\\:: Fortress Mode 3.0 :://
\\:: Your Life in a Dwarven Fortress :://
Welcome to Fortress Mode 3.0: Your Life in a Dwarven Fortress. A while back I borrowed the idea and play from Hustar, he allowed me to create FM2.0 which was eventually dropped by myself due to Over Attempting to do something. It became difficult due to the under prepared method I was doing things. But, as a Young Forum-goer who was browsing the old games discovered, this could be an epic thing to play, and he begged me to revive it. I feel now that I have some materials I can use to make things flow better, and change how each turn will be played to make things move quicker and smoother. Below I will be explaining what is going to be happening with each turn. Please read through this...
On Turns...
I have decided that unlike before, Day to Day turns will only take place during important events, and the game will proceed a week each turn. That means that each player will need to plan 1 Action for each day of that week. While you cannot split up what happens each day, you are by all means welcome to change what is done each full day. Meaning, things like saying that you will mine for the first 4 days and then smooth stone for the last 3 are more the welcome to be done...
On Actions...
Each Turn, there are SEVEN action slots to be filled by each player, that is SEVEN, not divided up Seven into Half or even Quarters. BUT SEVEN WHOLE DAYS USED IN ONE GO. This means that your Dwarf will be working on that project for the WHOLE day. No ifs or buts about it. Just to be clear. Actions will have a Difficulty Rating on the possibility of it being completed by the Dwarf, a Bed for example could have a DR of 15, meaning that for a Single Bed to be made in one day a Carpenter will have needed to have rolled a total of 15. (Note, this is not the DR of a Bed.) Sometimes a Modifier will be made towards the DR, this could be a Positive or Negative modifier depending on the reasoning. Using a Bed as an example again, If the Player states that they want their Dwarf to make a simple bed, less care will be taken towards the quality and a simple cot would be made. This would give a Positive Modifier on the DR, but if the Player wants the Bed to be of a HIGHER quality then what could be achieved, a Negative Modifier would be added...
On Dice Rolls...
I will be rolling D6 according to your skill, the tool quality/material and even your Work situation and events around you to determine the results of your day of work. For example a Dabbling Miner would have only 1D6 rolled for him as he begins his first time mining stone. But say that the Pick was a Masterwork Steel, then bonuses would be added, 6 for being Masterwork and 4 for being Steel. So atm its a 1D6+10. But say he is working against the edge of a cliff. That would be a -2 Penalty, which could be nullified by using climbing equipment which would keep him safe. As you can see there are a lot of modifiers that could affect your results. Higher levels give you more dice to play with as well. Also to note that on a Result of a 6, the dice is rerolled and added to the total amount until all dice are rolled. BUT if half the Dice roll as a 1 on their first roll, the result is a Failure no matter what the other dice read. Even a 50/50 result of 6s and 1s will result in a failure. If a Complete set roll of 1s are rolled, as in every die resulting in a 1, then it is a Critical Failure...
There are a few rules to go with this, just as a forewarning to both myself as a GM and you as the player. They are short and sweet but they will keep this game alive...
- Each player will be expected to post at least an action after each update, if ONE FULL day pass after an update and no action is posted, the Dwarf goes Idle and consumes double the rations.
- The Founding Dwarves will be First in, Best dressed. Meaning that the first 7 players to post a COMPLETED profile is added, saying you are IN and not posting a Profile before the slots are filled, even if you are the first NON GM post in this thread, will not save you a spot.
- Migrants will appear around the middle of each SEASON, Players who missed out on being a Founding Dwarf are put onto a Waiting list.
- Those on the Waiting list are not brought into the game via FIBD, but are given a random number, when the month has come, a DX *X being the amount one the waiting list, will be rolled 3 times and those that have that number will be PMed allowing them to know that they will be joining the Fortress. This will allow for a bit of fairness on those that come in late...
- While as GM I WILL be open to thoughts and ideas regarding the play of the game. It WILL NOT be Cannon until the next turn and I say so. There are some who post things that look like a GM post. Be warned. I do not like it when people try and take over my games...
- I have the right to add more rules...
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Dwarves ::
What makes them Tick???
The Dwarves are put together in a way to make each Dwarf different in their own ways. There are 5 different kinds of Personalities using the 5 Elements as their titles and emotions. Each Personality appreciates and loathes two other personalities each, meaning those of a personality that appreciates each other working together means better results then those that loathe one another. A Fortress can become divided quite quickly if too many oppose one another, but can Fall just as fast due to the lack of strengths in the areas lacking, thus is one part of the Dwarven Culture. The 5 Different personalities are;
Earthen Dwarves are known for their appreciation for the land and the living, born FARMERS and COOKS they can create something out of little and alot out of something. Depending on how well they focus on their areas of expertize an Earthen Dwarf can become more and more stable and set within their positions. They have a HIGH level of stamina and good level of Endurance, but are not know to stand well in fights despite this due to the lack of ferocity...
Earthen Dwarves HATE Fire Dwarves.
Earthen Dwarves HATE Metal Dwarves.
Earthen Dwarves LIKE Wooden Dwarves.
Earthen Dwarves LIKE Water Dwarves.
A Metal Dwarf is one that is in tune with the earth itself, able to CRAFT better then any other Dwarf. A Metal Dwarf gains skills faster in all kinds of Crafting and Smithing thus make some of the best Traders aswell due to the ability to appraise the value of the material that the item is made from and its strength. A Metal Dwarf has a high amount of Endurance and a great degree of intellegance. Working towards perfecting their art can cause their skill to grow quite fast...
Metal Dwarves HATE Earthen Dwarves.
Metal Dwarves HATE Water Dwarves.
Metal Dwarves LIKE Wooden Dwarves.
Metal Dwarves LIKE Fire Dwarves.
A Water Dwarf is know for the way they can focus, their Intelligence is higher then any other dwarf in the fortresses, they have a great understanding for many important jobs but also can work on other works quite well. But they are slow to start off with in any job, but like a river who starts as a trickle, it will pick up speed and develop into something monstrous. Along with their high level of Intelligence, a Water Dwarf has a good understanding in perception and charm.
Water Dwarves HATE Wooden Dwarves.
Water Dwarves HATE Metal Dwarves.
Water Dwarves LIKE Earthen Dwarves.
Water Dwarves LIKE Fire Dwarves.
Wood Dwarves are those who's duty is to collect and process the goods on which they harvest, they are also the constructors of the fortress, using their collected materials to build and sculpt the fortress into its true form. They are WOODCUTTERS and MINERS, BUTCHERS and MASONS. They grow in skill quite quickly and spread themselves over a wide range of different areas, never sticking to one location, they are also Highly Agile and quite strong in nature.
Wooden Dwarves HATE Water Dwarves.
Wooden Dwarves HATE Fire Dwarves.
Wooden Dwarves LIKE Metal Dwarves.
Wooden Dwarves LIKE Earthen Dwarves.
The Flame Dwarves are the embodied fury of the Fortress, those who would protect the Dwarves within with tooth, nail and claw if denied of a Steel edge. They are the WARRIORS of the Fortress, growing in strength as long as they are needed, their skills increase fastest while being used for their true use yet they can easily burn out without anything to work towards. The Flame Dwarves have the highest level of Strength of all Dwarves and are able to keep going well after they should stop due to the good amount of stamina they contain...
Flame Dwarves HATE Wooden Dwarves.
Flame Dwarves HATE Earthen Dwarves.
Flame Dwarves LIKE Metal Dwarves.
Flame Dwarves LIKE Water Dwarves.
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Dwarves ::
What makes them Dwarves.
A Dwarf is only as useful as the skills he has learned through his life or developed at the Fortress, they can be that of swinging a pick or swinging an axe. While some dwarves are able to do some things while other can do others, as long as someone is doing a job they can all be happy. A fortress runs by the Dwarves that work and to work they need skills. There are 16 Pure states of Skill levels from Dabbling to being Legendary at that Job, higher levels means the job is completed not only faster but at a higher level of quality, even after attaining such a level that the Dwarf is considered a Legend, it doesn't mean he doesn't stop gaining more and more knowledge, there are rumors of higher levels even after Legendary, but few have ever been seen. Dabbling is counted as a “Free” skill level to everyone, it will count as your first attempt at the task and does not cost anything. Each level of skill counts as a D6 when used towards an action. The 16 Skill levels are;
* Dabbling 1D6 - THIS SKILL IS FREE
* Novice - Level From Dabbling after 500XP.
* Adequate - Level From Novice after 1100XP.
* Competent - Level From Adequate after 1800XP.
* Skilled - Level From Competent after 2600XP.
* Proficient - Level From Skilled after 3500XP.
* Talented - Level From Proficient after 4500XP.
* Adept - Level From Talented after 500XP.
* Expert - Level From Adept after 5600XP.
* Professional - Level From Expert after 8100XP.
* Accomplished - Level From Professional after 9500XP.
* Great - Level From Accomplished after 11000XP.
* Master - Level From Great after 12600XP.
* High Master - Level From Master after 14300XP.
* Grand Master - Level From High Master after 16100XP.
* Legendary - Level From Grand Master after 18000XP.
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Dwarves ::
What do they use and carry???
A Dwarf is a very versatile humanoid (or as a Dwarf feels that it should be, Dwarvanoid.). They can carry heavy loads and a large assortment of goods about themselves given the amount of pockets that seems to be sewn into every article of clothing they wear, even when naked a dwarf can still carry something within their Beards. But there are some limits to how many of something they can actually carry when it comes to numbers. A single dwarf can carry only ONE large and heavy item, ranging from Logs to Corpses. And around 20 smaller items when it comes to trinkets and such. Additional items can boost these numbers. A dwarf is also able to work without tools in most jobs, but when it comes to finer things, having tools helps. Knowing what you can get from the start helps boost things along as well...
When starting a new Dwarf, they are given 500☼ to spend on the items available to buy at the Mountainhome of Origin, but after leaving and living in their own Mountainhome the trouble of Selling goods to affording to buy from the traders around the world becomes more and more difficult. Sometimes it might be wise to save those few ☼ when it comes to leaving the Mountainhome, but no one is going to stop you...
Anyway, the Items from the Mountainhome are as followed, but be warned, they are not of any high quality, nor are they all that trust worthy...
Filling nearly every part of the store is a large selection of tools and equipment, nearly everything you would need to start a new home was available here, but there were many nicks and cracks in their workings, it was clear that it wasn’t the best that there was to offer. Heck you think you might have seen blood on one of the tents, but the Shopkeeper assured you that it was just red dye that had spilled when it was woven, and not scavenged from an abandoned outpost…
Toolset – 500☼
There is a selection of Tools all over the shelves, suited for nearly every profession available to a dwarf. While some professions don’t need tools to start off with and better gear can be made at a Forge, this would be enough to make the first sets.
!<Warning>! Professions that require tools to even do anything are; Metalsmiths, Jeweller, Fishing, Crafting and Carpenter/Mason.
Backpack – 60☼
While a Dwarf can carry a single heavy thing and a few things in their pockets, a Backpack triples the average carrying capacity of items, meaning more can be carried then normal…
Huge backpack with frame – 100☼
The Huge Backpack doubles on what the normal Backpack allows to be carried, but also allows for more heavy things to be carried at once, meaning a single dwarf can carry three logs at once compared to a single log without the Frame…
12 hour candle – 3☼
Contrary to popular belief, a Dwarf does not have perfect Darkvision, while they can see the shape of their hand in what a human would be blind in, anything finer would require light from a lantern or candle such as this…
Lantern – 6☼
The Lantern requires a Candle to burn but can double the length of the time it takes for the wax to melt. It also can spread the light in a large field of view compared to the candle…
Wineskin – 10☼
Carries either water and booze, does not come filled…
Single Dwarf Tent – 50☼
It can take days before a Dwarf is able to get underground with a comfortable space to sleep and store their goods, the single Dwarf Tent is what is used during the time out and about aboveground, sometimes a Dwarf will keep a tent or such around to have somewhere safe to sleep during the night if they are unable to make it back to fort. The Single Dwarf Tent comes with one Sleeping Roll, Flint and Steel and enough space to store their basic goods…
20 Dwarf Tent – 300☼
The 20 Dwarf Tent is for those times when there is more Dwarf then space, it is large and is able to not only give a drier spot to roll out the 20 provided Sleeping Rolls with more elbow room to spare but also a large amount of inner space for storage and possibly a fire inside. At the centre of the tent pole is a flap which can be pulled to allow an opening for such a task, it also comes with Flint and Steel…
300lb Rope – 5☼/Yard
Need to lower another Dwarf or something around his weight down a deep hole, or build a makeshift bridge across a gap, the 300lb Rope will hold a good amount of weight before snapping, though this here at the Mountainhome looks somewhat frayed…
1100lb Rope – 25☼/Yard
The 1100lb rope is your all purpose ropes, thick and tightly woven these ropes can hold down a Dragon even. But even this rope is as bad as the 300lb….
Personal Basics – 5☼
Everything a Dwarf needs to live can be found in this little bundle of fun, a tin cup, towel and even your spare carving knives that every dwarf carries with them, handy if you lose yours for some reason, wait you have, shame…
Group Basics – 50☼
In a community sometimes you need the odd item that can be used to cook, build and even gather goods and foods with, in this large bundle there is enough for around 4 Dwarves to share out…
Climbing Gear – 20☼
A light rope and hooks attached to the ends is what you find when you pull this collection out of the back of the shelves, used for climbing up steeper cliff faces or down deep pits. Vermin seemed to have taken to bits of the rope, but the storekeeper assures you that its still good…
Pick – 15☼
All Dwarves love to dig, what you don’t, well your no Dwarf are you, the pick is used to dig into the harder stone that is under the soft soil of the world, the deeper you go, the more you know the pick is the most useful tool around…
Shovel – 12☼
What a Shovel can do is dig the soft soil faster then a pick, its handy for creating irrigation or moving the soil itself into Wheelbarrows to be taken somewhere else. A Dwarf can also use it to prep the land for Farming…
Wheelbarrow – 60☼
Need to move a lot of something fast? The simple wooden wheelbarrow is useful to any Dwarf cause it lets them throw their products into the barrow as they work then push the full thing around to where they need to drop it off. It carries around 1.5 amounts of items as a Huge Backpack, also meaning that it can carry 4 heavy items at once too…
Bag of 6 Bandages – 10☼
For your everyday scrapes and cuts. These small strips of leather and wool can be used to cover and tighten around a wound on the arm or leg, if two are used at once, a chest wound can easily be covered…
A bag of 10 Seeds – 20☼
These seeds can be chosen from the large selection of seeds available at the Mountainhome farms, that is of the underground plots, you can pick and choose as you like, the bag holds 10 easily…
There is a small section of the Store where clothes are folded neatly into piles, and then there are a lot just thrown around the place. Heck you can’t tell but you think that there is a box tucked away far at the top of the shelf that you can’t reach and would need to ask the Storekeeper for help to get to, but of those that you find at easy to access levels you noticed that nearly half of them are being eaten by vermin and the other half are falling apart. But hey anythings better then what your wearing right…
Ragged Clothes – Your Wearing them already. Spares cost 20☼
Its just like what your wearing now, but those there will be falling off you by the time you get there. Besides you need a change of clothes, those stink…
Peasant Clothes – 60☼
It’s a step up from before, at least now your clothing isn’t falling off you every time you take a step…
Commoner Clothes – 120☼
Would you look at that, it has a different colour. Its been dyed and patterned for that more accepted status…
Noblemans Clothes – 240☼
Ha Like you deserve to even try this on, this is for the Upper Caste, they wear these all the time and it even has that nice shade of Purple they oh so love…
Winter Clothes – 180☼
It get cold quick in the mines and out on the surface during the winter times, unless you keep warm, you could wake up with parts falling off you, or even not wake at all…
The food to select is simple and yet its enough there to feed half the fortress for 3 months, you wonder why you’ve never seen any of it at the Kitchens when you visited them all these years, but then on close examination you notice the little bugs and vermin bite marks in the food, the dust covering the bottles of booze and all manner of non food items such as gravel and wood inside most of the rest. The barrels of Food seems to be able to feed around 2 Dwarves for a week, but perhaps if rationed out, more dwarves or even longer time, who knows. Meanwhile a Dwarf could easily consume a single Barrel of Booze within a week if not told to Ration it carefully...
Barrel of Cheap Rum – 4☼
The clouded bottles line the shelves with markings of the word Rum on their outside. Well at least you hope its Rum…
Barrel of Beer – 6☼
The smell of well Germinated Cavewheat hits your nose as you pass the shelves filled with these bottles, it smells good, but isn’t the best quality…
Barrel of Wine – 9☼
Ah the finer wine, made from the worst of all the Plumphelmets that the Mountainhome had to offer…
Barrel of Hardtack – 5☼
It’s a simple mans food, its hard, its tasteless but at least it fills your stomach. Helps if you don’t look at it as you put it into your mouth, lest to not see the nasties that are crawling around on/in it…
Barrel of Plump Helmets – 15☼
You could eat it, but it can also be used to cover the need to make booze if you run out, who knows…
Barrel of Cavewheat flour Biscuits – 25☼
They are made with some of the worst Cavewheat that the mountainhome had left, weevils and other bugs crawl in and out of the biscuits, but at least when you eat them theres a bit of meat to enjoy…
You find the weapon racks filled with chipped and rusting weapons and shields, they still had enough sharpness on them that they were still useful. You ask about armour, leaving the shopkeeper to look at you in a funny way before cracking into a loud laugh. When you pointed out the rust on some of the weapons he threw a Whetstone onto the counter, a 1☼ tag attached to it. Moments later you notice that he doesn't even have any ammo for sale for any of the weapons, when you ask why not he replied quite quickly. "You can make them when you get there..."
Medium Shield – 60☼
The Medium Shield is as big as a Dwarf needs to cover their face from an attacker, a Human would call it something close to a Buckler but in truth its more of a Human’s Small Shield…
Large Shield – 90☼
Now the Large Shield however is a giant defensive wall, ranging from a Dwarven Kiteshield that allows for the upper body to be completely defended and defending the lower half to be slightly. It also comes in a large FULL BODY Cover. It makes moving around hard and it’s much more heavier then the Kiteshield, it receives no additional costs, you won’t be moving with it in battle, but not much can get past it…
Bow – 100☼
With the Dwarves fat fingers compared to humans and elves, you would never think they could effectively draw a Bowstring. Well you would be slightly correct. A Dwarf does take a bit longer to master a bow, but after a while he can actually fire faster then a human. The problem is that a Dwarf can never use anything larger then a Short Bow…
Crossbow – 150☼
The true weapon of a Dwarven Sniper, a Dwarven made Crossbow can fire faster, hit harder and even reload more effectively that the method for creating them has been kept secret for many years…
Mace, 1 Handed – 50☼
The simple mace, more like a lump of metal on a stick, these weapons deal a good amount of impact damage, you could really call this a smaller version of a Warhammer…
Warhammer, 2 Handed – 80☼
A large mass of solid metal can cause a lot of damage, the Warhammer puts all the force into a flat surface and makes it so that swinging it isn’t difficult…
Morningstar, 1 Handed – 80☼
LOOK it’s a mace that menaces with spikes… Regardless, it is easier to swing and can cause a lot more damage to an armoured foe compared to a normal mace…
Flail, 2 Handed – 200☼
The Flail is the idea of putting the ‘Meat’ of a Morningstar or mace onto a Chain, which is attached to a stick. Needless to say swinging it like a mad fool IS the best method of use. It deals a lot of damage if a lot of momentum is stored. Which isn’t hard to do…
Sword – 500☼
A Dwarf makes only one style of sword, that would be the short sword. Nonetheless Dwarven blades are some of the finest you will ever find. Their edges are sharper then any Human made Longsword and have a good amount of balance and weight to allow for full use of their deadliness…
Axe – 50☼
The Axe is a wonderful weapon, while this is not your full Battleaxe of two twin moon blades allowing for full fun and slaughter, the basic Axe can still be used in combat quite efficiently, its weighted end is quite strong and while normally used by woodcutters, almost every Dwarf should carry an Axe…
Spear – 40☼
When you need to keep your foe away from you, yet you still want to stab him for good measure, the spear’s length comes into play here. A sharp point with a long shaft can allow for full motion at any angle at any time, stabbing through a grate never could have been harder…
Near the back of the store it is loud and smelly due to the amount of Dogs that filled the area, these animals were packed tightly in the space available, be they pens or cages. As you enter the area all the animals start anew there barking and whining as they rush to the front of their enclosure in attempts to get your attention…
Wardog – 200☼
The Wardogs are like any other you have already seen in the Mountainhome, scrawny and underfed, but they have a good amount of Muscle on them and their teeth are still sharp, though not every single one of them are there…
Puppy – 100☼
The puppies in the open pen are most likely from the wardogs that the store has for sale, they too look scrawny and underfed, but have a better chance of becoming stronger then their parents…
Unwanted kitten - Free!
The Sealed box of mewing noises echos from the darkest point in the store, you begin to open the box when suddenly a dagger comes flying past your head from the direction of the counter… “You better be wanting one of them if you open that Box… And who knows how many will attach to you when you do…”
!<WARNING>! 1D6 will be rolled for any animal appearing in someones shopping list, if a 1 or 2 is rolled another D6 is rolled, the result is how many adopt you…
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Dwarves ::
Those that we Worship.
The Dwarves follow their own culture and region, believing in different things over the years, proclaiming certain deities their one true pure belief, knowing who one prays to and presenting them the gifts of a Dwarven's work raises not only the spriest of the Dwarf but that of their Deity and their followers.
From the Book of Armok.
"Armok the Lord of Blood and all that dwell beneath the Earth watched as his creations worked furiously to please him. Constructing machines and constructs that praise and fill the pure lust of Blood that the Lord calls for to sate his thirst and allow them to move forward in their work. But as time moved on, Armok, Lord of Blood, felt annoyed by these creatures of his creation, they would gift him his tribute yes, but they would beg for forgiveness and help, and many other things that bothered him. Armok, The Lord of Blood, did not care for the Farms that feed his creatures, nor for the birth of a strong child to fight in his name, he wish to watch the destruction and mayhem that he sort for. He created the World for this alone and these creatures were beginning to tire him. So he looked to the earth and collected the essence of which those that prayed to him sort, brought them forward into a new form and position. He showed them to his Creations and they took to them like a Babe to Breast. The annoyance slowed to a trickle before all that remained was the Symphony of Screams and the Drink of Blood he enjoyed. And he looked down on his creation and was pleased..."Below you will find your Patrons, while Armok is the one true God, he had created these to 'help' his creation that are the Dwarven Kind. Select your Godling to whom you will pray to, and remember that showing them thanks and praying to them you will gain their trust as well as their love, who knows where it will lead...
Datan:
God associated with minerals.
Zareth Catwinter:
God associated with trees, forgiveness and mercy.
Tobul Granitegorge:
Goddess associated with metals.
Ral:
Goddess associated with wealth.
Dakas the Golden Silvers:
Goddess associated with jewels.
Geshud:
Goddess associated with fortresses.
Atast the Wondrous Truth of Kindnesses:
Goddess associated with music and revelry.
Midor:
Female Mountain Goat associated with mountains and courage.
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Dwarves ::
Are you one???
Finally we come to the actual method of creating your Dwarf for this Fortress, anyone can post up their Dwarf at any time and still gain the ability to enter the fortress during a Migrant Wave, create your Dwarf the way you want him/her to be and not to what you think needs to be filled at the Fortress in its current state, cause you will never know when you will be arriving. Please fill out the simple Profile and then we can get started...
NAME:: Please name your Dwarf something Dwarven for their clan name (Last name)
GENDER:: Male or Female...
DEITY:: Chose from the above Gods.
PERSONALITY:: Choose from Earth, Metal, Water, Wood or Fire.
SKILLS:: You have 10 points to place in ANY Skill you wish and level any skill to the max of Professional (This costs 5 points, FYI), Dabbling Skill is refered to a Base Level and thus considered 'free' everyone is dabbling in all skills, its up to you in what you lift those skills into, your first cost would be 1pt in Novice...
ITEMS:: Don't forget, you have 500☼ to spend in the Mountainhome store. Spend wisely. You will need at LEAST one months worth of food...
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