Showing posts with label dwarf fortress. Show all posts
Showing posts with label dwarf fortress. Show all posts

Tuesday, January 16, 2007

Fortress Tinearths – Year 1066

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1066 Early Spring
We flooded the farm plots as usual. I ordered the production of some more tables and thrones. We laid some more stone floor outside. An Elven caravan arrived. Two Elves and their two pack mules. Etur is still lying wounded out in the bush and no one seems to help her. She is badly mauled and wont survive. It takes several days for the Elves to arrive at the trade depot. We trade some stone arts for different kind of cloth.

Three Ogres roam the wilderness. I didn’t notice that the squad leader for the Swordsdwarf squad was wounded and in bed, so two dwarves from the Marksdwarf squad arrived first. They only had a few bone bolts and got killed. One of them carried a baby into battle and it too was killed. Äs, the author of “a detailed study of a Trappers life in the bush” is one of the dead. Later the Swordswarves, with a new squad leader, arrived and killed the Ogres.

I noticed that there is blood, vomit and a bolt on the floor of the Entrance Hall and a corpse from an Ogre on the refuse pile. It must have reached the fortress and got wounded from a stone-fall trap, and then killed by a Marksdwarf.

15th Slate Mid-Spring.
The Mayor, Masons Guildmaster and the Berite (House Ber) have arrived. Population is now 87 dwarves. Justice demands two more ropes to hold would be prisoners. Tirist the Sheriff formed the Fortress Guard and is now Captain of the Guard and demands better quarters. The Fortress Guard needs 8 recruits. The Masons detail the floor in his quarters.



Urvad, a child and competent grower, gets into a strange mood and withdraws from society, and claims a craftdwarf’s workshop. He fetches some Ogre and Harpy bones and one jet stone and now sketches pictures of an ore mine. He wants some kind of ore or metal or glass bars. We try to make some glass bars but we need to collect sand to the glass furnace. To do this we need bags to put the sand into. We begin making them at the clothes workshop.

Late Spring
We build an ashery to make potash to make pearlash in the kiln to later make clear glass in the glass furnace. The Miners are mining some tunnels and strike tin ore. Urvad the child runs to collect the tin ore as soon as he hears about it. He begins a mysterious construction. We make some tin bars from the newly found ore.

The mayor wants us to make a couple of shoes. I order the shoes from the Manager. An Ogre comes close to the fortress but gets killed by the Marksdwarf squad.

Urvad with the strange mood constructs an Ogre bone shield. He is now a legendary bone carver and very tough and extremely agile and strong. Soldier material!

We struck Sphalerite ore. Combined with Malachite (copper) we can make brass bars. Captain of the guard is happy with the detailed floor but she thinks the office needs to be nicer. We trie to change to a better quality door. That’s not enough. We make an obsidian throne, she likes that material, and replaces the old throne in her office. That satisfied her.

Early Summer
7 Peasants and 1 Swordsdwarf were made recruits in the Fortress Guard. The Mayor wants decent rooms. We had to first smoth then detail both floors and walls to make her satisfied with 2x3 square rooms. A Goblin Thief sneaked into the finished goods room and stole a silk shoe and got away.

Mid-Summer
The mayor is finally satisfied. I had to give him a very nice cabinet. A Metalsmith is taken by a fey mood. He just stare into empty space. We lack the right kind of workshop, presumably the metalsmith’s forge. Etur the injured Carpenter, One-Eye, is still lying mauled out in the bush and is stricken with melancholy and dies.

Late Summer
All nobles are satisfied with their rooms. The Mason's Guild Noble wasn’t satisfied until he got a masterpiece cabinet in his bedroom. An Ogre seriously wounds a Fortress Guard recruit, before an ordinary Swordsman strikes the Ogre down.

Early Autumn
The dwarven caravan arrives. We trade for 30 meat and some leather and silk. We had too few arts, and had to trade some cloth for cloth to maximize the export value. This is to establish some reputation as a trader to be able to buy an anvil in the future (total export wealth is now 1750). The melancholic Metalsmith drowns himself.

Late Autumn
Another Metalsmith has been possessed, but he’s just lying in bed sleeping. 10 migrants with a foal arrive making the total population 96 dwarves. We have no empty barrels, I tell the manager to produce 10 wooden barrels. I added a new Swordsdwarf to the Fortress Guard. We haul a lot of calves to the cage by the butcher’s shop. We lost a dog to 2 Harpies.

Early Winter
We built a new living block. I ordered the construction of 10 doors and 5 beds. We’ve got lots of prepared meals, such as plump helmet stew and roast taking up barrels. We prioritise brewing for a while. I also restricted the use of plump helmet to brewing only.



The Mechanis installed two more stone-fall traps in the corridor leading to the underground forest cave. The Harpies strike down a Trapper. I am sending both squads. A Swordsdwarf kills all three Harpies. Trapper Ducim is later killed by new Harpies, but he killed one and injured another one before dying. I am sending the squads once again. Three Goblin child snatchers tried to escape with childs, two were killed, but the third got away and the child is MIA. It was Urvad the legendary bone carver child. I positioned the Marksdwarf squad just outside the Main Gates to protect from thieves and wild animals.

We expanded the Upper Main Hall, it was getting cluttered. The moody Metalsmith is stricken with melancholy. There isn’t much fish in the swamps or rivers so I made three Fisherdwarves join a new Marksdwarf squad. They are practicing with bone bolt in the barracks.

Middle Winter
Stukos the recruit becomes a Marksdwarf. Later the other two recruits also become Marksdwarves. Some recruits of the Fortress Guard becomes Swordsdwarves from sparring in the barracks.

Late winter
The melancholic Metalsmith jumps into the cave river. Five Frogmen get interested, one of them attacks the drowning Metalsmith and the other four enters the underground forest. Instead of entering the trapped corridor they jump into the river to climb the bridge. A Swordswarf, the same that killed three Harpies, is on the bridge and throws the first Frogman back into the river with a mighty slash. The second Frogman climbs the bridge and enters the fortress but dies from a falling stone to the head. The third and fourth Frogman is about to climb the bridge but the Swordsdwarf is waiting for them.



This time the Swordsdwarf isn’t that lucky and gets thrown back and stunned. One of the Frogmen jumps at him. The other Frogman takes a right through the doors and gets mauled by a falling stone. The fifth Frogman decides to retreat. The Swordsdwarf recovers from the stun and kills the last Frogman.

A heavily wounded recruit from the Fortress Guard is stricken by melancholy. Our last Metalsmith gets possessed and seems to be wanting a metalsmith’s forge. We expand the underground forest cave. There’s about 10 young Tower-cap trees growing in the underground forest. Nil the Miner is working hard, she has been ecstatic lately.

"I really like it down here. It's nice to look at the Tower-caps growing in the mud. If I did't have to go drink that wonderful beer now and then I could stay here all time." Nil said.

"I'm glad you're happy! No more barrel throwing then?" I asked.

"No, no. I am happy as a cow with my work, my fine bed, my good bedroom and our legendary dining room. I kinda miss Urvad though. Think about all the nice stone carving he could have made." Nil's happy face turns into a sad stare.

"Yes, we really have to post a guard outside the gates. Those sneaky thieves avoid all traps. The problem is that the soldiers get unhappy standing in the rain. I have to think of something."

"Maybe there's no other way than to rotate two squads?"

"Maybe it is so, my dear friend. There's a position free in the new Marksdwarf squad." I said and raised an eyebrow.

"Come on, you know I hate crossbows!" Nil said and continued hacking angrily with his pick.


To be continued...


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Tuesday, December 19, 2006

Fortress Tinearths – Year 1065

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1065 Early Spring
With a hostile outside environment we decided to move the butchery and tannery inside. A Fisherdwarf gets a strange mood. She is possessed and claims a mason’s workshop. She collects two limestones and some logs and is getting some bones but they disappear because of the new year. (Refuse gets deleted to reduce clutter) She goes back to the workshop and waits for the bones. No one knows what kind of bones she wants. She is just repeating: “bones… yes… leather… skin… “ over and over again, being possessed.

To get some bones and some needed meat Äs is made Trapper again. He becomes very unhappy when he is once again relieved from duty. But he is the only skilled Marksdwarf and we need some bones. He picks up ONE iron bolt and goes to hunt. He wounds a Gazelle with his only bolt and then kills it with the crossbow. He gets into a short brawl with some other Gazelles and gets a slight wound to his upper body. He returns the kill and then picks up ONE iron bolt from a barrel when there’s 20 iron bolts grouped in another barrel. (Tried to move the single iron bolts to a new barrel but they are still separated)

The Fisherdwarf finally finds some Frogman bones, I don’t know from where. She then gets some Gazelle leather and then begins a mysterious construction. She constructs a Limestone Bed with an image in willow of an Ogre striking down a dwarf. The object menaces with spikes of Frogman bones. I made Äs Marksdwarf again.

All Carpenters help with planting seeds. We are also trying to gather lots of plants this year to get more seeds.

Mid-Spring
We are detailing the floor in the Upper Main Hall and making a great dining hall. We are also building a trade depot outside with a stone floor all around.

6:th Felsite Late Spring
Today Ilral excitedly told me that some immigrants had arrived. There were some nobles among them. I went out to greet them. The first one to reach me was an agile female dwarf wearing chain mail armor and holding an iron shield and a battle-axe.

“Greetings, I am Tirist Tholkol, the Sheriff. I am sent to enforce dwarven law here in Tinearths.” She said with a commanding voice.

“Greetings to you Sheriff. Anything particular I can help you with?” I asked.

“Yes, I demand that you arrange a prison suited to hold at least six prisoners. Then I would like a modest office, quarters, dining room and a chest, cabinet, weapon rack and armor stand.” She answered.




“Of course, I will see to it.” I answered and met the gaze from the next noble. She was clad in Cave Crocodile leather trousers and a silk tunic.

“Hello, I am Libash Emmörul, Manager. I am ordered to help you with organizing work in the fortress. If you want something produced just tell me the quantity and I will arrange the production. You can also tell me how skilled a worker should be in each of your workshops. I demand the same things as the Sheriff.”

“Certainly.” I said and looked at the third noble. He looked ordinary and was wearing silk clothes.

“Hi there... Vabôk, Broker. I’ll help ya ta keep track of ya import/export ratio an da value of all da goods. Jus show me some place to set up ma office, some place to crash and eat an the same furniture as the others twos and I’ll be happy as happy can be. Ya have any beer?”

19 migrants and 1 cat and 2 mules also arrived making a total population of 59 dwarves. After doing some calculations I ordered 6 small rooms and 3 noble quarters built. We also need 15 new beds, 3 cabinets, 3 chests, 3 armor stands, 3 weapon racks and 15 new doors. I told the manager what to produce.

The Broker came by and told me to make two moonstone items. I told the Craftsdwarf and he agreed.

Some of the immigrants were Swordsdwarves and Marksdwarves making a total of 5 Marksdwarves and 6 Swordsdwarves deployed in two squads. No new Trapper arrived though. I told Sigun, a competent Marksdwarf, to hunt. He didn’t like to be relieved from duty but he went to fetch a water skin. I gave 4 new Peasants the farming(field) job. We are mining a new and larger barracks.

Early Summer
A Carpenter gave birth to a child. The cave river is overflowing and I locked the doors to the cave bridge. No one was hurt. The Broker is now satisfied with his meager 2x1 rooms. Two farm plots are now fully sowed all the time.

A Kobold Thief tried to enter the fortress but got shot down by a Marksdwarf. The Manager and Sheriff are happy with their 2x3 rooms except their quarters. They think they’re meager and they want modest quarters. I tried to give one of them a better quality bed but that wasn’t enough. We are making some dark and light stone cabinets, the Manager likes marble and the Sheriff likes obsidian. We could detail the floors and walls in their quarters but that takes a lot of time.

Mid-Summer
One Ogre comes very close to the fortress. I am dispatching both squads. One of the Marksdwarves didn’t bring any bolts but the other one shoots turtle bone bolts with little effect. The first Swordsdwarf engage the Ogre but gets stunned. The Ogre hits him again throwing him back with wounds to the upper body and one arm. The Swordsdwarf gets up and knocks down the Ogre with the help from the Marksdwarf without ammo. They kill the Ogre before the other soldiers arrive. A second Ogre comes close but dies in a rain of bolts. The Swordsdwarves engage the third Ogre, and it gets thrown away several yards from a mighty blow and dies.

We are making silk rope in the clothes maker’s workshop for the Sheriff’s prison. These will be used to tie up prisoners with. A lot of the Peasants get promoted to Farmers.

Late Summer
We got some calves. We are mining a small prison in new barracks. A Marksdwarf gave birth to a boy. Sigun became novice ambusher and Trapper. We have no more free barrels to brew with. I am allowing cooking with Plump Helmet although it destroys the seeds. We've got over 200 units of Plump Helmet. I also ordered some new barrels.

Early Autumn
The Sheriff is satisfied with his new Obsidian cabinet and the Manager is satisfied with a +Limestone cabinet+. (+ means finely crafted) The dwarven caravan arrives.

Six Frogmen attack from the cave river. The Swordsdwarf squad leader is sleeping. I gave another Swordsdwarf the command. The Frogmen climb the bridge and try to enter through the doors. Two die from stone-falling traps and one loses consciousness. The Manager is on the bridge and gets attacked by three Frogmen. They throw her down, she gets up, but they throw her down again. She begins grappling with one Frogman and gets injured in her right arm. A Farmer attacks another Frogman and wounds it. A Marksdwarf kills the Frogman lying unconscious underneath a stone-fall trap. The Manager has a hard time fighting two Frogmen but a Farmer helps her. The two Frogmen are almost incapacitated when a third joins in. The Marksdwarves arrive and begin to spray bolts. The Manager breaks loose and runs away. The Farmer continues bravely to fight the Frogman as it gets hit by bolts in its back and dies. The cave river is colored red.

Six more Frogmen attack from the cave river only seconds later. The first Frogman on the bridge gets hit by a bolt and faints. A Swordsdwarf engages the second Frogman. Another Swordsdwarf is about to kill the unconscious Frogman but get jumped by a third. The soldier hacks the Frogman’s both legs off but gets jumped by a fourth. The first Swordsdwarf has now killed his adversary and aids in killing the last Frogmen. No one received any serious wounds except for the Manager who goes to bed to heal. The cave river gets even redder. The Mechanics reload the stone-fall traps.

We find Sigun the Trapper mauled outside. (Hippos?) He lost his right leg.

Mid-Autumn
We are trading stone arts for 5 meat, plump helmet, cow cheese and 6 pieces of leather. With the Broker it is now possible to see the value of items.



A Metalsmith is taken by fey mood but he goes to bed instead of claiming a workshop. It seems we don’t have the right kind of workshop. We are building a few new kinds of workshops but there is nothing he likes. Probably he wants a metalsmith’s forge but we are out of anvils. He is going to be depressed.

Migrants arrive. 11 Dwarves, 3 are children, a mule and a puppy. Total population is now 71 dwarves. A new Trapper tries his luck.

Late Autumn
Making some charcoal and copper and silver bars in the smelter. It is always a good idea to have at least one piece of all materials or products available in case someone gets in the mood to construct an artifact.

Early Winter
The Metalsmith wanting a metalsmith’s forge is stricken by melancholy. He later drowned himself. We killed three Kobold Thieves. They all sneaked past the traps in the Entrance Hall. One managed to get to the goods storeroom but was killed. We now have a lot of Hippo meat, The new Trapper is effective. We are making some more barrels and brewing more wine.

Mid-Winter
There’s a deep rumbling from the cavern. This is a sign that there will be a cave-in sooner or later. We are searching for possible places and build support pillars.

Late Winter
Three Harpies strikes down a Miner, the Trapper and a puppy. The squads are dispatched. The Harpies strike down a mule just before the first Swordsdwarf gets to them. He gets injured and flees with a Harpy chasing him. The two squads kill them all.



8th Obsidian - Late Winter
An Ogre comes running into camp. He chases a Mason but a dog interferes. The Mason gets away but the dog is incapacitated before a couple of Swordsdwarves gets there and kill the Ogre. The squads get ordered to seek out two more Ogres. Three Swordsdwarves attack.



After recovering from the initial stun they slash at the Ogres, sending one of them away 5-6 yards. They win the fight and no one gets wounded.



Sigun the incapacitated Trapper went berserk in his bed and was killed.

A Hippo is on a rampage. It kills a Farmer out cutting wood. Then it attacks One-Eye and badly mauls her left hand, leaving her unconscious out in the bush, her severed left hand beside her in the grass. The Hippo, now known as “Rendmiles”, runs over to the other side of the river.



One-Eye wakes up for a short moment and looks at her hand lying in the grass. "Well, you can't have two of eveythings." She thinks and loses consciousness again.

The layout of Fortress Tinearths at the end of Year 1065.




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Thursday, December 14, 2006

Fortress Tinearths – Year 1064

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Early Spring

This year begins with the crazy Trapper starving to death. There’s only one empty coffin left, which makes 17 stiffs. We are now opening up that river cave I promised Nil. 18 dwarves and 4 cow calves and a mule arrive. Among them 3 Swordsdwarves, 2 Jewellers, 1 Trapperdwarf and 1 Metal Smith. That makes a total population of 28 dwarves. We were careless and had a cave-in in the new river cave but no one was wounded. There are some plants already growing in the river cave to collect.

Mid-Spring
We are now mining a second farm plot room. With five Miners it’s really fast. A Swordsdwarf suffocated because of a lung wound from sparring in the barracks. Ilral the Mason got a head wound from something and is now resting in bed.

Late Spring
Üshrir the Jeweller is taken by a fey mood. In a trance he goes to the jeweller’s workshop and claims it. He then gets some bones and gems and starts a mysterious construction.

Early Summer
The Jeweler created Notlithast, a Aventurine ring and he became a legendary jeweler.



We lost the new Trapper to two Ogres. One of the Ogres got a bolt stuck in the lower body. The other Ogre gets close to fortress entrance and one of the two new Swordsdwarves kills it, and later finds the second wounded Ogre and after a short fight leaves it unconscious in the river to drown. We are now mining a second housing block.

Mid-Summer
One Ogre comes chasing after a Carpenter. The two Swordsdwarves intercept it at the bridge. The Ogre stuns Tun and starts wrestle him. Ingish the second Swordsdwarf tries to attack the ogre but also gets stunned by the Ogre’s powerful blow. The Ogre breaks Tuns swordsarm and he drops his obsidian short sword. Ingish starts to slash at the Ogre cutting off his upper left arm. The Ogre falls down and looses consciousness. Ingish kills it while Tun crawls towards the fortress, but he faints. A new Metal Smith recovers Tun and carries him inside. (The small red number two in the second image is the Ogre's left arm.)



A second Ogre is roaming and chases a Farmer all the way to the entrance. The global order “Soldiers can go outside” makes all civilian dwarves retreat inside. The Ogre follows through the main doors but gets a stone in the head from a trap. It faints. When Ingish the Swordsdwarf is trying to catch up with the Ogre he harasses some Hippos instead and gets seriously wounded in the sword arm. Etur the one-eyed Carpenter is close by and kills the Ogre with his axe before it wakes up. Both Swordsdwarf goes to heal their wounds in bed.

We got a lot of raw turtle, made one of the Fisherdwarves to focus on fish cleaning. We are building a new dining hall in the Lower Main Hall (other side of cave river). Setting a stockpile close by to only receive prepared meals, and setting the stockpile close to kitchen not to take prepared meals, results in prepared meals being hauled to the new dining hall. To the right is the new Forge Hall being mined.



Late summer
We are building one more mason’s workshop to make a lot of stone blocks to later build a caravan road. We are building the first wood furnace to make charcoal. We are building one more kitchen to make tallow of animal fat to be able to use it for cooking.

Three Frogmen crawled out of the well. Both Swordsdwarves are still wounded and resting in bed. The blue Craftsdwarf to the right is the squad leader Tosid the Wrestler. Made his squad active, it’s the old crew with the one-eyed Carpenter and everybody else carrying axes. Made the Wrestler fight unarmed to keep him from getting a weapon and attacking right away instead.



Tosid throws down the closest Frogman and wrists his left arm until he is stunned. The blue Axedwarf to the left lying down by the doors (brown background) is the one-eyed Carpenter unconscious as usual. The gray recruit to the left of him is a peasant training to become woodcutter, so he’s already wielding an axe. The upper Frogman chases after the Jeweler (green) and the third frogman chases after the Mechanic (red)(confused yet? ;).



Ilral the Mason attacks the upper Frogman even though he hasn’t had time to get his sword. He throws the Frogman to the ground and begins to wrestle it. Both Ilral and Tosid the Wrestler slowly breaks the bones of their adversaries. The recruit is having a hard time to engage the third Frogman and tries to catch up with it. Just when Tosid’s Frogman faints a fourth turns up and wounds Tosid in the leg. Ilral has killed his adversary and is moving down to help Tosid. The third Frogman chasing the Mechanic gets a stone in the head when he tries to leave the fortress. It gets unconscious and the recruit takes it out of its misery.



Tosid the Wrestler is fighting a losing battle. The Frogman throws him back and wounds him in the lower body. Ilral joins in and knocks the Frogman down, but getting injured in the upper body. Two against one they now kill the last Frogman. Awhile later the one-eyed Carpenter awakes and looks around surprised at the bloody mess with his one good eye.

Late Summer
Eshtan the Peasant is practicing as a Carpenter. He is a dabbling Carpenter and very slow, but one-eye isn’t much faster because he’s unconscious half of the time. The planting goes well. There are two Farmers; one of them was a Peasant now promoted to Farmer. There’s also one Peasant planting seeds. We have 47 plants and 71 seeds meaning that it’s a good idea to open up the second farm plot section above. A Peasant got promoted to Carpenter.

Early Autumn
The Mechanics are switching some stone-fall traps to Ogre bone crossbow traps at the entrance. They reload automatic and faster. We are building the metalsmith’s workshop. There’s going to be a flood and the Metal Smith that is carrying our anvil to the building site decides to take a break and drops the anvil on the bridge!!!



It washes away with the flood! The rumor travels fast around the fortress. “We lost the one and only anvil.” “This fortress must be cursed!” "We are surely doomed.."

The making of charcoal in the newly built Forge Hall is canceled. Without a metalsmith workshop there’s no need for charcoal (except making metal bars). The dwarven caravan arrives. We traded stone arts for 15 meats and 25 Plump Helmets.

We desperately need an anvil! But the mule caravan will never bring one. We are building a caravan road to make it possible to receive bigger caravans with wagons.



By mistake we destroyed the trade depot while the caravan was still there, and when they leaved they refused to bring their stuff. I don’t know what kind of diplomatic complications this will result in.

Late Autumn
10 immigrants arrive, one of them a child. There’s a new Carpenter and Marksdwarf. Äs the Marksdwarf gets the hunting job; we’ll see how long he survives. We now have a population of 37. Ilral the Mason gets a strange mood and withdraws from society. She claims a mason’s workshop and fetches a limestone and some acacia logs and begins a mysterious construction. She constructs a limestone coffin and becomes a legendary Mason.

Notices that the barracks is full of sleeping civilians. Time to place all doors and beds in the new housing block. Two peasants are drafted as Marksdwarves. Aban, one of them, becomes a Marksdwarf after training for a while.

Mid-Winter
Both Swordsdwarfs are now healed, as am I. A puppy has grown to become a dog. Booked an odd cow for slaughter. A short while later it has been struck down. It gave 9 chunks, 9 meat, 9 bones, 6 fat, 1 skin and 1 skull.

Late Winter
A Frogman climbs the cave bridge and hits a Fisherdwarf in the head, stunning him. Nil the Miner flees. Five more Frogmen are swimming down the river towards the bridge. Both Swordsdwarfs and both Marksdwarfs are activated and sent to the bridge. Momuz the dog attacks and wounds the Frogman in the upper body, stunning it.

The five Frogmen close in on the bridge. The Swordsdwarf squad leader is sleeping and the Marksdwarf squad leader is too far away to be able to save the Fisherdwarf and dog. The Miners Nil and Dumat are close by and they are formed as squad “The Gloved Rams” and are ordered out on the bridge with their picks.



The dog forces the Frogman back and bites it in the head. It gets stunned, winded and feels pain, drops into the water, leaving some Frogman chunks on the bridge. The cave river is colored red. The second Frogman has climbed the bridge and jumps the stunned Fisherdwarf and wounds him in the arm. Both Miners and the dog reach the Frogman and rip him to pieces. The other Frogmen have retreated. Both Miners complain about being drafted and gets relieved.

Just got some calves, orders them to be placed in the cage. Äs the new Trapper comes up to me, looking unhappy. He hands me a notebook with the words: “Do whatever you want, but I ain’t hunting no more.” After reading the notebook I recruit him to the Marksdwarf squad to keep him inside for a while, I know how depressed Trappers can become.

This is what Äs the Trapper wrote:

Äs Zonlolum Trapper (a detailed study of a Trappers life in the bush):

Walked close to a flock of Hippos, they didn’t mind, I did though, they looked dangerous. Met my pet Dodók the foal. He likes to follow me around. Walked past a marsh infested with flies. Saw a couple of monarch butterflies. Traveled past the road construction. (Passed a flock of Warthogs) I saw Etur the Carpenter felling a tree on the other side of the river. He kept awake. Dodók returned home. I did the same. Came real close to a Warthog and hit it in the left front leg with a bolt. (Äs seems almost blind, must have to do with low ambush skill) Hit it with a second bolt and it lost consciousness. Killed it with a couple more bolts.

Returned the kill to the refuse stockpile. Don’t want to butcher. Asks a Peasant close by doing nothing to butcher the Gazelle. He gets the butchery and tanning job. Went out to hunt again.

Went inside to drink some wine. Heard that the Warthog gave 5 chunks, 5 meat, 4 fat, 5 bones and 1 skin. Went out to hunt again with Dodók. Found a flock of Gazelles. Had to kill four to get one, wasted a lot of iron bolts (with global refuse order: “Gather refuse from outside” free dwarves will return the other kills). 17 bolts left. Returned the kill. Heard that the warthog leather was tanned and that they now are making a leather water skin for me to bring water on my hunting trips.

Early Winter
I returned to the last hunting ground and shot a wounded Gazelle and returned it. Dodók has grown to become a horse. Went north this time. (Passed real close to some gazelles without noticing them) I turned around, reached the road construction site and greeted a couple of Masons carrying stone blocks. I like the new fine road. I got hungry and went inside to eat. It was crowded in the Upper Main Hall, dwarves running around doing all kind of chores. Passed on the turtle stew in the first dining hall, and went over the cave river to the second dining hall to feast on some dwarven wine biscuits instead. I really like the taste of dwarven wine. I am a little upset with being relieved from duty. I liked it as a Marksdwarf. I don’t mind being outside though, at least not for a short time. I finished my meal to the sound of a Mason cutting stone blocks close by.

I then went to the brewery and drank some dwarven wine. A Farmer was brewing in one of the stills. I went out to hunt again. Met Kogan on the bridge, he looked completely healed now. I got tired, and went to sleep in the wilderness.

Mid-Winter
Woke up and went inside. Got my new water skin and began to fill it at the well. I got thirsty and went to drink some wine. That was a fine drink! Then I went back to the well to finish filling the water skin. Went out and shot a Gazelle, returned the kill and hunted some more. Got one more. Returned it. Killed two more. Only 1 bolt left.

Late Winter
I had a hard time finding prey. Suddenly I got more than I wanted. Three Ogres rushed at me. Fired my last iron bolt and ran as fast as I could.



Two of them almost caught me at a river crossing but Dodók my horse turned up and attacked one of them. They had me surrounded but now I got the chance to run over the crossing.



He fought both Ogres for a while before they killed him. He fought them both bravely and gave me time to run away. My poor horse...



I returned home to get more bolts but I got sleepy and slept outside. Now I am unhappy because I lost Dodók. I am getting used to tradegy. I don’t want to be a Trapper any more… I want my brave horse BACK!!!



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Wednesday, December 13, 2006

Fortress Tinearths – Winter of 1062 and Year 1063

m

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New version installed: 22.120.23a

After Kogan has penned down the history of the expedition so far, he begins to focus on the present. This is what he wrote:

After the catastrophic start up of Fortress Tinearths, with the deaths of two dwarves and the incapacitation of a third, we are now facing a long winter. To survive we have to focus on these matters:

Food
We have 65 units of wine and 28 units of Plump Helmet to brew making another 140 units of wine. Liquor will not be a problem, and hopefully we will get some meat and fish. There’s a lot more wild game here than they had in Fortress Tinshot, according to the logbooks. We have a horse and a foal that can be slaughtered in a crisis. There’s 24 units of raw turtle meat that have to be cleaned in the fishery. We have some fat and have to build a kitchen to make tallow to use in cooking.



Stockpiles
We have 11 empty barrels and as soon as we have a kitchen and can cook bigger dishes more barrels are going to be free to use. The problem is bins to store weapon, armor and finished goods. We only have got three logs so we have to cut some more trees.

Weapons and Armor
With Ogres roaming about it is best to equip all dwarves with weapon and armor as soon as possible. We have 5 obsidian short swords, 1 iron battle axe and 1 iron crossbow. We only have one set of leather armor. If we build a tannery we could make some leather to make leather armor with a leather works. Right now we are too few though.

Immigrants
We had no immigrants. Hopefully there will be some next year.

Assign jobs
Brewing: Tun the Farmer.
Cooking: Tun can cook when there’s no more empty barrels to brew with. Render fat.
Hunt: Tosid the Metal Smith.
Fishery: Nil the Miner cleans raw turtle meat.
Wood Cutting: Kogan the Miner cuts wood.
Make Bone Bolts: Ilral the Mason

I will continue penning tomorrow.

Bad News
Tosid the Metalsmith never came back from the hunt last night. Early the next morning she met an Ogre. She bled to death but left a bolt stuck in the ogre’s right leg. The Ogre left. Now hunting is out of the question. Prioritizing cleaning of raw turtle meat. It is noticed that there’s some kind of communication problem. When Tun has brewed a barrel of wine a Plump Helmet Spawn is left. The seed is taken to a seed bag in the furniture stockpile instead of to the seed stockpile that is much closer to the farm plot. This wastes a lot of time and have to be fixed some way.

Late Winter
We have 60 units of liquor, no meat, and 4 fish left. There are still lots of unprepared raw turtle. We are too few dwarves. With everyone concentrating on their jobs no one hauls the products to the stockpiles, and food is getting bad in the kitchen. Tosid is now buried. Ilral begins to make stone crafts instead of bolts.

1063 Spring
Flooded farm plot and began sowing. The cat drowned in a cave river flood, it got trapped on the bridge. The horse got three foals.

Today 15 immigrants arrived. Three roaming ogres attacked them before they could reach the fortress. Two of them chased a Fisherdwarf and the third chased a Farmer.



One of the immigrants was a Trapperdwarf and fired bolts after the Ogres. He managed to incapacitate one Ogre. (The global order “Dwarves stay inside” is activated.) Everybody ran inside with the ogres following. The Farmer, the Fisherdwarf and a mule died outside. Fikod the badly injured Carpenter from the original crew went berserk in his bed when he heard about the Ogres and we had to kill him, as he was dangerous. The old crew and I met the Ogres inside with short swords drawn. There was total chaos.



Wearing my leather armor and axe held high I attacked the Ogre that just killed a farmer. As I was about to slay the Ogre with one mighty blow I slipped and the Ogre wounded me and I had to tactically regroup outside.



A Craftsdwarf was then struck down. Tun the Farmer attacked with her obsidian short sword, aided by an unarmed recruit. The ogre got tired from the wrestling and was slain. Finally all recruits formed up and killed the other two.

Three dwarves died, four including the berserk Fikod, making a total of 16 survivors out of which 4 are left from the original crew. Tun the Farmer lies critically wounded in bed. Inod, a new Mason, is also wounded in bed. I am wounded but working and not very happy with life.

We now have 2 Miners, 3 Carpenters, 2 Masons, 1 Trapper, 1 Craftsdwarf, 2 Farmers, 1 Mechanic and 3 Peasants. We also have 1 horse, 1 mule, 4 foals, 1 kitten and 1 cow calf.

Miners are now focusing on mining. Mechanics build mechanisms to make much-needed traps. I try to work as much I can but I have to rest now and then because of my wounds. Assigning a main Carpenter focusing only on carpentry jobs. He quickly makes 9 new beds. We are building a tannery.

Late Spring
While mining out a barracks Nil struck silver.

Summer
Making plans for 22 2x1 square rooms. Three Ogres roam the lands, killing one Carpenter. Making a squad. One Ogre gets close to the fortress entrance and kills the cow calf. Likod the new Trapper wrestles (no bolts left) the ogre and the squads comes and kill it. The squad goes out and kills the remaining two ogres, but a Carpenter is wounded. The squad is disbanded except one Peasant now training marksmanship in the new barracks.



Tun the injured Farmer throws a tantrum in her bed when she is drafted by mistake to the squad. I made her civilian again. She is unhappy, but healing. I have to go to bed, the pain from my wounds are too great.



Mid-Summer
Nil the Miner gets more experienced, she is now an Adept Miner just as me, and she is also extremely tough, while I am very agile instead, well if I wasn’t wounded. It’s a hot and dry summer, the grass becoming brown. Tun the injured Farmer went mad from boredom, running around babbling.

Late Summer
A Peasant working in the farm plot got ambushed by 5 Frogmen. They killed him and no one was close to help. A squad was formed and dispatched. The first recruit that arrived wasn’t armed. He wrestled with three of the frogmen and managed to flee with minor wounds. The second recruit that arrived was Etur the Carpenter equipped with an axe and she got tangled up with four frogmen. She stunned one of them and another one was becoming tired. One frogman followed the fleeing recruit over the bridge, but met the rest of the squad’s 5 recruits. Two Marksdwarves fired bolts at the frogman that turned around and fled back over the bridge.

While Etur the Carpenter wrestled the four frogmen she got promoted to Axedwarf. She managed to tire all four frogmen and entered a martial trance. Tosid the Craftsdwarf who arrived unarmed wrestled the fifth frogman and became a Wrestler. The other squad members went to fetch something or eat in the middle of the battle. By making the new Axedwarf squad leader instead of the one leaving the battle, one of the other recruits turned around and entered the battle again shooting bolts. The Frogmen perished one after another, the last one tried to crawl away overexerted. Etur the Axedwarf and Tosid the Wrestler got wounded, and Etur may lose one eye. The Mechanics are now building stone fall traps by the river.

Etur has extreme pain from her wounded eye and looses consciousness now and then but she continues to work. The new Trapper made some weird mistake and got run over by 4-5 hippos, getting badly wounded. A Carpenter goes out to recover the wounded Trapper.

Early Autum
The dwarven caravan has arrived. We trade a lot of chalk bracelets, idols and other stone arts for 15 meats, 5 cow cheese and 11 units of leather. Tun the crazy Farmer died of thirst, taking away the most experienced Farmer from the fortress and leaving the original crew with 3 members alive. Inod the wounded Mason is now fully healed and gets up from bed. Etur the Carpenter’s left eye hasn’t healed and she still faints now and then.

Mid-Autumn
Built leather works and made some leather armor.

Winter
There are now 2x1 rooms for everyone, a barracks with archery range, a burial room, a new dining room and a new storage for finished goods. Assigning the now trained Marksdwarf to the hunting job. I am up and running, but a little stiff in the left upper arm.



Mid-Winter
Harpies threw a farmer into the river and killed him and then a mule, but the mule managed to wound one of the Harpies. Then they killed the Marksdwarf that now was hunting (no shit!). He had no bolts left. Sent a squad. Ilral the original Mason arrived first and slew one Harpy with his short sword. Then came Etur the one-eyed Carpenter and slew the injured harpy, but then Etur got unconscious because of her old wound. The last harpy closed in on the unconscious Etur but she awoke just in time and killed it.

Tosid the incapacitated Trapper went stark raving mad and is running around babbling. Four Lizardmen attacked from the cave river bridge. One chased a Fisherdwarf that was fishing from the bridge but got killed when it stepped under a stone-fall trap. The second Lizardman also fell for a stone trap. The last two seemed to retreat, they were gone when the squad arrived.

Ilral came and reported that the Entrance Hall’s defenses were built. I followed her to inspect. In the Upper Meeting Hall the new moat, mined by Nil and me, was filled with water, and over it was built a rough Onyx bridge.

“How do you like my bridge?” Ilral asked.

“It’s nice, rough and durable.” I answered.

“Yes, and it’s retractable incase invaders survive the defenses in the Entrance Hall.”

“Which are?” I asked.

“Come here, let me show you.” We walked through the doors into the Entrance Hall.

“If the invaders breach the entrance doors they will be greeted by our mechanic’s carefully placed two lines of stone-fall traps (^). If they survive the cracks in their heads bolts from the fortifications carved in the north wall will spray them.”

“Good work! The problem is that we have no Marksdwarves to spray the bolts. Maybe we could ask Nil to become one?” We went back to our chores with smiles on our faces.

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Sunday, December 10, 2006

Fortress Tinearths – 1062 Autumn

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Early Autumn
The cave river is overflowing but there’s no damage. There are only one cat and one horse left. The carpenter builds a wooden cage to keep the horse inside. No one asks questions, everybody know why.

Mid-Autumn


A dwarven caravan has arrived. It is composed of one Merchant, two Axedwarves and two pack mules. A trade depot has to be built so that the Merchant can unload his goods. Instead of building the trade depot the Mason takes a long brake and then goes to bed. The Metal Smith gets the architect job instead. When the trade depot is ready the awaiting Merchant unloads the wares and the crew haul all bins with finished goods at the trade depot. The Merchant offers a barrel of cow’s milk and 10 units of dwarven cheese and some leather.

When everything is unloaded the trading begins. Ilral the Mason never had time to cut any stone arts so Kogan tries to offer some animal fat and used clothes, but the merchant isn’t interested. Kogan then tries to trade with the obsidian swords.



It was tough business. First he traded two obsidian short swords for the cow’s milk barrel. Then he traded the last obsidian short sword and dead Kel’s silk clothes for 10 dwarven cheese. But he managed to keep Kel’s old full leather armor anyway. The caravan loads all wares and leaves.



Checking the stores it is noticed that the barrel of Cow’s milk only was worth one unit! Tinshit, the stores don’t look too good!



Now everyone have to work hard before the winter to gather food. The Carpenter and Metal Smith are made hunters, giving the carpenter the leather armor because he is hunting with an axe. Kogan is fishing. Nil has calmed down after throwing a mule to the ground, but she is given easy service. She gets cratfsworking and builds one more craftdwarf’s workshop to make bone bolts. Ilral makes new obsidian short swords. A foal has been born.

Late Autumn
All seeds are planted. Tun the Famer gets the brewing order and builds a still. Fikod the new Axe Hunter is badly mauled during some hunting accident. He misses most of his limbs. No one saw what happened and Fikod is unconscious. Probably he got to close to a stampeding flock of hippos. Tosid the other hunter carries the carpenter inside to a bed. Tosid has been luckier as a hunter, earlier she was butchering a gazelle. She is now a Dabbling Ambusher and a Novice Marksdwarf.



1:st Moonstone. Early Winter
It is now winter and the farm plot dries up. It is time to brew some liquor. Kogan tries his best at cleaning fish but isn’t fast enough and some raw fish in the fishery rot. The farmer has to brew wine in a cloud of miasma. In only a few days there are 20 units of dwarven wine made. Tosid brings in one more gazelle. A dwarf is hauling the horse and foal to a wooden cage to keep them safe inside the fortress.

Finally, at the end of Moonstone Kogan is done with the most pressing business. Edëm is finally buried in a coffin. Kogan and Tosid the Metal Smith sit down at the newly cut stone tables to feast at some turtle.

“This some nice stone thrones to rest a tired hunter’s backside upon you have made.” Tosid says.

“Aye, me thought them tables a little too crowded lately and cut some more thrones. Not that we will be needin many with this bad luck of ours.” Kogan answers.

“Don’t be talking such nonsense, bad things are about to happen at a place this sinister. Let us enjoy the turtle in this nice dining room of ours instead.” Tosid says and smiles.

“Aye, you are right me friend. And look at the nice beds Fikod has made.” Kogan says and nods toward Fikod’s broken and unconscious body lying on one of the beds. Kogan’s eyes glister in the dimly lit cavern. “I shouldn’t have ordered him to hunt with an axe…” Kogan’s voice trails off.

“You have to think about all the gold we will rob this haunted place of. The ores with which we will forge the strongest of armor and sharpest of weapons. Fortress Akrulber will be sung about in distant lands in a future to come. Kogan, you have to lighten up, soon Tun will bring the newly brewed wine, I suggest you drink a whole barrel.” Tosid makes a turtle shell spin on the table and rises to get some turtle bone bolts from the ammo stockpile. Without a word she heads out into the rainy afternoon to make one last hunting pass before nightfall.

Kogan picks up his logbook, not even touched since they arrived at The Tower of Rooters. Sucking on his pen, wondering where to start, someone is coming down the corridor from the cave river. It is Tun bringing a barrel of newly brewed dwarven wine. After dropping the barrel at the food stockpile she brings some gazelle meat to the injured Fikod who is lying on his bed thirsty and starved. She then brings a bucket stored close by to fetch him some water. With a nod she goes to bed and snores within a minute. Kogan fetches a big tankard of wine and begins to pen down the happenings of the expeditions first miserable half year.

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Saturday, December 9, 2006

Fortress Tinearths – 1062 Summer

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Early Summer.

Finally the second floodgate is ready and linked up. The lever is pulled and the room is flooded.



The lever is pulled once again and the room is drained of water and now the cave floor is muddy. The Farmer begins to make a farm plot, while the miners are mining a stockpile room close by for the seeds and later the plants.



The Farmer moves all stones away from the farm plot and when it’s ready it's time to select what crop to grow in each season. As the fortress only have Plump Helmet Spawn that’s the choice.



In the newly mined store room close by a food stockpile is designated and custom made so as to only accept seeds and plants. If the other food stockpile in the Upper Main Hall is changed not to accept seeds the dwarves will soon begin to transport the seeds to the new stockpile.



The cave river is overflowing but doors protect the corridor from getting flooded. Everybody goes to sleep in the beds, except the Trapper who sleeps outside. The Trapper has just gone to sleep when she awakes by the flapping of wings. She looks up and sees three Harpies that are swooping down at her. She looks at them in terror and thinks "My god, they look just like brown h:s! Aaaaah!!!" and then she runs for the fortress gates. They almost catch up with her but a dog interferes and attacks the closest Harpy.



The dog is killed and the trapper is almost at the doors when she decides to flee south instead of into the fortress. (This is fixed in the latest version with the global order “Dwarves stay inside”) To take control of her movements she is recruited to become a soldier but it’s to late. The Harpies are too close and she attacks a Harpy in a martial trance. She seems to be out of bolts for the crossbow because she uses it in close combat. The other dwarves are sleeping inside and can’t be awaken. The Harpy and Kel collide and both get stunned. The other two Harpies jump her and she dies a horrible death.

The fortress’s entrance doors are now locked. The Harpies proceed to strike down a dog and a mule outside. One of the Harpies gets seriously wounded in the fight with the dog. Another mule comes by and is attacked but manages to kick the Harpy, slightly wounding it, and gets away. Now the dwarves are trapped inside and all food and seed is stored in a stockpile outside. As soon as the dwarves wake up a squad is formed with the two Miners wielding picks and the Carpenter wielding his axe. The squad leader is one of the Miners but the Carpenter, who is an Axedwarf refuses to serve under a Miner and takes the position as squad leader.

The lightly wounded Harpy recovers quickly and kills a horse. The squad goes to the cave river to drink before going to battle. They gather inside the doors while the Harpies kill another mule. One of the Harpies is out flying somewhere else so now is the time to attack.

They rush out the door and one Harpy flees at the sight of the Axedwarf swinging his axe. The seriously wounded Harpy is lying unconscious on one of the wagons and the Axedwarf hits it hard and sends it flying through the air. When it lands it is dead.

The two Miners catch up with the fleeing Harpy and send it to death with their picks. The third Harpy, now known as Aståsbobrur or Roguemother is on the other side of the river. It is the one that killed Kel. The squad is sent after her. They kill her after a short battle and Kogan is lightly wounded in the lower body and right upper arm. The squad gets disbanded and the dwarves continue their work.

It is a sad day for the dwarves. Ilral the Mason builds a stone coffin in silence. The coffin is placed in the Upper Meeting Hall and Kel is buried. She was a very good hunter. Fikod the Carpenter is made hunter by activating his hunting job and deactivating his woodcutting and carpentry jobs.

The Plump Helmet Spawn is now delivered to the seed stockpile and the Farmer begins to sow. After building a craftsdwarf’s workshop Ilral begins making dark stone short swords from obsidian, then she is going to make stone crafts to trade with the autumn caravan. The short swords use up one obsidian stone and one wood but it’s worth it arming all the dwarves. The fortress is now out of liquor and there’s only 30 meats left. Fikod the Carpenter is hunting with his axe. Maybe someone should use old Kel’s crossbow to hunt also. Nil the second Miner is set to hunt with crossbow and leather and she collects Kel’s old trapper gear.

The dwarves are busy moving every foodstuff but fat and raw fish inside. Three more Harpies are seen on the map. They seem to keep far south. There are no empty bins to store the new short swords so the Carpenter’s hunting job is cancelled and his carpentry job activated and three wooden bins are ordered from the carpenter’s workshop. Without bins the stockpiles get full and cluttered very fast.

Mid-Summer
A Metal Smith arrives hauling an anvil. Her name is Tosid and she is a novice Armor Smith, Metal Crafter and Furnace Operator. A group of warthogs get to close and she drops the anvil and runs to the fortress. Nil the Miner, now working as a Trapper with a crossbow, is drafted as a one-man squad and sent to scare the warthogs off. Nil isn’t happy with being drafted a second time this summer. She is marked as unhappy and this can lead to dangerous situations if it gets worse. By checking her info it’s also learned that she’s complaining about not having a well and the lack of chairs.



Kogan fetches the anvil and Nil is made civilian again. Rock blocks and a wooden bucket is needed to build the well. There’s also need to make wooden or bone bolts for Nil the new Trapper. She has only got one iron bolt in her quiver. Everybody goes to sleep inside except Nil who sleeps outside in the rain, unhappy, and the new Metal Smith who seems very active is up late working. After some thinking Kogan makes her the new Trapper instead and Nil a miner again, maybe she gets happier. All the crew is complaining about the lack of chairs. The Mason has to cut some rock thrones and tables that are placed in the Upper Main Hall. The now empty wagons are dismantled giving three logs each. Everybody helps with the first harvest when they have the time.



Two Ogres comes walking on the other side of the river. All dwarves outside form a squad and get ordered inside. (With new version use global order “Dwarves stay inside” instead) Edëm the Fisherdwarf is too close to one of the Ogres, and as a newly drafted recruit he attacks it unarmed. They begin to wrestle and the dwarf is no match for the Ogre. Edëm dies without even making a scratch on the Ogre.



All dwarves are inside, entrance doors locked. The Ogres continue north and leaves the map leaving a muddy trail. Doors are unlocked and all logs are carried inside for obvious reasons. With two crewmembers dead already it’s time to move everything inside the safety of the fortress and place traps at the entrance. Ilral cuts one more stone coffin.

Nil is throwing a tantrum. Dwarves throwing tantrums aren’t just a little angry; they are close to getting crazy. This can end up in very bad things and is one of the greatest dangers for a small group of isolated dwarves. Nil walks to the raw fish stockpile outside, lifts a barrel with 15 turtle meats and throws it at least 15 yards away.

Kogan is close by and shouts:

“Every hand, haul the raw turtle inside, including the barrel thrown by mighty Nil himself!”

Nil focuses his angry eyes on Kogan, and considers throwing the dwarf into the river. “You like to take a swim oh almighty Kogan the fortress builder?” Nil hisses through his teeth.

“Nobody tosses a dwarf! Not even another dwarf, you well know that Nil!” Kogan answers and squeezes the shaft of his pick harder.

A cold wind blows in Nil’s face, foreboding the coming of autumn. Nil thinks about the seriousness of the situation, with both Trapper and Fisher dead, and calms down.

“So what are the remaining six of Akrulber's crew to do without both hunter and fisher? Making me hunter! Hmpf, you know I cannot hit with a crossbow. I am a miner. I like MINING! DEEP!”

“Aye, that is exactly what we are going to do. We are going to mine! A mighty cave beside the cave river. Forget plans and designs, just mine a mighty natural cave.”

“And what good does that, beside keeping me quiet?” Nil asks.

“When the cave is flooded it will turn into a muddy mess. In this mud there’s going to grow things, maybe even trees. We are going to make an underground forest so big not even elves would believe it to be true. Here we are going to harvest both logs and plant and we will only have to go outside to test our new swords on Ogres now and then.”

“Hmm, great plan! Maybe we can find some Aquamarine gems or some amber; you know how much I like those. Let’s get to work!”

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