First order of business:
- Assign some nobles.
- Dig a hovel.
- Kill things.
Seems to be going alright.
Nobles are a bit simplified from dwarves: The Steward is your expedition leader throughout the entire game. Overlord and Crypt Lords are the militia commanders and captains; while the other nobles are compressed into three people: Fleshmonger (doctor), Keeper of Knowledge (manager, broker, bookkeeper) and the Mistress of Pain (sheriff, hammerer using a whip). They do have very high demands though and are picky about their lodgings.
Next up we murder wombats, horses, goats, and everything else that roams around the map. I did bring 3 iron whips and gave the embark party 3 good whip users/dodgers.
JACKPOT! An animal soul. We will want more of those.
And notice the XwoodX on the Tanner's shop? Something damaged it... curses... these blasted Ice Mephits are still flying around the place, causing frost-damage to things they touch. Better get them pastured.
The wombat died right next to pretty sparkling gems... oh, how nice. Let's cover those in some more blood, shall we?
The horses never stood a chance either.
Basic workshops all set up:
- Mushroom and quarry bush farms all set up.
- Nestboxed for the black mambas.
- Beak dogs stationed as guards, with ice mephit (that can spit long range attacks) as second team.
- Basic vanilla workshops, nothing special.
But we are mages! Evil, powerful, we don't need regular masons or carpenters. Hence we create our first mod workshop: The Aether Gate. Using 2 slabs and 4 souls, we create a whirling vortex of colors to another realm: Easy pickings of raw materials for everyone.
The Aether gate creates color-coded blocks and furniture pieces, free of charge.