel, like coal. Also tell the wood cutter to be mindful of the fish that tore the holes in the net.

- Leave the fish traps for the time being.

- Create some crossbows sutible for hunting large and small animals.

- Send out a hunting party, that will double as a scouting party of about 6 people armed with the spears, the crossbows, other weapons and the best armour for a 2 day hunting trip, with the wagon to load their catches, salt to preserve the meat for eating and the skins for leather and a warning to be mindful of the feline creatures, if any trouble is given to come back as soon as possible and to at night always have at least 2 people on guard.

- After the hunting party comes back start work on the resevoir and tunnel.

- Draw-up plans for a fall back room in ether Shaft#1 or Shaft#3 carved out of the granite that can double as a council hall type of place, with storage rooms big enough to last a week or so, a fresh water supply, like a under ground river or well, room for farming, large granite doors, and a area of softer earth that can be quickly dug out to be used as an escape route if they are stuck in there.

- Start a rotating night watch at the gate to watch for the feline creatures, keeping the gates closed at night, using the bell the blacksmith made as an alarm if anything dangerous is spotted.

P.S. Will we have an option of increasing the amount of dwarves in our group?

Edit- Also get an inventory of all of the recourcess, copper, bronze, tin, food, wood, granite and things like that.
 

Zacharine

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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).
 

EvilJoe1

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Sorry about this but Ill edit this post tomorrow with what I think of the inventory. I'm just way to tired tonight to have a proper look.
 

Zacharine

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EvilJoe1 said:
Sorry about this but Ill edit this post tomorrow with what I think of the inventory. I'm just way to tired tonight to have a proper look.
No prob, take your time.
 

EvilJoe1

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All I found wrong was this:

- 'Backup emergency' burrow at the other side of the fortress.

I said "- Draw-up plans for a fall back room in ether Shaft#1 or Shaft#3 carved out of the granite that can double as a council hall type of place, with storage rooms big enough to last a week or so, a fresh water supply, like a under ground river or well, room for farming, large granite doors, and a area of softer earth that can be quickly dug out to be used as an escape route if they are stuck in there."

But other than that it all looks good.
 

Zacharine

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EvilJoe1 said:
All I found wrong was this:

- 'Backup emergency' burrow at the other side of the fortress.

I said "- Draw-up plans for a fall back room in ether Shaft#1 or Shaft#3 carved out of the granite that can double as a council hall type of place, with storage rooms big enough to last a week or so, a fresh water supply, like a under ground river or well, room for farming, large granite doors, and a area of softer earth that can be quickly dug out to be used as an escape route if they are stuck in there."

But other than that it all looks good.
Ah yes, my apologies. On closer examination you are absolutely correct.

Fixed it to my own files, and will edit the list in my earlier post to match.
 

EvilJoe1

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Is the other guy still with us?

EDIT: And my friend said he would join us. Im going to help him work on his sheet, hes new to RPs, and I told him he should read the posts so far.

To-Do List:

- Process the lignite as it is needed, storing the rest of it.

- Continue the currently active Shafts.

- DESIGN a trap for the large crocodiles, that will alow us to kill them without danger.

- Start work of the council hall but first dig though the granite to get the coal.

- Start to plan for a trip to the nearest dwarven settle ment to set up trade routes, invite other dwarves to join us and send messages to friends at the old mountain home.

- Talk with the hunter who lost their leg and tell them that I will soon be sending a group of dwarves to the nearest dwarven settlement to set up trade, invite other dwarves to come and send messages to friends at the old mountain home and tell him he has the choice of going and staying their or leaving. Making sure he knows that it his choice and that he will be supported what ever he chooses.

- Tell the rest of the dwarves that a group of them will be going to the nearest dwarven settelment to trade, invite other dwarves to join us and send messages to friends at the old mountatin home. tell them is they want to write to someone to do it now and it will, hopefully, be sent.

Is that everything? I'll, hopefully, be on for about half and hour after this is posted.
 

Zacharine

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EvilJoe1 said:
Ok, thank you, Ill edit this post with my To-Do list.

Is the other guy still with us?
He ought to be, I've received no message to contrary. I'll send him a pm to make sure.