PrologueCall me Sanctume, I'm neither here nor there; but I may be witness or historian or architect or wordsmith or spinner of tale on what is about to unfold.I no particular order, the founding seven dwarves embarked on a journey to the site of the Outpost, ‘Dungeonfortune’ (Edirakam).
The group calling themselves ‘The Guilds of Bars’ (Domas Ish) consists of:
Urist is both a proficient miner and weaponsmith and brings along a copper pick and an iron anvil.
Bembul is both a proficient miner and armorsmith, and insists embarking with a copper pick, and ores of bituminous coal, tetrahedrite, cassiterite, and bismuth.
Id is a proficient grower and metal crafter who insisted in bringing bags of plump helmet spawns, rock nuts, cave wheat seeds, sweet pod seed, pig tail seeds, and dimple cup seeds. Id will dabble in brewing and cooking, but just in case, plenty of booze and meat and vegetables are loaded in the wagon.
Dodok is a proficient carpenter with a novice interests in architecture, wood crafting, as well as scholarly interests in teaching and being a student.
Catten is a proficient mechanic with novice administrative skills in appraisal, organizing, as well as scholarly interests in teaching and being a student. Gabbro stones are taken along.
Fikod is a proficient mason with novice skills in animal handling, animal training, butcher, tanner, and leather working. Some animals are taken along the journey: a tom cat, three pairs of dogs, and three pairs of turkeys.
Sazir is proficient in axe, takes a novice interest in wood cutting, has scholarly interests in teaching and student, and a novice interest in military discipline. A training axe is taken along with the expectation of having a real axe made later.
Chapter 1SpringCatten, the mechanic with scholarly interests in architecture and land management surveyed the site of Dungeonfortune. Marking and dividing the site in `regions’ of three square rows by three square columns, results in a conclusion that each region is forty-eight steps west to east, and forty-eight steps north so south.
Catten: Perfect enough.
Urists: Where do I start digging?
Catten continues to make calculations: Within a 48x48, I can fit “11x11 rooms” separated by walls, in a 3x3 configuration, and enough to surround it with a 2-wide moat.”
Region Map - each region is 48x48 tiles.
[1][2][3]
[4][5][6]
[7][8][9]
Each region will have at least 3-wide road on its perimeter, then a 2-wide moat.
In this moat surround, is a 3x3 arrangement of 11x11 rooms separated by 1-wide walls.
This is a general footprint size, but the configuration of the constructions will vary for each region.
Urists: Uh huh, so this here?
Catten continues: And there will be a seven-wide road in between each of the regions.
Sazir: I’m going to just clear cut everything.
Id: Sazir, please leave some of the fruit bearing trees standing. I also want my farm room excavated sooner.
Bembul: Can I dig now? I need to secure my anvil and these ores.
Fikod: The animals are pastured, and I will have two pairs of hunting dogs and a pair of war dogs. Dodok, I need three nest boxes and a door.
Dodok: Dig my wood shop first, I’d like to have beds and tables done first.
SummerRegion [5] - Fortress Proper consists of 11x11 rooms in a 3x3 configuration
[1][2][3]
[4][5][6]
[7][8][9]
Region [5] current constructions:
[1] wood stockpile, 2x carpenter, 2x craft dwarf, wood furnace, bridge to outside
[2] 1x office, 4x bedroom, nestbox room
[3] pig tail, dimple cup, craft dwarf, loom, dyer, clothier, screw press, quern
[4] iron forge, 2x smelter, wood furnace, ashery, soaper
[5] central stairs, stone stockpile, plant stockpile, drink stockpile, prepared food stockpile
[6] farms: plump helmet, quarry bush, cave wheat, sweet pod, and quern, and 2x bedrooms
[7] open bed rooms (future)
[8] farmer shop, still, kitchen, food prep stockpile, dining hall
[9] open bed rooms (under construction)
It is mid-summer when some migrants arrive with children.
The anticipation for the autumn caravan have started the building of the trade depot in a convenient dig site under this very short hill.
The exposed sides of the wood shop is walled with logs and a bridge is built to cross the dry moat. Parts of the wood shop is also roofed with logs, and the log walls are being erected above.
All the ores have been smelted into bismuth bronze bars.
Urist created ten bismuth bronze giant axe blades to either use for the caravan trade, or be used for traps.
The aquifer breach has not begun because the efforts are focused on establishing Dungeonfortune’s footprint, defense and logistic support of: food, shelter, and clothing.
One of the new migrants is a candidate to help Id grow the crops and to catch up in planting pig tails. Although the new migrant may be a candidate for plant gathering, this endeavor will be put on hold.
Our dining hall consists of six pairs of tables and chair in the same room as the kitchen and still.
Our drinks stockpile is healthy using wood pots and barrels alike. Lavish meals have started also, as well as milling of cave wheat flour, and processing quarry bushes, and sweet pods into syrup barrels. We also have some rock nut soaps.
Of the three pairs of turkeys, only one batch of poults run around the nest room. We will most likely be eating turkey meat sooner.
Dodok has made some wooden pipe sections and wooden enormous corkscrews. Of the 30 gabbro stones we brought, some are made into querns, blocks, and mechanisms.
The aquifer breaching site has been dug out, but this will not begin until the first walls are in place with at least 1 functioning bridge. The dry moat has been dug.
There are 6 small (2x2) unassigned bedrooms without doors, and 1 tiny (1x2) office for Catten to manage orders. The rest of the bedrooms will use an open design with private storage. The orders for Dodok to make a dozen beds, doors, and cabinet is in place.
Bembul has started crafting two sets of bismuth bronze armor set: mail shirt, helm, gauntlets, high boots, greaves and breastplate.
Late Summer