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Editing User:Albedo/BeastWhips

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:* 6) '''Vucar Zulbanthosbut''' - Mechanic +5/Brewer +5 (nuthin' - he drew the short straw. Pewter, demantoid, crowns, horses... yay.)
 
:* 6) '''Vucar Zulbanthosbut''' - Mechanic +5/Brewer +5 (nuthin' - he drew the short straw. Pewter, demantoid, crowns, horses... yay.)
 
:* 7) '''Ushat Lokumning''' - Grower +5/(tbd) +5 (likes pigtail plants... meh.)  
 
:* 7) '''Ushat Lokumning''' - Grower +5/(tbd) +5 (likes pigtail plants... meh.)  
:: <nowiki>*</nowiki> ''(Gone but not forgotten - leader of previous, unacceptable 7: '''Domas ''"don't call him 'Dumb-ass'"'' Shakethmomuz''' (aka Dumbass Shakethemuthuz) - Leader (liked dogs, and aluminum - would have been a dabbling metalsmith). Great name, decent preferences. Will be missed.)''
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:: * ''(Gone but not forgotten - leader of previous, unacceptable 7: '''Domas ''"don't call him 'Dumb-ass'"'' Shakethmomuz''' (aka Dumbass Shakethemuthuz) - Leader (liked dogs, and aluminum - would have been a dabbling metalsmith). Great name, decent preferences. Will be missed.)''
  
 
:Notes:
 
:Notes:
 
:: 1) Essentially a dedicated hauler to start, also our Trader and early fast-reaction force. He'll also train the dogs early, and cover most misc. skilled jobs like Woodcutting and Record Keeper.
 
:: 1) Essentially a dedicated hauler to start, also our Trader and early fast-reaction force. He'll also train the dogs early, and cover most misc. skilled jobs like Woodcutting and Record Keeper.
:: 2) No Hauling, 24/7 miner from the start. He gets some stat boosts by the time he makes Legendary, trains up some replacements, then gets transferred to the military. SE is tough to skill up, but that skill could as easily be any military skill(s).
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:: 2) No Hauling, 24/7 minter. He gets some stat boosts by the time he makes Legendary, trains up some replacements, then gets transferred to the military. SE is tough to skill up, but that skill could as easily be any military skill(s).
 
:: 3) Stonecraft mugs for the Caravan. Plus, a few nice ☼mugs☼ for the Tavern couldn't hurt. Important to keep Mason skill > Stonecraft in case of moods - the goal is an artifact coffin, statue or throne, not a jug or hive. This means little or no early hauling - if he's not making furniture or constructing buildings, he's making blocks for practice. Mug production starts sometime mid-Summer. Often has more than a few each of Mason's and Cratdwarf's workshops cluttered before the Caravan arrives, just because early on it's faster to build new ones ''(in the middle of a stone field)'' than to store everything.
 
:: 3) Stonecraft mugs for the Caravan. Plus, a few nice ☼mugs☼ for the Tavern couldn't hurt. Important to keep Mason skill > Stonecraft in case of moods - the goal is an artifact coffin, statue or throne, not a jug or hive. This means little or no early hauling - if he's not making furniture or constructing buildings, he's making blocks for practice. Mug production starts sometime mid-Summer. Often has more than a few each of Mason's and Cratdwarf's workshops cluttered before the Caravan arrives, just because early on it's faster to build new ones ''(in the middle of a stone field)'' than to store everything.
 
:: 4) Important to keep Weaponsmith > Leatherworker for moods, shouldn't be hard - a few sets of leather armour, a couple quivers, backpacks and water bags for early military actions... he's mostly done. Beds, cages etc. will be low-quality until a replacement migrates in.  ''(Note: Woodworking might get prioritized if expecting few trees to practice on.)''
 
:: 4) Important to keep Weaponsmith > Leatherworker for moods, shouldn't be hard - a few sets of leather armour, a couple quivers, backpacks and water bags for early military actions... he's mostly done. Beds, cages etc. will be low-quality until a replacement migrates in.  ''(Note: Woodworking might get prioritized if expecting few trees to practice on.)''

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