STE3L said:
to do:
1. make funeral arangments, some what lavish. give a speach saying that we all knew what could happen and how Hild would want us to carry on.
2. arect a alter in the tunnle, as a reminder and tribute to the battle and to armock. (if he realy did help, better show our thanks, right?)
3. clear some of the near by trees and begin sculpting the stones outside.
4. train the guard. mock fights if need be.
as for myself, i work on controling the spazems and as a whole, get to a better state of health.
"..may she find a place in the Halls Of Moradin, and blessed be her rest."
The mood is sombre as your last words die down, and the stone door blocking the entrance to your first small crypt is sealed. It was created with somewhat haste, but with attention to detail, as it was dug to the walls of a secured cavern near your main hall and engraved with runes telling of her greatest achievements.
Just as the door mechanism slams shut and locks it for what is intended to be forever, pain begins to wrack your body. Heedless of your wants and needs, your legs cramp up in agony, forcing the nearest dwarf to lend you hand so that you do not fall flat on the floor. You grind your teeth in frustration and pain, waiting for the poison-induced seizure to pass. A few moments later, your muscles begin to loosen up, and you are left panting for air. It takes a moment to recover, and you see the members of your clan look at your. Their faces show no pity or contempt, but concern and grim determination.
You take one final steadying breath, and begin to give orders.
You've already declared the blood-red stone walls of the Tunnel sacred. Sending in a pair of dwarfs to mine it out, you tell them to be reverent and careful, as it is these stones that you've decided shall serve raw materials for the altar you plan to erect there.
When the rest of the tasks have been assigned, you notice your carpenter staying behind as the others leave.
He says he has a few ideas for militia training equipment. He is no mechanic, but with a series of pulleys and gears it ought to be possible to create a series of moving targets with wooden training weapons. Perhaps, with a windmill topside and wooden power axle, it could even be automated. But he also stresses that he is even less an architect than he is a mechanic, and designing and assembling a windmill is beyond his know-how.
As the days go by, your food stores are beginning to look grim on the meat side of things. You have plenty of food, but is is mostly mushrooms and vegetable dishes. With the way things have gone, morale is more important than ever, and a varying foodsupply is an important part of it. And that same train of thought leads you to another problem, though of somewhat more personal in nature. Your stores of medicinal herbs are dwindling, and you have enough for only a few weeks of continued poison-purgative treatment left. The battle has also left your antiseptic supplies dangerously low. Many of the herbs can likely be found from the woods, or traded from others; perhaps from one of the human towns that should be populating these woods with far greater density than their outposts in the arid plains. Of course, with the first death already behind you, you are somewhat hesitant to order any expeditions away to scout the area around you though intellectually you know it has to be done sooner or later.
You've selected your best fighter, Ian Thunderhammer, as your militia commander and your permanent guard. He managed to show some organizational skills during your period of unconsciousness, and also fought bravely beside you during the assault of the spiders. This has however left you without a dedicated woodcutter, but swinging an axe against wood takes no real innitiate ability to learn fast.
That again leads your thought back to the spiders. The more you think about it, the less sense it makes. As a leader of a clan, you know the food supply issues regarding groups. Even if you'd assume the caverns below would normally be filled with bats, giant mole-rats, lizards and the like, there is now way for a host of spiders that large both in individual and gorup size to survive any significant lenght of time. A horde taht large should have starved to death, much less have never existed, without some significant unknown food supply multiplier.
You have no solution to the dilemma as of yet, all you know is that the horde you fought was literally impossibly large for what you know of these caverns so far.
You wait until the eve before midsummer to erect the carefully smoothed and carved stone slabs from the Tunnel of Slaughter into a proper altar, and dedicate the altar to Armok. As you are no priest, you are a bit shaky on the proper rituals and prayers for consecration, but overall you feel Armok has accepted the altar as his own.
For two weeks since the burial the clan has worked hard, and now, as they lay their own meager offerings to the altar, they await the small feast that has been prepared at the meeting hall. You have no complaints of their work moral; on the outside, the seven natural limestone pillars have been mostly evenly smoothed. No tree stands within 100 paces of the enterance to your home. Inside, you've begun to mine the hematite ore, and your first batch of coke, processed from lignite, awaits at your smelter. Iron production can begin shortly, though it will be a shaky start unless more sources of fuel are found, or a significant amount of manpower dedicated to the smelter and forge, along with several wagonloads worth of wood.
The feast was a rousing success, despite the somewhat meager portions of meat served: your last rations on that front are spent, though your mushrooms keep growing at a good pace. Already you've made several kegs of rum from the surplus, something that has so far been a definate, if small, mood uplifter.
So, I'm ready on your part to take the training wheels off so to speak, like I did with EvilJoe a bit earlier. I'll edit this post with the item/facity/stores list, and we can see if you want any retcons (costing karma points), or if there are any mistakes (which I'll naturally fix if you spot any). Once we both agree on the status of your Fortress, I'll save the list to my files and we continue onwards as before, albeit with both less limitations, and no character shields.
EDIT:
Clan size: 9 dwarves including you as the leader.
Inventory as of Midsummer ingame time:
Processed metals:
- none
Unprocessed metals:
- Iron ore, 5 bars worth.
Stored Wood:
- Lots, 30+ cubic dwarves.
Stored food and drink:
- Berries and mushrooms for several meals for everyone.
- Rum (5 kegs), wine (2 barrels)
- 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 little rationing. Mushrooms provide plenty of surplus.
Tools and weapons:
- Crafting tools of all kinds
- several picks and shovels (mix of copper and steel)
- Two spears
- 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:
- 50+ blocks of limestone.
- 1 fistful of sard gemstones (uncut)
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 kitchen
- good bedrooms for every dwarf.
- A meeting hall/dining room.
- Consecrated altar to Armok
Resouces available with work (lower limit is what is known to exist for sure, upper limit are educated reasonable guesses made by your dwarves):
- Lignite, 15-25 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)
- Hematite (Iron ore), 60-150+ bars worth.
- Sard gems (low worth) 5-10 fistfuls
- aboveground access to small ponds
- aboveground forest
- Unknown number and type of woodland creatures.
Clan treasure & trophies:
Hammer Steel- pendant, glows differently according to intentions of others nearby.
Alerts&Other:
- Medical supplies running low.
- No meat stored / reliably available
- No reliable, constant access to running fresh water / aquifer.
- Plans for efficient, elaborate, weight-triggered spiked trap-pits.
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.