Book VIChapter 27 (Winter is Coming)
"Moonstone, my eleventh name day comes. Why has Breadbowl forsaken me?” -- Datan `Wild Child' Giginfath, "Datan `Wild Child' Fliersacks", Dwarven Child of Special Project: Little House in the Jungle”Planning for WinterExcerpts from the journals of `Sanctume' Olinlelum, "`Sanctume' Tongswane", Overseer of the King’s Mandate in Breadbowl 240, First Mace Lord of Breadbowl, Captain of the Guard.30th Timber, 240, Late Autumn.
My concern for corpses and body parts of goblins and trolls in the moat is causing our citizens to be horrified at the sight.
I was overseeing these task in the wrong order, but now I shall correct these mis-steps.
First, everything outside the walls are forbidden, that includes even logs that remained on top of the walls when trees were fell.
The next order of business is to muster the wood cutters and tell them they are not to do any wood cutting until they are told do otherwise. Any wood inside the walls can still be hauled.
There are 10 Wood Cutters:
- Gwolfski, the duke with his training axe!
- Mason Capt, really, you’re a mason cutting wood?
- Morul K.
- Rakust I.
- Vucar T.
- Eshtan B.
- Dobar O.
- Uzol M.
- Zuglar A.
- Erib U.
This is a crying shame that training axes are still being used. I hope to remember to order 10 iron battle axes and forbid all training axes.
The next order of business is to muster the hunters and tell them no hunting until told otherwise.
There are 10 Hunters:
- Cilob V.
- Onul L.
- As M. (“he” is not my daughter!)
- Udil L.
- 'Corpse Duty' Edem G.
- Zasit B.
- Ral T.
- Ushat E.
- Kogan A.
- Sodel O.
Now that the moat is nearly empty, I am tasking 10 citizens with 5 reserves to the grim “Corpse Duty” labor.
I muster them, and noted their current labors.
All their current labors are cleared, and only gives one duty: Refuse Hauling.
My 15 Corpse Duty candidates are:
- Uzol M. = Milker, Cheesemaker, Spinner, Mechanic
- Zuglar A. = Fishing, Mechanic
- Thob L. = Animal Caretaker
- Urvad A. = Miller, Thresher, Butcher, Tanner, Mechanic
- Dodok S. = Metalcrafter
- Iteb D. = Animal Caretaker, Animal Trainer
- Morul K. = Soaper, Furnace Operator
- Zan C. = Herbalist, Milker, Cheesemaker, Shearer, Spinner
- Lokum I. = Cheesemaker, Tanner
- Zulban U. = Thresher, Milker, Cheesemaker
- Likot M. = Butcher, Tanner, Leatherworker, Bone Carver
- Ral T. = Miner
- Oddom R. = Furnace Operator
- Asen U. = Fish Cleaner, Architect
- Amost L. = Milk, Cheese, Shearer, Spinner
Next, I ordered the atom smasher to be activated in garbage tower.
I then met with May, our recordkeeper, to check the stocks.
Unforbid every body part, then mark them for dumping
Unforbid every corpses, then mark them for dumping
I updated the standing orders for the refuse, to take them from the outside, ignore the vermins.
I also set to dump corpses, and dump others as well.
I then went to the current messy Boneyard and unmark the dumping of those a few bones and shells and skulls to save them as well as removing these less important job of dumping body parts. There are a few sentient body parts here, so those are to be dumped. I want the corpses and body parts out of the moat moved first.
--
My digs and flooring for the new hallway and room leading to the 2nd archery range is almost complete. I designate a Wood Shield only stockpile, specifically reserved for Glumprong Shields.
A Carpenter shop for Neblime with a private Glumprong wood stockpile.
Wood have different density, despite them weighing lighter than metal shields.
Feather Wood 100 density (none available)
Willow 390 (many available)
Most of the wood are 600 density.
Glumprong is 1200 density.
Blood throrn has the highest wood density of 1250.
Glumprong is twice the density of normal wood, and only grows in evil biomes. We have some ready to be cut. The elves should understand if we go beyond the 100 cap. They are evil trees!
--
The King’s Mandate is still in effect, and the unused Food and Drink stockpile overflow is activated to clear for the digging. I would like to at least dig the area clean, and pave the paths in the Grand Kitchen. Make it look more presentable, and impress the polished professionalism of Breadbowl’s finest cooks and brewers.
--
Work has began in the Fisher’s Guild “Fishing Shack”
There will be 3 grates, and room for a statue, flooring.
The upper levels will be and expansion of the enclosed fortification above the West Moat Filling Station.
The walls and floors will be built on the Boneyard, with the surface level having 4 Fishery, and the second level will have Crafts Dwarfs for decorating with bones and shells. The basement will have the access to the decorated finished goods, and a path for the prepared fish.
The Craftsdwarf shop next to the Butcher’s shop will be dismantled and replaced with a second Butcher’s shop. There will also be a new stairs heading below to the meat stockpile.
--
Finish the remaining 10 clear glass blocks flooring to complete Farm Plot 3.1
--
I reviewed the Food Inventory with Recordkeeper May.
Since the caravan came early last Autumn, our prepared meals and drink production stockpile has overflowed, and we still have plenty of food preparation ingredients available that we can halt cooking and brewing and focus on hauling and redesignation of stockpiles in the Grand Kitchen.
Meat 39 - hunting has been good, and few slaughters from the animal pens.
Fish None - no good fishing, awaiting Fishing Shack
Raw Fish None
Egg 13
Plants
Barley 79
Rye 808
rice Plant 500
Maize 1062
Potato Plants 13
Sweet Potato 2
Prickle Berry 5
Strawberry 5
rat weed 247
Fisher Berry 109
Rope Reed 72
Blade Weed 186 (dye)
Sliver Barb 224 (dye)
Whip vines 1550
Cheese 0
Powder
gypsum 10
sand 1
emerald dye 127
barley flour 3
rye flour 14
rice flour 15
maize flour 10
silver dye 145
whip vine flour 42
Leaves
strawberry 5
red spinach 2 (flagged as Forbid and Dump)
horned melon 62
must melon 4 (flagged as Forbid and Dump)
passion fruit 2
grapes 5 FD
cranberries 3 (flagged as Forbid and Dump)
carambolas 78
guavas 39
rambutans 92
dates 2
lychees 176
My conclusion is that the dyes (Blade Weed and Sliver Barb) farm plots be moved to Farm Plot 1.1 and 1.2 with the plant and stockpile flowing to the south where the Clothing and Leather Guild building is. This can connect underground by building basement 2 of CLG, thus making it’s current fortified 2nd floor an inside bunker for the future.
There are 8 active millstones above. The shops up there will need some planning to make the efficient flow of dyes and flours.
A dairy building may be needed to handle the eggs, milking and cheesemaking. Or perhaps just use the same millstone building, and expand the flow of dyes and flour to the basement 1 and basement 2 instead. I have to wait how the paving of the Grand Kitchen progresses.
--
I commit to fallow the surface farm plots to get ready for digs once the Grand Kitchen stockpiles are cleared. The farmers can focus on food hauling in the beginning of winter.
--
I placed notes on North Refill Station. The power reactor, pump stack, and 2nd floor lever is still under construction. The fortification and shut off bridge is already linked to a lever.
--
I think I am forgetting something. But I’m looking forward to a “peaceful winter.” Oh yeah, I wonder how Datan 'Wild Child' is doing.
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1st Obsidian, 240, Early Winter
Ahh, the plans are set in motion. Let’s see those corpses moved!
--
A vile force of darkness has arrived!