You have arrived. After a journey from the Mountainhome into the forbidding wilderness beyond, your harsh trek has finally ended. Your party of seven is to make an outpost for the glory of all of The Speechless Hatchets. There are almost no supplies left, but with stout labor comes sustenance. Whether by bolt, plow or hook, provide for your dwarves. You are expecting a supply caravan just before winter entombs you, but it is Spring now. Enough time to delve secure lodgings ere the grizzly bears get hungry. A new chapter of dwarven history begins here at this place, Oddomrakust, Cloisteredtombs. Strike the earth!
You return to your senses around your wagon. The wagon is uncomfortably close to the edge of a 7 level cliff to the south. At the foot of the cliff is an ocean. Conveniently, the exposed cliff face lets you see the rock layers beneath you.You can see a small, barren, rocky island not far off the coast. To the north and west climbs a series of ever higher mountain peaks. You are standing on sparsely wooded, level ground between the rocky mountain to the north and the cliff to the south. Not far to the east the ground slopes sharply downward into a densely wooded area. You can see the glint of a river winding to the ocean in the distance.
In the wagon are your supplies, and surprisingly an incredibly crude, highly inaccurate map of your surroundings. At least it contains some basic biome information.
Cloisteredtombs from above:
From the side:
Biome Info:
North & West: The Dutiful Barb
Mountain
Temperature: Warm
Trees: None
Other Vegetation: None
Surroundings: UNTAMED WILDS
East: The Future Jungles
Temperate Conifer Forest
Temperature: Temperate
Trees: Heavily Forested
Other Vegetation: Thick
Surroundings: UNTAMED WILDS
South: The Sea of Eels
Tropical Ocean
Temperature: Hot
Surroundings: Haunted
This is an engraving of a dwarf and dwarves. The dwarf is surrounded by the dwarves. This engraving relates to the ascension of Modul "Tweak" Mostsilvers to the position of Expedition Leader of the Nefarious Spike in Cloisteredtombs.
Well, the fortress isn't going to build itself! What are your actions for your first week? Bear in mind that these are spoilered for length, not content, and also bear in mind that you are not limited to the job suggestions; they merely indicate necessary jobs that you are well qualified to perform.
Rodicurst Onyxbone, Chief Medical Dwarf
JOBS: Build Butcher shop, Gather Plants
Modul "Tweak" Mostsilver, Mechanic
JOBS: Build Mechanics shop, Gather Plants
Tulon Lensstream, Hunter
JOBS: Hunt, Build Butcher Shop, Build Tanner Shop, Build Craftdwarf's Shop
Fuzz Oiledsparce, Farmer
JOBS: Build farm plot, Build Still, Gather Plants
Khan Blacklight, Metalsmith
JOBS: Build Smelter, Build Metalsmiths Forge, Smelt Ore
Vismil Blackhoof, Hammerdwarf
JOBS: Cut Trees, Organize Military/Squads, Train/Patrol/Station
By Organize Military, I mean that you can set alert levels, put other dwarves in your squad or make them militia captains, establish a schedule for training/patroling, and so forth
Kib Koganobul, Miner
JOBS: Dig, build Mason's Workshop
When it comes to designating an area for digging, describe the area you would like to dig out, the more detail the better. "Dig a 3 wide tunnel into the face of the mountain to the north and then dig out a 10x10 area" is good and descriptive. If you feel particularly artsy, you can draw out what you want as well.
For reference, a Proficient Miner can mine about 25 squares in the course of a week. By all means designate a larger area than you can dig out in a week; you can pick (ha!) it up next week or leave the designations and go do something else.
I'll have a stocks screen soon. You can claim anything as personal property; unless specifically stated, however, everything belongs to everyone if not currently in use.