OOC: Hello forumdwellers! I'm doing a rather interesting challenge! That being, all bronze weapons and armor, with a mixture of outside and underground with chinese architecture.
If anyone wants to be dorfed with the next migrant wave, lemme know. :3 I'm aiming to become the mountain home, and I'll be building noble towers on top of tiny, singular pillars to drop if stupid mandates come around.
[EDITS/ADDITIONS]
You may pick whichever dwarf outside of the original 7 (now six), or any dwarves with Keeper of X or High Keeper of X as their profession. Please give me the gender you want too. I will be naming all children of that dwarf of that gender with Name II, Name III, etc. etc. for ease of continuing the legacy.
LIST OF THINGS/CHECKLIST
-Name all dorfed people with legacy names in the children of that dwarf.
-Build each main wall 4 thick.
-Each family gets a workshop and those labors assigned. If we can't melt it back down, it's still a thing we can sell even if it's hippy-level.
-Each workshop is set up in a house.
-Each dwarf will serve in the military.
-Grand Hall/Tavern/Party Room.
-Grand Library.
-Grand Temple.
-Palace Complex.
-Underground Jail Complex (probably by the magma seas?)
-All elves who wish to join as mercenaries shall be put in their own squads and given wooden training weapons before being sent as fodder.
-All goblins who wish to join as mercenaries shall be put in their own squads and given wooden training weapons before being sent as fodder.
-No elf can join in any other occupation (unless they survive 12 sorties. Then they are dwarven enough).
-No goblin can join in any other occupation (unless they survive 12 sorties. Then they are dwarven enough).
-Only weaponry besides stuff that's shot, used in traps, or equipped by the Guard is bronze.
-Only armor besides what is used by the Guard is bronze.
-The Guard is equipped with bone and leather armor, obsidian swords, and a cape.
(I want different colors of capes for each type of squad and I need color ideas for them; Guard, Flayers/Swords, Mutilators/Hammers, Massacrers/Axes, Impalers/Spears, Strikers/Maces, Shooters/Crossbow. Guards would technically be Flayers, but I'd like them to have their own color because they're the police force.)-Two entrances.
CHECK-Main entrance is for caravans, and protected and set up so it's the only way caravans can get to depot.
-Invader entrance is for invaders.
CHECK-Invader entrance has a dodge-me trap with the exit being at the start for any survivors.
-DMT Pit is set up with POINtYSTICKS (Personnel Operated Impaling Nuances to You Suckers Trapped Inside Catastrophic Killing Stage) in the bottom.
-POINtYSTICKS is operated by pressure plates on the bottom of the Grand Stairwell, each activating one side.
-Noble towers set up on supports set to break if stupid mandates happen.
PARTIAL CHECK Towers aren't finished, but the support test for the first one is.
-Each floor of the Grand Palace will be two z-levels tall, and each have a different function.
-One will be the administration offices.
-One will be a temple (at first for everything, but once a king shows up, it will be set as to what the king believes in).
-One will be a library.
-Balconies will ring a few floors for marksdwarves to shoot at giant birds and such. As well as patrol in general to protect the king.
-Highest floors will be the King's chambers.
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I can't believe it! I, Shem Mistemkol, of all administrators of the Dye of Clarity, have been chosen to build the new capitol of our nation! I have been allowed to choose the other six people who will help me begin. I chose; Fikod Becoronul, an architect who helped create some of the greatest designs of several of our cities. Momuz Amiderith, a diagnostician who was allowed out by his teacher with high marks. Mosus Zozalath, a talented trainee of our military for protection and to train others in the defense of our new city (He's a flayer too!). Vucar Thimshurtulon, a cook and brewer from a restaurant nearby my work place. Kogsak Ingulolon, a miner to dig out any place underground. And lastly, Tosid Rigothast, a smelter so that we can begin smelting bronze and other metals for when various metal smiths arrive.
Together we looked at our map and decided where the best place would be. We chose a spot close to a few human buildings so that we might have trading partners. It's also close to elves and goblins so that we may begin work on wiping them out. Those circus-damned hippies keep attacking us and belittling us because we use plenty of wood in our above ground constructions. What else are we supposed to use for horizontal support? Stone doesn't like being in beams. And goblins, well, no one likes them anyway.
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On our journey to the location we picked, Fikod sketched out plans for what the city is to look like. Due to our location having a large, twin-peaked hill on the north-west side, and a flat plain with a brook on the south-east, he thought that setting the keep up on the smaller, more centered peak of the hill would be best. Mosus and I agree, it would be more defensible, perfect for the keep and castle/administration complex. We'll have a better idea for proper defenses and such things once we get to the site and can look it over more closely.
Log of Shem Mistemkol, Leader of Mountaincity,
14 Granite, Y55.
Fikod has figured out his plans far better now that we've gotten an idea of the land. It's a good thing the smaller peak is still big enough for his Grand Hall. It will be an impressive affair, three v-urists in height, 30 h-urists in length, and 25 h-urists wide! With six pillars that are 2x3 h-urists, rounded off so they're more oval in shape. And four smaller 1x2 h-urist semicircle pillars placed in the center of the gaps of the main pillars, with two 3x1 h-urist half-ovals at the front and back of the Grand Hall.
As for defense, there's a small jutting section of the peak that's more to the north. We shall use that as an entrance to force invaders to come on our terms, a checkerboard of weapontraps through the hall with a pit that leads them back out to go through it again should be sufficient. A wider, shorter path shall be the main entrance to the keep and Grand Hall, as well as trade depot once we figure out where to put it. All entrances shall be 3 v-urists deep with ramps leading down. However there won't be any engravings until one is further in, can't have invaders ruining them after all! But all insides will be smoothed.
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Log of Shem Mistemkol, Leader of Mountaincity,
2 Hematite, Y55.
Sorry I haven't written recently. I've been helping Kogsak dig. Having someone trained by the High Keeper of Picks himself giving you tips and such is a fantastic feeling! Kogsak is good enough he was deemed a Keeper of Picks himself for Mountaincity. We've got the two entrances dug out and will be starting on the first layer of the Grand Hall tomorrow. When every layer is finished, we shall smooth out the walls, then engrave them before moving to channel out the next layer until we get to the bottom. The floor there shall be engraved.
We also dug out a small farming location on the opposite peak at the same level. That should be enough to feed us and the next few migrant waves. However I do hope we can get some above ground plants growing too. It would be nice having a variety of foods and booze. Oh, we will have a bigger underground farm made as well, but until we have figured out how the houses and such are going to go above ground, we won't make it. Won't do to have a basement suddenly break into the farms!
Log of Shem Mistemkol, Leader of Mountaincity,
2 Galena, Y55.
Fikod figured out where to put the trade depot. It will be placed at the end of the hall with a small arched off turn leading to it. I think we should keep at least part of the upper level where it would be engraved to allow for defenses to be placed. We initially were thinking ballista, but those can only shoot straight ahead and our invader entrance is going to be two v-urists below. And the gate at the main entrance will be shut so we couldn't shoot out through that. So we will probably shorten the upper defensive levels to be just in front of the doors of the Great Hall with two levels of shooters.
Also today were some migrants, including a fantastic engraver! In fact, Kogan Amidstakud is a Keeper of Engraving! He heard about what was happening and decided to get here as soon as he could so that our great new city would never be tarnished by poor engravings. He and the extra dwarfpower from the migrants will get the smoothing done nice and quick-like. Then he can go and engrave the walls. We won't do the floor, even on the bottom level, because then chairs, tables, and people standing around will block the carvings and we can't have that!
Log of Shem Mistemkol, Leader of Mountaincity,
14 Limestone, Y55.
Oh circus! I lost track of time, I didn't even get people to seriously start on the trade depot until the liaison came over and told me that the wagons couldn't get here and that it wasn't built! I quickly got them to work in my embarrassment.
After the merchants came over with a few pack animals and a few items, some migrants showed up. I had a craftsdwarf workshop set up in the Great Hall so that some wooden figurines could be sent out to trade with, and wouldn't you know it, to my surprise, a Keeper of Woodcarving was with them! I only realized that when some exceptional and superior designed figurines, and even one masterwork figurine, showed up in the trade depot. They let us get some meats and cheeses. I had the liaison tell the mountain home we wanted a lot of bronze bars. A LOT of bronze bars. As well as the ores required to make bronze efficiently. Oh, and a bit of want for cave spider silk cloth and thread, meats, cheeses, instrument parts, instruments, and stuff for books. What's a great city without a Great Library? And the Great Hall will double as a nice tavern, along with dining hall and meeting area in general. Oh, and we can't forget the Great Temples either! We have to be the next Mountainhome after all.
Log of Shem Mistemkol, Leader of Mountaincity,
8 Timber, Y55.
After checking over the land for wagon access, we realized that there was no way for wagons to access the depot on the side that it was located, so we moved it. We'll need to make a nice ramp way for the wagons on the side of the main entrance, just in case. And it might be able to force wagons to only approach our city from that side, which will help make defense that much easier.
The ramps and floor you see by the top secondary pillar are access to the top of the hill. And the hole they open up to will be the center of the main palace building and administration complex!
While that was happening, Kogan Amidstakud began to engrave the now fully smoothed first layer. I'm so exited I can't wait to see what he comes up with!
As nice as his stuff looks, why is it the same yeti, forest titan, random-hippy-ass hungry heads, and roc laboring and referencing their settling in who knows where? Oh, here we go. Our beautiful symbol of our kingdom. And an explanation for Flayers, Shooters, and whatever else I've mentioned when it comes to weapons. As you can tell, our hatred of elven hippy snooty ways is far worse than that of the goblins. It amazes me how a group so weak can act like they're the best thing the world has ever known and that their ways are what everyone else should be acting like.
Log of Shem Mistemkol, Leader of Mountaincity,
12 Granite Y56.
I lost track of time once again. That's what I get for spending my time digging! But I don't really have anything else to do right now, the administration buildings aren't even finished. Just the first wall. No floors or anything either. So! Here's a rough estimate of our wealth so far, I'll need an office before I can do a proper count of everything. I've gotten our basic carpenter to make me a basic chair and table for that task. I can get better ones later once a proper office is about.
Here is our current list of people, pardon the fact that our Keeper of Woodcrafting isn't listed properly, I didn't realize he was one and haven't had time to change the records.
Oh, I forgot to mention, we've dug for the caverns outside where the first defensive wall will be located and have begun to use fortification exploration to find out if it will ruin any plans in the depths. Probably not though, most of those will be used for finding ores, quarrying rocks, and jail cells.
Cog had a wonderful idea for our buildings. North facing doors will be gabbro for the icy north, East facing doors will be orthoclase for the sun's rise in the east, South facing doors will be microline for the brook that runs along and to the south, and West facing doors will be diorite for the mountains to the west.