I am the Overlord. My name is unimportant I am a background figure, a narrator, more than a God, less than a man. My story begins before the world it is to take place in even exists. This is a world, not dissimilar to others you may be familiar with. Let me tell you of the key changes I have made;
I am an impatient Overlord, so I have changed the rules of the universe to permit things to occur swiftly, handicapped as I am by the strained and aging lens through which I must view my world. Of the races Dwarves, Goblins, Elves, Kobolds, and Men, I have changed the speed at which they act. Of these, my favored race of bearded alcohol-fueled midgets, I have blessed with truly terrifying speed, but the others have not been neglected. Elves and Men so that they might arrive at the Dwarven trade depots with something approaching swiftness, and Goblins and Kobolds so that the lives of the Dwarves need not be entirely easy.
(It occurs to me as I write this down that I would also need to cosmically alter the fundamental speed of wagons and common pack animals. While I could simply change all creatures to react this swiftly, I think I shall not. I can revise this decision later, after all, and such would be an aggravating use of my time.)
A prior change I enacted remains in effect I fundamentally altered the nature of the Elven race, to be more amicable towards the Dwarves. This was purely a concession to myself, as I despise a race which cannot bear the sight of trees being harmed but will gladly murder and eat other sentient beings so fundamentally that even destroying them by possessing an exalted adventurer is insufficient, but I felt the need to change their psyche on a cosmic level.
Now I shall summon a world into existence. I want a world which is wet, with a very high incidence of volcanoes. I should enjoy a world of intriguing temperature extremes I would very much be fascinated to expose my Dwarves to cold, which I have not yet experienced, though a hot jungle would suit me as well, such that I might pit my Dwarves against the rampaging terror of elephants. I shall call forth some specifications for the world, modifying another set of world parameters I have laying in my cosmic closet, to this task. I shall not bore you with this, merely shall I report the results.
The first world I saw given creation under my aegis was promising, but for one small detail other than the hardiest races (those which have the sense to dwell in stone), they were uninhabited. To wit, the only races around were Dwarves and Goblins although there were instances of terrain which seemed quite hospitable to humans and elves, their settlements had all been taken by the Dwarves. I'll try again, making it a little warmer, more Good and less Evil, and somewhat less mountainous... Ah!
This world looks more promising, though not by much. It is named Kolobtar, the Infinite Land, and in geographic layout is quite similar to the previous one. I shall attempt to find a suitable location. It's name is quite apropos, as it consists almost entirely of land, with a frozen southern glacier-field. Even there, however, there is potential for the high volcanism of the world gives oasis of heat where life could potentially flourish in the space between the many magma vents and the ice.
It seems that again, the Elves have failed to survive. However, the Humans have not! This world will suffice. There's so much potential, I hardly know where to look. So I'll hire an agent to look for me. I decide I want to Lord it Over some dwarves in a small location with flux stone, an underground river, a magma pipe, and the Hidden Fun Stuff that makes even a God such as myself tremble in my godly boots.
It failed. I'll expand the search to be a slightly larger location. If that, too, fails, I may have to accept the fact that I will be unable to make steel once the fortress has been settled... Yes, it failed. The new location lacks Flux stone, but has all my other requirements the Underground River, Magma Pipe, and Hidden Fun Stuff to ultimately pit my Dwarves against. Very well!
The location has potential! It is the conflux of three different biomes two seperate sections of the Towers of Silkiness which are effectively indistinguishable from one another, and the Silken Forest. The temperature is uniformly freezing, but the surroundings range from calm to Serene... It will do, for now. This is a terrifying land, however. It requires suitably strong Dwarves to tame it. This is the Dawn over a new world, and it would not do to send ill-prepared peasants to perform the deeds of heroes.
There are seven civilizations I could give the encouragement to go and settle elsewhere. I choose the Anvil of Proliferating, a far-off civilization of Dwarves. It is done.
Seven Dwarves are chosen! Seven heroes to forge into this freezing land and make it a Mountainhome. By my hand they shall be exalted as heroes before they set off. I shall chronicle them here.
Dastot Mamgoztirist, whose name means Dragonrim. (Strange name, that.)
She is pleased by the materials Puddingstone, Steel, Wax Opal, and Cave Lobster Shell. She finds the color light brown to be suitable, finds nothing finer than a sturdy set of greaves, and enjoys mules for their stubbornness.
An assertive and confident dwarf, she is neither given to flights of fancy nor fast trust. She enjoys routine and is candid and sincere with others, with a sense of duty.
I think in her, I have found a potential Leader.
Kubuk Nishisah, whose name means Trademoist. (Very peculiar parents.)
[spoiler]
She is pleased by the materials Diorite, Sterling Silver, Yellow Zircon, Acacia, and Coral. She enjoys bucklers and mittens (sensible in this climate,) ballista parts, and enjoys mules for their stubbornness. She likes Dwarven Sugar.
A candid dwarf who is not easily moved to pity, she occasionally overindulges, but can handle stress and is relaxed, not a risk-taker, but she likes to try new things.
In her, I think I have found a potential Trader.
Urdim Cattentad, whose name means Channelmatched. (Good heavens, where are they coming up with these names?)
He enjoys the materials of sand, Electrum, and green diamonds. He finds windows to be pleasing, and enjoys cattle for their haunting moos, and finds cave crocodile and quarry bush leaves to be a meal fit for a Dwarf.
A friendly dwarf who is fast to anger, he can handle stress and enjoys the company of others. He occasionally overindulges, but is often cheerful and is eager for new experiences and impulsive. While compassionate, he does not like to compromise.
In him, I believe I have found a warrior-hero, a great and mighty master of the martial arts to set upon the enemies of my Dwarves.
Zas Delersedil, whose name means Steelangels. (Finally, a proper name!)
She likes Rhyolite, lead, brown jasper and clear glass. She finds helms, rings, and enormous corkscrews to be worthy Dwarven devices. When possible, she likes quarry bush leaves, and absolutely loathes purring maggots.
She can handle stress, but prefers her solitude. She is very active, and loves a good thrill. With a good awareness of her own emotions, she is trusting in general, but guarded in her intimate relationships. She dislikes being called upon to help others, and is very immodest, yet compassionate and confident. She doesn't like rules, and takes her time to make a decision.
In her, I think I have found a trap-master.
Sigun Melbilatis, whose name means Tomestakes. (What in the world does that mean?)
He finds Brimstone, Pig Iron, Pyrite, Maple, Pearl, and giant cave swallow bone to be proper Dwarvenly materials. His favorite color is sepia, and he finds spears, high boots, cages, and large serrated disks to be wonderful objects. (Good Lords and Ladies of Heaven, I hope nobody winds up in love with him.) He likes cats for their aloofness (big No) and enjoys Dwarven Rum and Dwarven Milk.
He is of a nervous disposition, yet proclaims he can handle stress. Candid and sincere in dealings with others, he is not often moved to pity. He is very disorganized.
Logem Kosothmeb, whose name means Palaceinched. (That's just confusing.)
He likes Hornblende, Lead, Blue Diamonds, and Coral. (Where in this world does anyone get coral?) He likes the color blue, and finds clouds, short swords, shields, boxes, and bags to be soothing, enjoys horses for their strength, and likes Dwarven Rum and Dwarven Wheat Flour. (Straight? What a nasty thing.)
Slow to anger, he is comfortable in social situations, but cracks easily under pressure. He is very distant and reserved, but has a fertile imagination. He dislikes intellectual discussions.
Fikod Fikoddakas, whose name means Glazecolored. (Glaze Glazecolored? Sweet Armok Christ, what the hell were her parents smoking?)
She likes Shale, Gold, Jasper, Opal and Ivory. Enjoys slate-grey as a color, likes coins, and enjoys mules for their stubbornness. When she can get it, she prefers to consume Dwarven Wine, Dwarven Milk and Sweet Pod Seeds. (Note to self: keep this crazy bitch away from the seed stockpiles.)
A relaxed Dwarf, grounded in reality, she likes to try new things, and avoids crowds. She is rarely happy or enthusiastic, and regards intellectual exercises as a waste of energy. She dislikes helping others, and does not like to compromise. She has a strong sense of duty, but does not go out of her way to do more work than necessary.
By default, I suppose I'll make Logem the bookkeeper. The rest, well, they'll do what they must. I am sure of it.
Time to begin their training.
A God am I I can arrange their start to suit myself. To begin with, I shall glorify all of them in the art of mining a dwarf who cannot pick up a pick and strike the earth with great force is no Dwarf but a beaded, midget Human.
In addition to mining, I glorify them all in the skills of masonry, engraving and stone crafting, as a dwarf who cannot work stone is a poor dwarf indeed. Carpentry is taught, as a fortress such as this will need the ability to rapidly expand in terms of beds, bins and barrels. Additionally, they are all taught to be furnace operators, metal crafters and wood-burners.
All my dwarves are taught the arts of growing, cooking, butchering animals, brewing alcohol and tanning leather. This education will serve them well in maintaining and expanding food stockpiles, as well as in shrinking animal stockpiles.
All seven are instructed in wrestling, shield and armor use, siege engineering and operating, and pump operating, to be useful in times of stress, and every one of them is gifted magically with powers of conversation, comedy, flattery, consoling the inconsolable and pacification of the enraged. In a harsh environment such as this, a temper tantrum could spell doom, and I will have to rely upon each Dwarf to keep each other from breaking. Lastly, all are instructed in the art of swimming, as a Dwarf who falls prey to mere water is no Dwarf at all.
Dastot, whom I shall name Empress, is gifted with the remaining totality of the powers of socialization persuasion, negotiation, lying, intimidation, intent judging, appraising, organizing, and record keeping. She will be the Leader, after all. I also give her the gifts of Wood Cutting, Wood and Bone Crafting, Architecture and Bow-making. In combat, she is granted boons of Axe-wielding, Hammering and Marksdwarfship.
Kubuk, whom I have named Trader, is taught the arts of metal smithy, gem cutting, gem setting, and mechanics. He has been granted boons in the arts of milling and threshing, weaving and tailoring, leather working and glass making. As a warrior, he has learned the art of mace-wielding, and as a trader, he has learned to Persuade, Negotiate, Lie, Intimidate, Judge Intent, and Appraise the value of objects.
Urdim, my pet Warlord, has been granted the arts of the weaponsmith, bowyer, armorsmith and metalsmith, as well as that of bone-carving. He has learned well the arts of the ranger, being exalted in the skills of ambushing, animal trapping and dissection, animal caretaking and training, for he shall be responsible for the raising of war and hunting dogs and if necessary, hunting for food. As warlord, he has been granted proficiency with every form of violence known to Dwarvenkind.
Zas, my appointed Mistress of Traps, has been educated in the arts of the Architect, the Weaponsmith, Armorsmith and Metalsmith, of wood-crafting, gem-working and mechanics. She knows leatherworking, and as a warrior, has been granted proficiency with spears.
Sigun, a Founder without an obvious role as defined by his personality, has an education as a metalsmith and architect. He is good at fishing, milling, threshing and herbalism, as well as weaving and cloth-working. He knows well how to make Lye, Potash and Glass, and has a snappy sword-wrist.
Logem, the Bookkeeper, has the ability to work with mechanics. He, too, can forge glass from sand, and as a warrior, knows well the arts of the hammer and the crossbow. As Bookkeeper, his education in the arts of appraisal, organization and record-keeping are impressive.
Fikod, my other Founder, has an ability to work with metal, wood bone and gems. She also can forge glass from sand, and prefers the heavy swing of an axe.
The stockpiles I have caused to be assembled for my Dwarves are nothing short of legend. They will need them in this unforgiving environment.
For initial comestibles, I have chosen to endow the Dwarves with large stocks of Turtle (for it yields both bone and shell valuable, and if someone falls to a fey mood demanding shell, invaluable, and large supplies of alcohol. In all, I have demanded five hundred units of turtle, and of each form of alcohol, to keep my dwarves fed and drunk for a long, long time.
Next are weapons, of which I consider picks to be. I shall bring sixty picks, and twenty each of maces, spears, short swords, war hammers, battle-axes and crossbows. I don't expect to be fielding such a grand military any time soon, but if worse comes to worse, they can be traded back to caravans. I shall bring but twenty bolts, for I know that bolts brought from the Mountainhome will only be available in a stack of five, whereas ones I make here and put in a quiver will be a stack of twenty-five.
The dwarves will need to be well-armored. Seven full sets of Plate Mail (Torso, Greaves, Helm, Gauntlets, and High Boots), seven full sets of Chain Mail (Torso, Leggings, Helm, Gauntlets, and High Boots), and fourteen full sets of Giant Cave Spider Chitin Armor (Torso, Leggings, Helm, High Boots).
I brought twenty-three steel anvils. Twenty Three is an important number, after all.
I was saddened to learn that our Mountainhome only had access to Emeralds as their most valuable gemstone. Nevertheless, I brought three hundred units, and one hundred each of GCS Chitin and Silk, as insurance against random strange moods and odd needs.
Disaster! The Mountainhome has no Bauxite, and I didn't think to ensure that this site has any. This is truly a dark day, for unless the local environment has Bauxite (not bloody likely) I won't be able to manufacture magma-safe Mechanisms for the mechanics to use. Oh, what a black day. To suit, I choose to bring Obsidian, both raw and as blocks, to use as a start-up building material. (I would have preferred Bauxite or Petrified Wood for their color which I find pleasing and damn the Dwarves' desires but neither was available.) I naturally bring tower-caps, and bars of steel. I have assembled prodigious warehouses worth of the stuff, since I know that once I depart, that's it for most of them, and absolutely it for the steel there won't be more, ever. No Flux stone here, nor with the Dwarves, so unless humans or goblins miraculously choose to trade it, there's no steel. Ever.
Lastly, I've brought ten copper cages, forty GCS silk ropes, and forty war-dogs. As an afterthought, I brought 28 Steel Shields.
The name of the site is rather long and proper. Oddomigam Ibrukgostangudirlam Torish, Cloistergorge the Ashen Awe-Inspiring Black-Stone of Crowns. Or simply, Cloistergorge, for the lesser mind incapable of comprehending it's proper name. The name of the group my seven Chosen is equally virtuous Zushtashkadol Sedilarbostnomthoth Anil, Ancientgems the Angelic Deified God-Auras of Glory.
It was done, then. All I could for this brave band, I had done. They were exalted in my name, my Chosen Ones, to strike forth from the painful Mountainhome of times past and create a new legacy, a new beginning for their peoples. All that is left is to Strike the Earth!
This is the dawn of a new day in the history of the Anvil of Proliferating. They were not quite the most difficult Dwarven civilization I could have Chosen as my own, but it will not be easy. My time of direct aid to this group is almost at an end. I can do naught much more than lock the doors for them at this point, but I can inspire and direct them. In my Name they strike the blasted, snow-covered Earth, and that is a powerful thing. As can be seen, they luckily embarked close to the magma's pipe this landmark is important, for it gives us our bearings. To it's east, and not likely very far to the east, but deep underground, will be the holy grail of this expedition, but that will come later. Much later. For now, the orders of business are as follows.
Priority 1: Wall off the volcano's edge. It will not do to have the fire imps within startling the Dwarves as they attempt to go about their business.
Priority 2: Establish the main body of the fort. Of great importance is to produce the main tower, in order to put the wagons behind walls and under a roof.
Priority 3: Establish a basic workshop section. This will involve several arts thankfully, establishing the magma forges will be easy. Primarily of importance, however, are the masonry and carpentry workshops, so that basic furniture may be produced.
Priority 4: Living Space. This will require proper Noble Rooms for my Chosen Ones a Sleeping Chambers, Throne Room Dining Hall, and Tomb for each of my original seven, as well as a Grand Hall for them and all who come after.
Priority 5: Locate the Underground River. I hope it runs swift and not too deep. The barracks shall be established above them, so that the well-room (for resting injured Dwarves) may draw from it, and it would of course, power any mechanisms I need powered in the future. (Note to self: I must not tap it directly from the surface, lest it ice over.
Priority 6: Tame the map's geography to allow for control of the caravans and invaders. This will require a wall around the outside of the area, a road around the parts of the map covered in growing things, and smoothing of the stone-grown locations.
Priority 7: The Trade Depot must be constructed (Flying above the magma pipe, so that it may be sent to please the God of Fire if the traders displease Me or I desire amusement.)
Priority 8: Produce heinous amounts of nonsense swag to export with the traders, so as hopefully to attract more immigrants.
(So, what do you think? I've decided to write this chronicle from the megalomaniacal point of view of the kind of lunatic deity who would actually compel seven dwarves to trek from their warm Mountainhomesand strike the earth in an Armok-forsaken wasteland next to a volcano, HFS, and a big old cave river.)