They [dwarves] originate from a fortress which straddles the surface and the cavern worlds not from a hillocks on the surface but it takes an advanced civilisation to create such a fortress so how did the dwarves develop a civilisation capable of producing such a thing?
Actually, the ancient city of
Jericho provides an answer there. A whopping 9,800 years ago, they built a 12-foot high stone wall to protect the town. They didn't even have
pottery yet, but there they were, walking (and presumably fighting from) atop curtain walls that sported stone towers with
internal staircases. Now imagine what they might have built if they were dwarves instead of humans.
I do not think that the initial dwarf fortress should be created in the vicinity of a cave, I think the initial dwarf fortress should *be* a cave and that the initial dwarf fortress should replace the cave.
That's arguably the most valid and likely scenario, yes, but there's also room for variations. Sure, maybe the dwarves decide to fortify the cave
leading to the cavern rather than the cavern itself, for maximum security, while the cavern is mainly just used for farming. But maybe the dwarves place their fortress at the
far end of the cavern instead, in the safest corner, to act more like a citadel of refuge than a gatehouse. Or maybe the dwarves were forced out of the cavern entirely, and set up a 'temporary' surface fort that gradually became permanent . . . when the dwarves finally retook the cavern, they decided to let the surface fortress remain, to impress surface-dwellers with their tenacity. That's why I only said the Mountainhome should be
near a cave--I don't care if it's above or below ground, or built around the cave itself, only that it's nearby.
I do not agree with should have separate caverns not connected to the surface, that is because any such caverns would have to be lifeless since they have no access to nutrients.
Whoa, hold up there--while I'm all for realism, applying real-world biology to the caverns would instantly eradicate over 99% of cavern life, and yes that includes ALL caverns, including those open to the surface. Or did you think that a biosphere rich enough to support olm men waging a war to drive the rutherers out from the goblin-cap forest could subsist on nothing more than bat guano, some river detritus, and absolutely no sunlight? No, if the caverns teach us anything, it's that they most definitely do NOT need surface materials to survive. Apparently, all they need is the rock itself, and water to act as a solvent & growth medium.
As we all know, when you're digging your surface fort, all exposed dirt and mud in your fort is just that, dirt and mud--
until you breach the caverns, at which point the cavern spores start mixing with your air and taking root in your fort, and soon you've got floor fungus & the like growing everywhere it can.
Serious question: Does this occur even if the cavern you've breached is a bone-dry and barren one? If so, then that means a space that has been completely sealed off from all energy and organisms for a very long time (perhaps even forever) is still, somehow, teeming with life, and all it needs is water.
As for caverns (fertile or not) existing without any connection to the surface or other caverns, I for one firmly support them, for the reasons of realism, diversity, and unpredictability. Earth's crust is full of weird little pockets that we have no idea exist until we accidentally drill right into them. Including a wide variety of caverns makes the game more interesting, so by all means have some caverns dry, some wet, and some flooded. Have some connect to a surface cave, and have some exist all on their own, completely invisible until you find them--because that's just how mining works.
. . . No need for a specific mechanism to restrain you from embarking in particular caverns, we simply set it up that you cannot embark in a place that your civilisation's caravans cannot feasibly reach.
Oh, I wasn't proposing that that should be the limit for
all kinds of embarks, I was just holding up what would make for a "classic" embark. If you start out in a cavern whose only surface exit(s) is occupied by your own Mountainhome, you are safe from any surface invaders coming down to cause trouble, so all you have to worry about is cavern beasties--which should be minor, since this is, after all, your civ's own home ground. Once your military is trained up, then you can dig for the sky and start building a surface fort to impress the other races and attract their trade--and add to your own civ's surface territory.