EmbarkGreetings all. I am "Quasar". I will be team leader and Specialist Zero-One (cooking) on our upcoming mission.
I don't need to tell you all the importance of this expedition. The Deepholds have been sealed away for as long as any living dwarf can remember, and though they remain safe and self-sustaining, the psychological effects of being isolated in our unassailable, airtight fortresses are taking their toll. We are gradually losing a war of attrition against stress. Tantrums, madness and violations of production orders are all on the rise. Thanks to
this.
[Quasar holds up a common Plump Helmet for all to see] This is our enemy. It provides nourishment, but at a cost. And now, that cost is
killing us. Our civilization can no longer sustain itself on plump helmet roasts and wine, and so our mission is to see to it that it no longer has to.
We will infiltrate the surface world and establish a foothold for the production of edible and potable foodstuffs. Further assistance will be deployed from the Deepholds upon word of our success.
The embark location our scouts have identified, Site-A, is a hidden valley deep in the untamed wilds. It is adjacent to a small watercourse and on the edge of a
[ahem] "Foor-est", and reportedly offers fertile soil for most brewable and cookable surface crops, which will be
essential for our primary mission.
Team members Specialist 01, (Cooking). Codename: "Quasar".
Specialist 02, (Crop tending). Codename: "SQman"
Specialist 03, (Fermentation, Medicine). Codename: "Lordy"
Specialist 04, (Herbalism). Codename: "Immortal-D"
Specialist 05, (Pot Making). Codename: "Superdorf"
Specialist 06, (Smithing). Codename: "Auze"
Specialist 07, (Elimination of Threats). Codename: "Sanctume"
We have arrived. The journey was made arduous by the fact that none of us had ever seen the surface world before, but at this point the effects of cave sickness have mostly subsided and the blinding light of the sky is no longer incapacitating.
Initial assessment: site A is much as described. Brook is present, shallow and easily forded. There are
"Tree" entities present in significant numbers, but according to the encyclopedia we compiled from available historical information prior to leaving the Deephold, they are immobile and harmless, akin to mushrooms. Supposedly, many varieties produce edible and brewable growths. However, I tasted a few of their
"Leaves" on the journey out here. So far, not impressed. Perhaps they taste better cooked.
Our journey was made in disguise: rather than being outfitted in the highest quality armour of our dwarven mountainhome, we traveled in rags and presented ourselves as human rock-sellers of unusual stature. A clever ruse! Of course, the "rocks" we are carrying are in actual fact the ores we need for Specialist Zero-Six, 'Auze' to make bronze tools, armour and weapons once we arrive. We have no intention of selling them.
Luckily, we did not meet anyone on the journey except for the allied humans the mountainhome commissioned to carry our produce annually to a supply drop in the vicinity of the Deephold's secret entrance. They provided us with a collection of above-ground "seeds", (spawn for surface world crops) to aid in our mission.
After discussion with Specialist Zero-Five, "Superdorf" who knows a little about architecture, we have an overall plan for the settlement. Production chains will begin with farm plots, pastures and what the surfaceworlders call
"orch-hards" from the edge of the site, and will flow inwards towards the Trade Depot in the center, which will reduce hauling requirements.
We can use the flesh of the tree creatures in place of shroomwood, for bins and construction materials. We will forge an axe and begin the culling promptly.