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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dakira</id>
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	<updated>2026-06-23T17:27:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mechanical_logic&amp;diff=42979</id>
		<title>40d Talk:Mechanical logic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mechanical_logic&amp;diff=42979"/>
		<updated>2009-05-06T01:13:05Z</updated>

		<summary type="html">&lt;p&gt;Dakira: /* Diagram Colour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This should be merged into [[computing]]. [[User:VengefulDonut|VengefulDonut]] 09:28, 2 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I made it as a separate article because it seemed rather large, and I wanted to avoid swamping the computing thread, which covers all kinds of computing, with a massive amount of mechanical-only stuff.  Perhaps this page should be linked to by computing, instead? --[[User:Sukasa|Sukasa]] 18:35, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, the diagrams aren't clear. I suggest using {{[[template:RT|RT]]}} or {{[[template:qd|qd]]}}. [[User:VengefulDonut|VengefulDonut]] 09:30, 2 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'll do that, thanks. --[[User:Sukasa|Sukasa]] 18:35, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Diagram Colour ==&lt;br /&gt;
&lt;br /&gt;
okay, just to maintain a clear colour scheme for anyone else who's making a Qd version of the diagrams...&lt;br /&gt;
&lt;br /&gt;
The Three primary colours are either for the first three inputs, or two inputs and the output if there are few enough inputs.&lt;br /&gt;
The Three two-colour combinations (Purple, Yellow, and Teal) are for the next three inputs, or outputs.&lt;br /&gt;
White or greyscale colours should be avoided, as they are too similar to the rest of the diagram.&lt;br /&gt;
&lt;br /&gt;
heh, I know these are somewhat hard-to-read, and for the adder, there aren't enough colours, but if for everything else we try and follow this, it should make it a little easier to read.  Lastly, in the memory logic devices, just colour D as if it were an input.  thanks to anyone who helps :D --[[User:Sukasa|Sukasa]] 18:52, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:IMO, It would be easier on you (for making the diagrams) and easier on others (for reading the diagrams) to leave them uncolored. [[User:VengefulDonut|VengefulDonut]] 19:41, 4 July 2008 (EDT)&lt;br /&gt;
::FWIW, I think the diagrams are pretty much incomprehensible at the moment; I think colour would help. --[[User:AlexChurchill|AlexChurchill]] 05:29, 7 July 2008 (EDT)&lt;br /&gt;
:Also, I think the diagrams would be much clearer if the graphics were presented as closely as possible to game graphics - using a lowercase o for an unlinked gearbox is very confusing. In fact, I think your OR gate is an AND gate and vice versa. [[User:VengefulDonut|VengefulDonut]] 19:49, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The problem, then, however, is that for some of the more complicated gates, and definitely for the memory gates, that it becomes very difficult to know which gearboxes are supposed to be linked to, and which ones are supposed to sit there and spin when powered.&lt;br /&gt;
::Also, heh, I know those are confusing.  The gates themselves operate on a sort of backwards logic, so even I find it easiest just to look at it and say &amp;quot;okay, I figured this out a while ago. just use the gate, that'll be easiest to think with&amp;quot;--[[User:Sukasa|Sukasa]] 23:04, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What of using DF paint or screen capturing from the game to create diagrams? The only immediate concern (imo) is in case of multi level diagrams. I'm sure some form of anchor points that are universal to all levels, or perhaps using some annotation, would help out considerably with that.  I'd be up for for posting some basic ones, but I would need assistance with the more complicated ones.--[[User:Dakira|Dakira]] 18:12, 5 May 2009 (PST)&lt;br /&gt;
&lt;br /&gt;
== Not gates ==&lt;br /&gt;
&lt;br /&gt;
Since this article makes no mention of a machine-logic way to create a NOT gate, I don't think it is worth mentioning any of the machine derivatives of NOT gates either. The only NOT gate provided is a water logic gate, which is described on SL's water logic page. It's also trivial enough to set up a NOT gate before an input to make an AND NOT, a NAND, or a NOR using a normal gate coupled with a NOT that those aren't worth mentioning with or without a machine logic NOT gate available. [[User:VengefulDonut|VengefulDonut]] 19:54, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;NOT or BUFFER&amp;quot; is listed down slightly, unless you mean before the article was merged &amp;gt;_&amp;gt; --[[User:Sukasa|Sukasa]] 23:05, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Clocked Logic ==&lt;br /&gt;
&lt;br /&gt;
We could use some more Clocked Logic designs, since there aren't very many right now.  Anybody up for designing a few?--[[User:Sukasa|Sukasa]] 23:15, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Using Logic Output ==&lt;br /&gt;
&lt;br /&gt;
Is there currently any way to use the result of a circuit for anything useful?  It seems to me that we ought to lobby Toady for something like a powered switch.  It could consume something like 5 power or so and toggle whenever the it gained/lost power.[[User:Ricree|Ricree]] 13:02, 8 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No, currently all it outputs is raw axle power; however the 'rotation sensor' or the makeshift one would be able to convert the rotational power to a lever trigger, either directly, or via a pressure pad.&lt;/div&gt;</summary>
		<author><name>Dakira</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38289</id>
		<title>40d Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38289"/>
		<updated>2008-11-26T02:45:20Z</updated>

		<summary type="html">&lt;p&gt;Dakira: /* Melty mechanisms... redux? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fluids vs bridges==&lt;br /&gt;
Does a raised bridge prevent the flow of fluids? Guess I'll experiment and see if I can answer my own question. [[User:Yvain|Yvain]] 21:21, 29 February 2008 (EST)&lt;br /&gt;
:Yes. [[User:VengefulDonut|VengefulDonut]] 04:55, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==picture: south-raising drawbridge==&lt;br /&gt;
Here's a picture of a bridge that raises South, to clear up any confusion over which direction bridges raise. [[User:Basilisk|Basilisk]] 18:03, 27 March 2008 (EDT)&lt;br /&gt;
   {{qd|cols=8&lt;br /&gt;
   |╔|═|╗|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |╚|═|╝|.|╞|═|╡|.&lt;br /&gt;
   |.|.|.|.|.|.|.|.}}&lt;br /&gt;
&lt;br /&gt;
== Items... ==&lt;br /&gt;
&lt;br /&gt;
When a creature is crushed by a bridge, what happens to the items they had?--[[User:Lordmick134|Lordmick134]]&lt;br /&gt;
&lt;br /&gt;
:When the bridge lowers, it completely ans permanently destroys anything it crashes on. So, there will be absolutely nothing under bridge, when it raises back.--[[User:Dorten|Dorten]] 03:29, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Not true! I had trapped a goblin inside a room with a bridge in it, and set the lever connected to the bridge to be repeatedly pulled. The goblin was stunned at most.--[[User:CrazyMcfobo|CrazyMcfobo]] 09:37, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The goblin was likely ''flung'' from the bridge after stepping onto the extended bridge which then raised with the goblin still on it.  Crushing is definitely an irrevocable and utter destruction. --[[User:JT|JT]] 16:30, 20 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Channeling ==&lt;br /&gt;
&lt;br /&gt;
Checked the [[channel]]ing article, nothing there, either.  I have a bridge that raises to the right to form a wall, part of my outer defensive perimeter.  I was digging a channel around the fortification wall and wanted to channel under the bridge.  I raised the bridge ... I cannot channel.  It never creates the flashy 'this is gonna be channeled' designation anywhere where the bridge could lay over.  I can channel any where else.  I can also remove the bridge, channel what I want, and replace the bridge just fine.  What gives?  Is this a known bug?  --[[User:Geofferic|Geofferic]] 02:35, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As far as I know you can't dig on constructions. When the bridge is raised it is still considered to be constructed there. (or something like that) I had the same problem with some retracting bridges. To fix it I just removed the bridges and dug the channels, and then rebuilt them. --[[User:Lotus|Lotus]] 10:13 (CST) June 11, 2008&lt;br /&gt;
&lt;br /&gt;
== Bridges as a temporary wall ==&lt;br /&gt;
&lt;br /&gt;
I want to build a wall by pulling a lever, to block off a tunnel three squares wide.&lt;br /&gt;
It is a mine tunnel with no channel above it.&lt;br /&gt;
&lt;br /&gt;
How long should the bridge be?&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ò▒▒▒&lt;br /&gt;
.........╥.........&lt;br /&gt;
.........║.........&lt;br /&gt;
.........╨.........&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 05:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, you have to be careful. Don't forget, by raising a bridge, you can potentially obliterate your dwarves in the process. So try not to make it too wide. --[[User:AlexFili|AlexFili]] 05:41, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:My question is, if I make it too long will it smash into the roof or anything?[[User:GarrieIrons|GarrieIrons]] 06:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As far as I know of, it won't smash into the roof. The only concern is that if the bridge is too long, a dwarf may get accidently crushed. --[[User:AlexFili|AlexFili]] 06:14, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Buildings that span multiple/variable z-levels are, at the current time, not possible. So, just build a 1x3 bridge, set it to raise west or east, and you have a wall! A toggleable wall! --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'd suggest doing a 2x bridge, as you'll have to track down the lever anytime you're curious as to whether the bridge is up or down, as a 1x or x1 bridge looks the same raised or lowered when raised on it's short axis. (e.g. the bridge above would look the same raised or lowered.) --[[User:N9103|Edward]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Retractable/drawbridge ==&lt;br /&gt;
&lt;br /&gt;
How can you specify which type of bridge you want to build? --[[User:AlexFili|AlexFili]] 05:45, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When you go to place a bridge, by default it retracts. If you press wadxs you change the direction it raises: w = north, a= west, d=east, x=south, s=retracts. I don't know how to set the direction it retracts though.[[User:GarrieIrons|GarrieIrons]] 06:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So if it retracts, it creates an impassable wall? -[[User:AlexFili|AlexFili]] 06:15, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::No, it disappears. If it raises, it creates an impassable wall, whose direction is the same as the raise direction. Try it out.&lt;br /&gt;
:::And, Garrie, it isn't possible to set retract direction since there is no such thing. --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Well I guess it doesn't really matter which way it retracts... although if a bridge is built outward from a cliff running east-west out to the chasm which is to the north then obviously the bridge retracts back to the edge it is anchored at (it can hardly retract back into mid-air...).[[User:GarrieIrons|GarrieIrons]] 23:22, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Oh, really? --[[User:Savok|Savok]] 23:32, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::well I guess applying common sense to DF might not be the best idea... but common sense would [bold]suggest [/bold] the bridge retracts back to where it was built from.[[User:GarrieIrons|GarrieIrons]] 00:03, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We don't use BBcode here. I don't think that even is BBcode, but it is in that style. To make '''bold text''', type &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''bold text'''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
:::::::And you're right that applying common sense to DF doesn't work. Even the least of peasants can carry thousands of pounds pebbles in a backpack. --[[User:Savok|Savok]] 09:06, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bridge-on-bridge action ==&lt;br /&gt;
&lt;br /&gt;
I've just added a note about retractable bridges being able to be built using existing bridges as support. However I'm currently unable to test what happens when an intermediary bridge is retracted or raised (I have no stone for mechanisms!). I'm assuming that any bridges relying on the retracted/raised bridge for support will collapse, but it should be tested (and noted), if someone else has the time and inclination! [[User:Raumkraut|Raumkraut]] 12:04, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I can confirm that when the first bridge is retracted the second one deconstructs. And also if you choose to do your testing using extreme cliffs and &amp;quot;accidently&amp;quot; make 6 of your 7 dwarves stand on the second bridge then they will die a horrible death after falling 18 stories. --[[User:Makuus|Makuus]] 16:54, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What if you raise both of the bridges at the same time? --[[User:AlexFili|AlexFili]] 05:48, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The same thing happens, the second bridge deconstructs again --[[User:Makuus|Makuus]] 13:48, 22 June 2008 (EDT)&lt;br /&gt;
::::I attempted this quite some time ago, I think. I had something like ten bridges in a row built off a cliff, and retracted them all at once with one lever. All but the first one (which was connected to the cliff) shattered into stones instantly. --[[User:SL|SL]] 10:29, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== lockdown system ==&lt;br /&gt;
&lt;br /&gt;
in one of my old forts i had a setup so if the opponent got near my bridges a lever would be pulled and the opponents would fall into the lava with a godlike imp in it, it would use multiple bridges however and i would have to rebuild atleast 1, it was sort of like a tesselation of crosses&lt;br /&gt;
&lt;br /&gt;
== Flying Bridge ==&lt;br /&gt;
Build stairs up. Build stairs down atop it. Build a retracting bridge extending into open air from the downstairs. Link the retracting bridge to a lever. Pull the lever to retract the bridge. Deconstruct the down stairs. Deconstruct the up stairs. Pull the lever. Remove the lever. Bridge flies. [[User:Rkyeun|Rkyeun]] 11:38, 18 July 2008 (EDT)&lt;br /&gt;
:Shame this can't be used to build eg. twisty retractable catwalks due to the above confirmations in Bridge-on-bridge action. :/ --[[User:Heron|Heron]] 09:46, 23 July 2008 (EDT)&lt;br /&gt;
::You could probably get something similar by just having occasional pillars sticking up, constructed by building towers of stairs, building a wall adjacent, then deconstructing the stairs. If you have each bridge anchored to one pillar, you ought to be able to get many retractable bridges in a sequence. --[[User:AlexChurchill|AlexChurchill]] 12:08, 23 July 2008 (EDT)&lt;br /&gt;
:::More testing. Retracted bridges never deconstruct. Make a chain as long as you like by keeping them all retracted until scaffolding is removed. Un-retracting bridges never deconstuct nor cause deconstruction. To make a path of multiple flying bridges build a scaffold for the first bridge, retract it, deconstruct the scaffold, build the second scaffold, retract that bridge, deconstruct that scaffold, and so forth. You can then unretract all bridges in any order and they'll all stay up. Retracting them again in any order caused them to fall. [[User:Rkyeun|Rkyeun]] 09:00, 2 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stockpiles under bridges ==&lt;br /&gt;
&lt;br /&gt;
I tried to make a refuse stockpile with a drawbridge over top, and I couldn't place the stockpile where the bridge would lower onto. Can anyone else confirm this for the new version? [[User:Falcondude|Falcondude]] 11:05, 31 July 2008 (EDT)&lt;br /&gt;
:Yeah, that won't work.  If you are trying to make a garbage compactor, make a ledge and designate a garbage dump with (i) that will drop the items where the bridge will close.[[User:Trevlyn13|Trevlyn13]]&lt;br /&gt;
&lt;br /&gt;
== Drawbridge vs colossus ==&lt;br /&gt;
&lt;br /&gt;
Yesterday a bronze colossus got trapped between my 2 moats, right under the drawbridge. It was too close to the catapults so that the operators wouldn't fire them, so I tried to crush it with the bridge.&lt;br /&gt;
My bridge broke instead.&lt;br /&gt;
(later I killed it by shooting hundreds of arrows)&lt;br /&gt;
If anyone could replicate this, and also experiment with other megabeasts....&lt;br /&gt;
(actually I made this account to tell people about this)&lt;br /&gt;
[[User:nautilusfossil|nautilusfossil]]&lt;br /&gt;
:As far as I know, Dwarven Atom Crushers™ break on megabeasts and demons. Cage Traps are the way to go for megabeasts, but demons are immune against them.&lt;br /&gt;
:I don't know about semi-megabeasts considering bridge-breaking. [[User:MC Dirty|MC Dirty]] 18:17, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarves negative thoughts regarding crushed friends ==&lt;br /&gt;
&lt;br /&gt;
Dwarves respond to friends or family members being crushed by a drawbridge as if they'd been killed &amp;amp; then not buried:  &amp;quot;He was forced to endure the decay of a sibling lately.  He lost a sibling to tragedy recently.&amp;quot;  (I'm certain this was due to the drawbridge, as all the siblings *except* the one that was crushed had these negative thoughts. Nobody else in the family had been killed by anything yet.) --[[User:Sev|Sev]] 14:49, 2 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Melty mechanisms... redux? ==&lt;br /&gt;
&lt;br /&gt;
Curiosity kills my dwarves - I'm not wasting the time to do this myself. Will mechanisms melt out of bridges that are submerged in magma? --[[User:GreyMario|GreyMaria]] 22:31, 28 September 2008 (EDT)&lt;br /&gt;
:I have no idea, this is a good question. While writing a reply of my thoughts I kept re-thinking some things. If Magma passes over the bridge I'm pretty certain that the mechanism will act like a flood gate's. It will not melt away as long as you don't raise the bridge. If you do raise the bridge, the mechanism will melt away and the bridge could do a number of things. Before I keep typing about what I think will/could happen, I'm just going to go ahead and pass on a wall of text. [[User:Dakira|Dakira]] 1844, 28 September 2008 (PST)&lt;/div&gt;</summary>
		<author><name>Dakira</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1753</id>
		<title>40d Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1753"/>
		<updated>2008-11-17T06:56:42Z</updated>

		<summary type="html">&lt;p&gt;Dakira: /* Melty mechanisms? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Discussion ==&lt;br /&gt;
&lt;br /&gt;
The only change I've noticed with doors so far is the placement:  Locked doors no longer count as walls for door-placing purposes, and you can place a door in any unblocked space adjacent to a wall. --[[User:BehroozWolf]]&lt;br /&gt;
&lt;br /&gt;
Doors seem to leak water very slowly for me - anyone else notice this? --[[User:Valdemar]]&lt;br /&gt;
&lt;br /&gt;
: I've never observed doors leaking unless someone walks through them.&lt;br /&gt;
&lt;br /&gt;
: Please sign your comments, guys!  Four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) will insert your username and the current date. --[[User:JT|JT]] 21:49, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've been told that levers can be attached to doors, and that they act much like floodgates with a lever attached. Might want to add something to the article about that - I haven't because I haven't confirmed this yet. [[User:Jp|Jp]] 01:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The article says that locked doors prevent dwarves from entering, but does that mean that hostiles can enter them? [[User:Patarak|Patarak]] 21:03, 23 January 2008 (EST)&lt;br /&gt;
:The doors aren't actually locked. They are just forbidden. I.e. it's not allowed for dwarves to use them. But they are still just a doors, and enemies can open them. Well... At least this is how I understand this--[[User:Dorten|Dorten]] 23:24, 23 January 2008 (EST)&lt;br /&gt;
:Creatures that can open doors cannot open forbidden doors. Trolls can open forbidden doors (by breaking them) [[User:VengefulDonut|VengefulDonut]] 23:27, 23 January 2008 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Creatures that can open doors cannot open forbidden doors&amp;quot; ...unless they are lockpickers. --[[User:N9103|Edward]] 00:47, 24 January 2008 (EST)&lt;br /&gt;
 LOCKPICKER 		 Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I may be jumping at straws, but it seems like wild animals won't go through a door that is kept tightly closed (but not forbidden). Can anyone corroborate or am I nuts? --[[User:Erom|Erom]] 13:57, 10 February 2008 (EST)&lt;br /&gt;
: I can confirm this now! Tightly closed but not forbidded will allow your dwarves to pass through, but will keep wild animals from wandering into your fort.&lt;br /&gt;
--[[User:Erom|Erom]] 13:58, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
So do doors have to be locked shut to both dwarves and other animals to keep enemies out in, say, a siege? --[[User:Gh3yz0r|Gh3yz0r]] 11:13, 17 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I doubt it, I'm almost certain &amp;quot;locked&amp;quot; doubles as both; &amp;quot;tightly closed&amp;quot; just forbids animals. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd actually recommend against using the animals option, as it doesn't work properly yet (33g) because the animals are pathfinding as if they're dwarves. Lots of pathing failures will wreck your FPS, and the animals will still get through the door anyways, like when a dwarf opens it. [[User_talk:Squirrelloid#Animals_try_to_path_through_tightly_closed_doors|Here]]'s a bit of testing/observation that was done and written down by Squirrelloid. I'll be posting this to a relevant discussion over in [[Talk:Maximizing_framerate]] to try and shed some more light on something that affects me drastically, and probably affects most everyone else too, even if they don't realize that it's the cause. --[[User:N9103|Edward]] 06:23, 1 May 2008 (EDT)&lt;br /&gt;
::Also note this applies to nuissance (ie, hostile) animals - i've now had a crazed camel sit behind a tightly closed door waiting for a dwarf to open it and repeatedly '?' its inability to path.  So its not just a 'pets' problem. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Doors for wagons? ==&lt;br /&gt;
&lt;br /&gt;
When I move my trade depot inside, how should I allow wagons in?  Do I need 3 doors next to each other? [[User:Shoez|Shoez]] 15:57, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I recommend building a (draw-)bridge 3 tiles wide over a channel, then the depot, then a second bridge further inside, to guarantee arrival of wagons (they will not enter the map if outer drawbridge is up) and still maintain fortress security. There are more elaborate options with traps, water and the like, but this one will work. I doubt wagons can cross doors, but i never tried. --[[User:Koltom|Koltom]] 21:15, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Being that doors require a wall to be next to, you cannot create a 3-wide stretch of doors, (and yes, removing a wall will remove doors that require that wall.) In addition, doors block wagon travel ({{k|D}}), much like stairs. So on all accounts, doors are not an option. --[[User:N9103|Edward]] 21:08, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hint - blast doors.  Ie, 3 floodgates connected to the same lever.  You can keep them raised most of the time, and lower them as needed. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarfs having happier thoughts about their own doors. ==&lt;br /&gt;
&lt;br /&gt;
Does someone know if this is true or not?--[[User:Richards|Richards]] 02:35, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It says something akin to &amp;quot;(Dwarf) has admired own fine door lately.&amp;quot;  Most &amp;quot;Own (item)&amp;quot; messages are happier than just &amp;quot;a(n) (item)&amp;quot;.  I'd say it's reasonable to assume, though I haven't done any research here.  Not sure how one would.--[[User:Dadamh|Dadamh]] 08:34, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Door Strength==&lt;br /&gt;
Has anyone tested an adamantium door against something like a colossus? One would imagine that it would stand up to ANYTHING, even a raging colossus, but a test could be handy. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Um, under 38c, I just had my door destroyed by a troll.  This should probably be noted in the article.  If nothing's posted in the next couple days, I'll change it myself, I guess.  --Jhoosier&lt;br /&gt;
&lt;br /&gt;
:It already is&lt;br /&gt;
::Stone, wood, and glass doors can be destroyed by the trolls which usually accompany goblin sieges&lt;br /&gt;
:[[User:Anydwarf|Anydwarf]] 13:52, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sorry, I should have mentioned that it was an iron door.  That's what I was getting at.  Here's a screenshot of it:  [http://www.dwarffortresswiki.net/index.php/Image:Iron_door.JPG]  (On a side note, how the heck do I embed this?  Couldn't get it to do so.  Ah well, it's linked to now.  [[User:Jhoosier|Jhoosier]] 21:04, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh. OK. The only buildingdestroyers I've gotten were megabeasts (probably since I tend to play on tiny worlds with low goblin populations) so it'll probably be a while before I can test this for myself. This means someone else will have to get a troll and run him through some tests with the Warp utility. (or similar) I have a feeling that any buildingdestroyer can at least deconstruct any door, if not turn it into splinters.&lt;br /&gt;
:In the meantime, should we just drop the entire section from the page? Or just turn it into a single sentence like &amp;quot;trolls and some other creatures can destroy doors&amp;quot; [[User:Anydwarf|Anydwarf]] 00:46, 18 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've got a steel door up now, I'll try releasing a captured troll and see if it destroys the steel door.  I don't know what everyone's experiences are with doors and door strength, so I'll leave dropping it up to smarter people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whoever wrote that article about door strength was talking out of his arse. I've had steel doors torn down left, right and center by trolls, dragons, and all sorts of building destroyers. It's easy to simulate too. Just give [BUILDINGDESTROYER:2] to humans and elves and see what they do to your doors when they even come to trade.&lt;br /&gt;
--[[User:Umiman|Umiman]]&lt;br /&gt;
&lt;br /&gt;
== Bursting under water Pressure? ==&lt;br /&gt;
&lt;br /&gt;
In my fort I have a door working as a flood gate that is under a fair amount of pressure.  I've noticed it opening seemingly at random and was wondering whether there's a connection.  It is attached to a lever and I seem to need to double pull the lever to get it to close.  Anyone else notice this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Darthfrodo|Darthfrodo]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Please sign your edits using &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. At any rate, can you do a quick diagram of your setup using the templates for diagrams? --[[User:GreyMario|GreyMario]] 23:07, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== lever-linked doors and lockpickers ==&lt;br /&gt;
&lt;br /&gt;
If a door is linked to a lever, can a lock picking enemy open it? --[[User:Strangething|Strangething]] 23:40, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Doors unable to be constructed from a diagonal. ==&lt;br /&gt;
&lt;br /&gt;
I had a setup like this&lt;br /&gt;
{{qd|cols=3&lt;br /&gt;
|X|X|X&lt;br /&gt;
|X|D|X&lt;br /&gt;
|f|F|f&lt;br /&gt;
|f|f|f&lt;br /&gt;
|F|f|f}}&lt;br /&gt;
&lt;br /&gt;
X= wall&lt;br /&gt;
D=door waiting to be built&lt;br /&gt;
f=farmer's workshop waiting to be built&lt;br /&gt;
F=farmer's workshop waiting to be built&lt;br /&gt;
&lt;br /&gt;
the door kept getting canceled because they couldn't reach it apparently &lt;br /&gt;
--[[User:winn|winn]] 12:28, 24 July 2008 (EDT)&lt;br /&gt;
:Most things can't be build on diagonals. This is especially important to remember when building walls. (Sorry for editing your comment, but it was not displaying as I thought you were going for.) [[User:HeWhoIsPale|HeWhoIsPale]] 08:39, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Huh? ==&lt;br /&gt;
has anyone else made a granite door? whats up with that? (I'm using a graphic enhancer, not sure which one, and the door is a black outline, with the normal corners.)[[User:Destor|Destor]] 19:53, 17 September 2008 (EDT)&lt;br /&gt;
:If you have enabled granite to be used for non-economical purposes, then you can make a granite door. --[[User:GreyMario|GreyMaria]] 22:47, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Melty mechanisms? ==&lt;br /&gt;
Will mechanisms in a metal door melt when magma passes through the door? --[[User:GreyMario|GreyMaria]] 22:47, 27 September 2008 (EDT)&lt;br /&gt;
:If you don't build them from magma resistant materials, then yes, the mechanism will melt leaving you a door in a corridor flooded with magma. And no way to close it.[[User:GarrieIrons|GarrieIrons]] 00:04, 28 September 2008 (EDT)&lt;br /&gt;
::As far as I know, only Bauxite is Magma-safe. I also found it annoying that on the only map I needed it, the merchants wouldn't import any. --[[User:Dakira|Dakira]] 22:56, 16 NOV 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
== Rooms not including door? ==&lt;br /&gt;
&lt;br /&gt;
Been encountering a strange issue...roughly half of the doors in my fortress aren't being included in the room they are assigned to.  Meaning, when I create or re-size a room, the walls and surface of the room are encompassed by the flashing, but the door will remain solid and won't be encompassed by the room.  More distressing is the fact that this means the value of the doors aren't being factored in, so the two solid gold, gem-encrusted doors I made for a noble are worthless.  Anyone else having this problem, or have a fix for it?  --[[User:Eddie|Eddie]] 04:46, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is standard behavior. If you wish to include a door in the value-reading of a room, then you need to {{k|q}}uery the door and set it to &amp;quot;Internal.&amp;quot; However, this will cause the room size adjustments to ignore the door completely. --[[User:RomeoFalling|RomeoFalling]] 05:48, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::But why shouldn't it be treated the same as the walls? [[User:Random832|Random832]] 12:13, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It seems to be doing so, some times.  I'm going to do a little research later, see if it perhaps is only doing so with certain door materials or values.  Some of the doors in my fortress are included in the boundaries of an assigned room, while others are not.  In fact, the golden doors I spoke of earlier aren't included in the office or dining hall, but it IS being counted for the bed room...very odd indeed.  Quick sketch of it:&lt;br /&gt;
&lt;br /&gt;
:::Dining Hall  [door 1]   Office   [door 2]  Bedroom&lt;br /&gt;
&lt;br /&gt;
:::Door 1 is not counted for either room it is connecting (unless I set it to internal), and door 2 is only being counted in the bedroom's region.   --[[User:Eddie|Eddie]] 13:18, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'm using something like the &amp;quot;Living Pods&amp;quot; [[Bedroom Design]] and the doors aren't counted in the bedrooms, either. --[[User:Sev|Sev]] 17:51, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could it matter what side it was installed from? [[User:Random832|Random832]] 22:20, 21 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Dakira</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19271</id>
		<title>40d Talk:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19271"/>
		<updated>2008-11-11T01:41:50Z</updated>

		<summary type="html">&lt;p&gt;Dakira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a way to build walls on areas (like when designating a stockpile) instead of tile per tile? Very boring work when constructing long walls... --[[User:Mizipzor|Mizipzor]] 13:40, 4 November 2007 (EST)&lt;br /&gt;
:Not as of {{ver|0.27.169.33a}}. --[[User:Ikkonoishi|Ikkonoishi]] 14:11, 4 November 2007 (EST)&lt;br /&gt;
The text of the article seems to suggest that engravings and smoothing can be done on constructed walls.  In my experience, a constructed wall is described as a &amp;quot;Granite Block Wall&amp;quot; and does not accept either smoothing or engraving commands.  It also highlights with a flashing green &amp;quot;C&amp;quot; in designation mode, indicating it is constructed.  If I'm wrong, I'd love to know how to accomplish this!&lt;br /&gt;
Also, the article text indicates that a wall must be built above certain types of solid object.  In my experience, this is not true; you can build a wall over empty space provided you build ''beside'' an existing solid structure.  This is key when building spiral ramps within towers, etc.&lt;br /&gt;
I'm very new to wiki editing, so I'm not going to touch the article itself at this point.  If someone would like to verify...?--[[User:Doctorlucky|Doctorlucky]] 04:10, 12 November 2007 (EST)&lt;br /&gt;
:All right, some experimentation has determined how walls are named and how the operate.  I'll use &amp;quot;felsite&amp;quot; as my material in the examples:  A wall which is comprised of naturally-occurring rock or other material is called a &amp;quot;Rough-hewn Felsite Wall&amp;quot;.  Smoothed, it becomes a &amp;quot;Smoothed Felsite Wall&amp;quot;.  A wall constructed of mined stone using the building menu is described as a &amp;quot;Rough Felsite Block Wall&amp;quot; while one made out of stone block (prepared by a mason) is a &amp;quot;Felsite Block Wall&amp;quot;.  Neither type of constructed wall is engravable or smoothable, and both type look identical to a smoothed natural wall. [[User:Doctorlucky|Doctorlucky]] 18:40, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Any idea why constructed walls cannot be engraved? It seems somewhat counterintuitive. --[[User:Trithemius|Trithemius]] 09:15, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I had a dwarf build an engraved wall. I think all I used was the normal build wall command and nothing more, but I wasn't really paying attention, i just needed to fill in an extra wall section. When I went back one section of the wall looked weird, and when I looked at it and pressed enter a description of the engraving came up. However it is still called a rough basalt block wall not an engraved wall.  [[User:Afu|Afu]] 05:08, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do glass walls block LoS? [[User:Rkyeun|Rkyeun]] 20:18, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone come across a bug where built walls do not produce a floor on the z level above? I was building two small towers and for some reason some constructed walls are being built without anything above them, it doesn't even show up (using looK) as Open Space but it is displaying the - symbol normally used for open space. Most frustrating is it I rip it down and built the wall again it does it again. Both towers were the same other than material used and one has this problem along one face while the other is fine.&lt;br /&gt;
[[User:Yvain|Yvain]] 05:42, 26 February 2008 (EST)&lt;br /&gt;
:yes, but it was fixed several versions ago, in 176.38a and ive not had it happen again since. from the Devlog:&lt;br /&gt;
 * fixed problem leading to floors not being placed above some constructed walls&lt;br /&gt;
:-[[User:Chariot|Chariot]] 14:40, 26 February 2008 (EST)&lt;br /&gt;
::Now I feel stupid, I downloaded 176.38a but didn't actually unzip/install it. Thanks. [[User:Yvain|Yvain]] 15:25, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I've noticed it's not always necessary to have a z+0 wall supporting a z+1 wall (on top of) as long as there is an access via a floor. Thus one can achieve a &amp;quot;protuberant&amp;quot; type construction which is physically eerie. Is it a known bug or on purpose?--Annales&lt;br /&gt;
:It's just how support and cavein code works for now. You can call it &amp;quot;on purpose&amp;quot;, but i's going to change someday (and don't forget signing)--[[User:Dorten|Dorten]] 04:52, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==wall strength==&lt;br /&gt;
&lt;br /&gt;
does the strength of the wall change depending on the material? doors gain strength when made of iron. --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
:AFAIK, walls are basically invulnerable still (33g), if not permanently so. So at this time, no relevant tests can be done to determine if one wall is more or less resilient than another. --[[User:N9103|Edward]] 21:55, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Wooden walls will block magma... Ashen (from ash - burned wood, not ash - kind of tree) walls block stones fired from catapult. I think that's enough to say that strength of the wall doesn't depend on anything. --[[User:Someone-else|Someone-else]] 21:13, 4 May 2008 (EDT)&lt;br /&gt;
::: ok, tohught trolls could break through walls, if not, KOOL  --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
== One way to make your masons behave ==&lt;br /&gt;
&lt;br /&gt;
So I've dug a tunnel that'll carry a flow of magma, and I just need to plug the access corridor I used during its excavation before unleashing the torrent. And of course, my idiot mason ''insists'' on walling himself up inside the magma tunnel. I could provide escape stairs, but really, why should I compromise my fortress' aesthetics for the sake of that suicidal dunce? So here's what I did:&lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 ..S.. &amp;lt;- lava channel&lt;br /&gt;
 ##W##&lt;br /&gt;
 ##.## &amp;lt;- access corridor&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;W&amp;quot; is where I want to build a wall, and &amp;quot;S&amp;quot; is where the mason insisted on standing while building it. So I crafted a cheapo stone statue, placed it at S, and it forced the mason to stand on the other side of W to build it. Then when the magma came through it melted the statue away.&lt;br /&gt;
&lt;br /&gt;
I hope the statue was a self-portrait. [[User:Bryan Derksen|Bryan Derksen]] 20:58, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You know, a simple door would've done the trick.  You place a door instead of an actual wall, make it forbidden (and tightly closed) once the idiot has returned to his other things.  It holds magma for now (and is cheaper and faster than building both a wall and a statue).  [[User:MagicGuigz|MagicGuigz]] 11:14, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Waterproof? ==&lt;br /&gt;
Do walls hold back liquids similar to a closed door? &lt;br /&gt;
I assume water, yes. And magma only if its a steel wall?&lt;br /&gt;
-- [[User:Qwip|Qwip]] 13:05, 10 October 2008 (EDT)&lt;br /&gt;
:Yes in every possible case. A wall made of soap blocks will hold back water, and one constructed from ice will hold back lava. --[[User:GreyMario|GreyMaria]] 17:14, 10 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Construction on the Edges ==&lt;br /&gt;
Does anyone know of a mod or what file I should change to allow construction of walls along the edges of the map? I'm going for the &amp;quot;Border Crossing&amp;quot; challenge build and the map calls for a wall from edge to edge, yet I am prohibited from building anything within five spaces from the map's edges as well as digging one space from the edge. -- [[User:Dakira|Dakira]] 17:40 10 November 2008 (PST)&lt;/div&gt;</summary>
		<author><name>Dakira</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36066</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36066"/>
		<updated>2008-11-11T00:50:55Z</updated>

		<summary type="html">&lt;p&gt;Dakira: /* Mass Selection of Goods to be Moved */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Consolidation of Trading, Trade Depot, Caravans, and Wagon ==&lt;br /&gt;
&lt;br /&gt;
This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --[[User:CombatWombat|CombatWombat]] 06:42, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Nah, there's no such thing as a crappy wiki edit, when its got content in it. Just remember to be bold, otherwise there would be nothing here. --[[User:Maska|Maska]] 07:29, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well this thread's a little old, but I re-wrote and consolidated some more information on this page.  There was also some discussion of this on [[Talk:Caravan#Merge_this_into_Trading]].  If you don't approve, please don't just revert it, I organized and cleaned up a lot of the scattered info, so at the very least it should be split from where it is now on the Trading page to where it should ultimately go. --[[User:Marble Dice|Marble Dice]] 02:48, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This article needs to be seperated.   We dont find crafting and the craftdwarf workshop in the same article and the same goes here too.   Trading is how to trade and what it means in this game.  Trade depot is a construct.  An encyclopedia defines things and as such we should define them seperately.   It all needs to be organized as well.  The flow chart is undefined and in the wrong section, etc.&lt;br /&gt;
Ill move some stuff around and work to clean some up now but nothing to radical at the moment... what do you think?&lt;br /&gt;
[[User:Iluziat|Iluziat]] 07:03, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
::Done++ Someone else finish merging the information from Caravans into the page. Make sure to get that awesome Elf trader image. --[[User:Ikkonoishi|Ikkonoishi]] 12:10, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;br /&gt;
::Is this similar to plant gathering where even non-working nobles and children will do it, or is it limted to any regular dwarf regardless of labour? --[[User:TangoThree|TangoThree]] 19:04, 31 January 2008 (EST)&lt;br /&gt;
:::Yes, nobles and children will haul stuff to the depot. --[[User:Janus|Janus]] 00:19, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moving goods on afterwards ==&lt;br /&gt;
&lt;br /&gt;
To get things ''out'' of the depot.... do I have to order them removed while the caravan is still around?&lt;br /&gt;
I have starving dwarves... and food going rotten in the depot![[User:GarrieIrons|GarrieIrons]] 06:36, 5 February 2008 (EST)&lt;br /&gt;
:AFAIK, no. in my experience, anything bought is treated as like it's just lying there, not being traded.&lt;br /&gt;
Well, yes and no. Once trading is finished dwarves will start bringing the bought goods in while the caravan still is there. But you cant 'order' them to per se ;) Your own stuff that wasnt sold however will remain in depot till the caravan leaves. --[[User:Koltom|Koltom]] 18:45, 13 February 2008 (EST)&lt;br /&gt;
::Unless you go back into the {{k|g}}oods menu at the Depot and unmark them for trading. --[[User:N9103|Edward]] 04:25, 14 February 2008 (EST)&lt;br /&gt;
I've a question in the same vein: I just traded for a truckload of goods, but the traders didn't even leave them in the depot! They just carried my goods out with them. Were my dwarves supposed to carry all of the goods back earlier? --[[User:Gh3yz0r|Gh3yz0r]] 14:08, 16 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Wow, this is super late for a response, but are you sure you {{k|t}}raded with them and didn't just {{k|o}}ffer them your stuff as a gift? --[[User:RomeoFalling|RomeoFalling]] 09:06, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Duplicate Page?==&lt;br /&gt;
The page &amp;quot;Caravan&amp;quot; has very similar information, though this &amp;quot;trading&amp;quot; page seems more complete.[Samyotix]&lt;br /&gt;
&lt;br /&gt;
== culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;everything is ruined now&amp;quot; ==&lt;br /&gt;
I just accidentally tried to trade the elves a wooden bin full of stone goods. Now ALL my stone goods, including ones not actually in that bin, are unacceptable. I ended up just seizing the rope I needed, but I'd like to know if this is a glitch, or if I just made them too angry to trade.	&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:It's not a glitch.  Elves refuse to trade at all after you give them even a single wood or animal product. After you do that the trade option is locked until they come back to trade next year. [[User:Hex Decimal|Hex Decimal]] 14:52, 27 February 2008 (EST)&lt;br /&gt;
:The wooden bin told the elves you hate trees. Elves don't trade with people who hate trees. Elves don't trade with people who hate animals. Don't trade dead trees or dead animal parts to elves. [[User:Rkyeun|Rkyeun]] 13:18, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Depot Access==&lt;br /&gt;
Not a single square on my map is accessible by the caravan. What should i do? --[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
EDIT: My bad. It seems that it shows every square as inaccessible if the depot is not fully constructed--[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading Margins ==&lt;br /&gt;
In regards to this submission:&lt;br /&gt;
&amp;quot;If you have a somewhat experienced broker or you already raised the traiders mood to pleased or above you can usually trade with marginal profit for them and you can also safely ignore their counteroffers, offering the same trade a second time, successfully.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You do realize that when they make a counteroffer they automatically add those counteroffer goods to the pot, right? Just making sure. Are you saying you go back through and remove each item their counteroffer added to your side of the deal? Seems much simpler to just stick to the ~50% rule of thumb, especially at the beginning with low skills and again once you reach the point of having so many trade goods that you can easily buy everything you need from each caravan with plenty of goods left over. --[[User:Janus|Janus]] 14:55, 22 March 2008 (EDT)&lt;br /&gt;
: Yes, exactly. Whenever i get a counteroffer I remove all items from the list they added until their profit is back to what i deem fit, sometimes leaving a low value item, say, 50☼, they chose, if I wanted to trade it anyway. Since this is not a beginners guide page, I think it's wrong to advise people to a 50% profit margin that is much higher than necessary. Once the traders are happy, they will even agree to trading an anvil for an anvil. I tested this extensively because usually i want them to leave early and thus try to make them angry. Almost impossible. We could however add smth about the (suspected) advantages of having high export totals like bigger caravans, more immigrants, arrival of king. --[[User:Koltom|Koltom]] 06:39, 23 March 2008 (EDT)&lt;br /&gt;
::The 50% rule of thumb is a good starting point either way. &amp;quot;Advanced&amp;quot; page or not, before I posted that, there was no guidance on what profit margin the visiting traders would generally accept, so that people were left to find out the hard way.&lt;br /&gt;
::Going back through a long list of your trade goods to hunt down and remove the items which the visiting trader added to the offer seems like a bit of a waste of time to me, unless you just have very few trade goods or a really tight budget at your fortress.&lt;br /&gt;
::As for being able to get away with lower margins once the trader is happy, that is definitely useful knowledge and could be expanded upon. --[[User:Janus|Janus]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There is no way to refuse a counter-offer, is there? The only option is to hit {{k|Enter}}, and the &amp;quot;goods are added to the pot&amp;quot; as you say ... correct? --[[User:Juckto|Juckto]] 09:07, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Correct, however, you're free to simply remove the additionally requested items and re-offer. In the case of a new trader in his first few trade sessions, this will likely work, as he gained experience (probably a LOT) just by offering. Even if it doesn't, as long as you don't repeat it many times (4+ I'd say) then there's no real risk of driving them off. --[[User:N9103|Edward]] 13:16, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I find it easiest to commence one dwarf with novice valuer that way you already know prices... within the first trading I can usually get some items at straight trade (0% profit) maybe it depends on civilisation demands.[[User:GarrieIrons|GarrieIrons]] 01:14, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If you want a trade to succeed just make sure the trader gets 100-1000* profit. Almost every trade I made with this method was accepted. --[[User:AlexFili|AlexFili]] 06:09, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Goblins butchering my caravans. ==&lt;br /&gt;
&lt;br /&gt;
Every time I trade with the caravans, a goblin ambush comes and the merchants are all killed. Ive taken new measures to prevent this, but will merchants come back to trade? and what effect does their death have? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Wafl|Wafl]] ([[User talk:Wafl|talk]]•[[Special:Contributions/Wafl|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My caravans get shot up by goblins all the time.  Then you get to loot their stuff.  The caravans always seem to come back next year.  [[User:Ripheus|Ripheus]] 22:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
&lt;br /&gt;
:Ask and ye shall receive&lt;br /&gt;
{|cellspacing=0 align=center&lt;br /&gt;
|-&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Arrive at fortress location&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Create Goods&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Build Depot&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Check Depot is accessible&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Set goods to be traded&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan to arrive at depot and merchants to finish unloading&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for goods to be hauled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Request the trader at the depot and turn off his other labours&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Trade&lt;br /&gt;
|}&lt;br /&gt;
You'll note I shifted the location of requesting trader --[[User:Juckto|Juckto]] 08:46, 6 May 2008 (EDT)&lt;br /&gt;
:The above was the first draft. You can access the current version at [[Trading/Flowchart]]. Anyway, what I wanted to say was '''Re: Adeptable's changes'''&lt;br /&gt;
:I don't think the third branch is neccesary. For one, it makes it seem too wide, and secondary it implies that turning off the trader's labours ''all the time'' means that trading will happen faster - almost as if it will make merchants arrive more often. --[[User:Juckto|Juckto]] 23:36, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offerings ==&lt;br /&gt;
&lt;br /&gt;
Can anyone expound on the function of {{K|o}}ffering goods as gifts to traders? I tried giving the elves about 1000 worth of tchotchkes, and the next year they showed up with more goods than I've ever seen -- lots of caged animals, whereas I usually get very few, and so on. However, other times I gave them more and it seemed nothing changed. [[User:Anydwarf|Anydwarf]] 12:01, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Gifts to the traders (and large trading profits) should increase the number of traders / wagons you get the following year, so they'll bring more stuff to trade. AFAIK no-one knows about the numbers for sure though. [[User:Samyotix|Samyotix]] 14:51, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Add hint: &amp;quot;Buy everything ... in case you get a strange mood&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Personally I've found it very useful to do this:&lt;br /&gt;
&lt;br /&gt;
When traders arrive, &lt;br /&gt;
a) optionally check stocks.&lt;br /&gt;
b) Buy everything you can't make or harvest in your own fort.&lt;br /&gt;
c) In the diplomat meeting, order everything you can't make or harvest.&lt;br /&gt;
&lt;br /&gt;
To be specific: Thread, Silk, cloth, metal bars (anything else?).&lt;br /&gt;
&lt;br /&gt;
The reason: &lt;br /&gt;
a) Dwarves sometimes demand items out of some metal or alloy they like.&lt;br /&gt;
b) Dwarves who are possessed or get a strange mood will sometimes demand silk or cloth.&lt;br /&gt;
&lt;br /&gt;
Players who proactively (harr!) seek to stock materials for possible moods will IMO have much less of a problem with dwarves going insane from moods. However I couldn't figure out where (or if) I should insert that, so I'll just add this idea (adding a hint: buy everything you don't have) to the discussion.&lt;br /&gt;
&lt;br /&gt;
Also, as far as I know, possessed/moody dwarves in the current version (27.176.38c) do not demand specific items. Rather, they want a) any metal bar b) any metal ore c) Silk d) Cloth e) wood f) raw gem g) any stone ... that was it, right?. So probably such a hint could read something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NOTE: If your fortress cannot harvest silk, it would be useful to order some from the caravans. If you do not have a cloth industry yet, maybe order some cloth as well. Having a small stock of materials which you are not actively using in your economy - e.g. GCS silk - will increase the likelihood of your fortress gaining an artifact from any mood or possession.&amp;quot;&lt;br /&gt;
[[User:Samyotix|Samyotix]] 14:49, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Clear the perimeter? ==&lt;br /&gt;
&lt;br /&gt;
Is clearing the entire perimeter of the map really necessary? While my depot has been accessible at all, the caravan has '''always''' appeared at a point with access to the depot. --[[User:Raumkraut|Raumkraut]] 13:13, 12 July 2008 (EDT)&lt;br /&gt;
:What the article says is:&lt;br /&gt;
:#Caravans enter the map from a random direction which does not coincide with the relative direction of the originating civilization, &lt;br /&gt;
:#they may appear from different directions or z-levels each year&lt;br /&gt;
:#they cannot use stairs&lt;br /&gt;
:#they may leave without trading if it takes too long to reach the trade depot&lt;br /&gt;
:With the above points in mind:&lt;br /&gt;
:#In order to guarantee perfect, permanent wagon accessibility, a three tile path must be cleared around the entire perimeter of the map, with at least one joining path from the border to the trade depot. Any parts of this path system which have grass must be paved with floor tiles, bridges, or roads to prevent trees from growing. Ramps must be used to adjust z-level elevation. &lt;br /&gt;
&lt;br /&gt;
I have certainly had a depot accessible to the southern border, then had the human merchants only turn up with mules because they were approaching from a different direction. &lt;br /&gt;
&lt;br /&gt;
The recommendations are how to ensure the human wagons turn up every summer (it also helps to remember to have your drawbridge down as soon as summer commences!) If you are not so concerned about human merchants then ignore the advice. If you don't have enough dwarf-power then ignore the advice. Some of it only needs to be done once (ie: adjusting slopes), and some of it just gives you more territory to consider for defending from invaders (being open to merchants also opens you to invaders).[[User:GarrieIrons|GarrieIrons]] 00:33, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Seizing goods==&lt;br /&gt;
&amp;quot;It is worth noting that in the Mac port (untested for other ports), you can simply remove the depot that the merchants are camped out on to recieve all their goods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I can confirm that this also works in the PC version.[[User:Moonman|Moonman]] 14:07, 13 July 2008 (EDT)&lt;br /&gt;
:I believe this has been confirmed to cause the same ill will as seizing the items FWIW. -[[User:Fuzzy|Fuzzy]] 18:01, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Empty caravans ==&lt;br /&gt;
&lt;br /&gt;
human, elf, and dwarf caravans bringing me nothing.&lt;br /&gt;
is it possible to have a depot too full? --[[User:Eerr|Eerr]] 07:30, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In recent versions of the game I've noticed that traders, after their initial visit, will only bring what was mentioned in your previous trade agreement with them. In earlier versions they'd bring all sorts of tat along too. Did you perhaps not request any goods for import? I don't imagine this could affect the Elves as well though. --[[User:Raumkraut|Raumkraut]] 08:02, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Prior to the latest group of releases, I'd been getting empty caravans for a LONG time, Elves and Humans alike, and occasionally even the Dwarves. Hasn't happened to me in the e release yet though (hadn't spent too much time on the other releases). --[[User:N9103|Edward]] 13:13, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== starvation ==&lt;br /&gt;
&lt;br /&gt;
it must be because they brought food to my starving settlement&lt;br /&gt;
(dwarves will run out and get food straight from the caravan)&lt;br /&gt;
&lt;br /&gt;
== Added a small bit. ==&lt;br /&gt;
&lt;br /&gt;
I quickly changed the section about the possible exploit of deleting a trade depot from Mac-only-bug to an across the board phenomenon.&lt;br /&gt;
&lt;br /&gt;
== Caravan at Inaccessible Depot ==&lt;br /&gt;
&lt;br /&gt;
I assume it is related to the 3 wide path only showing as 1 green square, but the caravan has stopped at a trade depot that is listed as inaccessible.  Does this mean that some trade depots will show bad with SHIFT-D but are actually okay? --[[User:Aristoi|Aristoi]] 21:15, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The three-wide path showing only one green square is, to my knowledge, correct. That green is the center of the path, along which the center of the wagon must align with to fit within the three-wide path. --[[User:Mattmoss|Mattmoss]] 23:14, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks.  It'd be nice then if the Shift-D showed that as a caravan accessible depot then. --[[User:Aristoi|Aristoi]] 01:21, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Correction: It does, there was a boulder in the way that I did not see. --[[User:Aristoi|Aristoi]] 22:10, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 50% profit rule ==&lt;br /&gt;
&lt;br /&gt;
This really, REALLY needs to be made clearer in the game. There's nothing wrong with the trader telling us how much profit he'd expect from our goods! I've got tens of thousands worth of goods that I haven't sold for two years straight because the bloody traders wouldn't tell me how much they want, and I didn't find the 50% rule buried in this article until just now! --[[User:Theory|Theory]] 09:36, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's hardly 'buried' in the article, it's certainly not a rule, and it is made pretty clear in the game. I'm not just trying to be contrary; let me explain: A skilled broker can routinely trade with only a thirty or twenty percent profit, even down to ten percent if the merchant is in a good mood. If the merchant wants more profit, he will either put forth a counter-offer or say &amp;quot;With your trade goods such as they are, I can't possibly imagine you getting all of those items.&amp;quot; This seems like a pretty clear indication that he wants a bigger margin. As to its place in the article: a full half of the section titled &amp;quot;Trading&amp;quot; details the fifty percent suggestion. If you think it deserves increased prominence, I encourage you to edit it yourself. Them's my six cents. --[[User:Zombiejustice|Zombiejustice]] 17:16, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: afaik, traders will accept ''any'' profit, as long as they're not annoyed and also as long as you're not trying to buy 'high-tech' items like steel anvils or bars, with 'low-tech' items such as poorly crafted pieces of stone, bone etc [[User:Twiggie|Twiggie]] 17:58, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Elves and dead stuff==&lt;br /&gt;
&lt;br /&gt;
it seems elves will make counter-offers for dead stuff, like totems, bone and shell crafts... needs to be fixed imo [[User:Twiggie|Twiggie]] 18:00, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Adamantium in trade window==&lt;br /&gt;
&lt;br /&gt;
I've just noticed that Adamantine strands appear in my trade window in purple text despite them not being present at the depot and marked for trade. I'm fairly sure that this is something to do with mandates from the nobles (my broker has forbade the export of adamantine) but I can't find any mention of this on the Wiki, any thoughts? [[User:Extar|Extar]] 21:55, 5 September 2008 (EDT)&lt;br /&gt;
I did a bit more testing and the purple text is clearly to do with export bans, I'll add it to the mandate page. [[User:Extar|Extar]] 22:02, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==They are selling dead animals?!==&lt;br /&gt;
&lt;br /&gt;
I don't know if this is because my fortress is in the freezing tundra, but all caravans offer me cages with dead, butcherable corpses inside. I don't complain about this: There's no additional charge for them, and so I get free meat, fat, skins and bones. Does this happen in other biomes, too? --[[User:Doub|Doub]] 09:43, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carvan over ? ==&lt;br /&gt;
Can someone please help me, I need to know if caravans can travel over traps in the latest version, and also if the people will get caught in them and die, and could whoever tests this please do it with all types of traps, not just one. Thank you in advance. [[User:Destor|Destor]] 15:57, 27 September 2008 (EDT)&lt;br /&gt;
:They have no problems with stone traps, cage traps, or weapon traps in my experience. :) Until the King started requesting them before he'd show up, I didn't bother with roads. I just paved the way to the edge with traps. One catch is that creatures who fall unconscious (and maybe randomly some dogs) will get caught in the traps. -[[User:Fuzzy|Fuzzy]] 19:51, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Inaccessible Depot ==&lt;br /&gt;
What happens if a caravan arrives and you have no accessible depot at all? Do they pass you by? Do they wait around offscreen to give you a chance to build or expose one? My depot is underground, accessible only by a drawbridged path. I'd prefer to keep the bridge up (which means ''no'' access, foot or wagon), until I need it, but I don't want to miss a caravan.&amp;lt;br /&amp;gt;&lt;br /&gt;
Also, what happens if, after the traders enter the map, the depot they are heading to becomes inaccessible? I could put a sacrificial depot outside to draw them in, then seal it up after opening my secure depot.--[[User:Macdjord|Macdjord]] 15:43, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I don't have first-hand experience with this, but I would say the second option is your best bet.{{verify}} Plus, you could make the second depot bait for a monster trap somehow. Just be sure that the traders can't get to the bait-depot by the time they get near it, or they'll unload there, and you'll have to haul the additional distance. [[User:RomeoFalling|RomeoFalling]] 16:47, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've had a few caravans show up before I get a Trade Depot going a few times, because I have a tendency to over-engineer and get sidetracked.  The text claims they 'bypass your inaccessable site', but when in all the times I've done this, they hang around a while and if I quickly build a Trade Depot, they'll happily come over and trade with me as though nothing ever happened.&amp;lt;br&amp;gt;&lt;br /&gt;
::While I can't be certain if a caravan will behave the exact same way if the depot is inaccessible instead of nonexistent, I'd be willing to bet that's the case.  --[[User:ThunderClaw|ThunderClaw]] 16:53, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I seem to remember that it's only the wagons that bypass you; traders using mules or other animals will stick around for a while, giving you a chance to build a depot.&lt;br /&gt;
&lt;br /&gt;
::As for a &amp;quot;sacrificial&amp;quot; depot, I suspect that'll give them pathing freakouts, and they won't switch course to the &amp;quot;real&amp;quot; depot once the fake one is disassembled.  I had a depot with a very narrow and twisty path once (there just happened to be one from the edge of the map), but when a large caravan with lots of wagons showed up, two of them got stuck in a dead end or something and never made it to the depot.  They only let you trade once everyone's arrived, so the entire caravan left without trading anything.&lt;br /&gt;
&lt;br /&gt;
::One thing you could try is keeping locked doors behind your depot to keep dwarves from going through it.  When the traders show up, unlock the doors so you can do business; when the siegers show up, raise the bridge.--[[User:Maximus|Maximus]] 18:32, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I already plan to keep it locked off from the fortress when not in use. The thing is, if anything goes wrong with my stockpiles, things end up being left in the depot between traders. If it's accessable at all times, I'm liable to see thieves raiding it.&lt;br /&gt;
:::--[[User:Macdjord|Macdjord]] 13:29, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Put a few wardogs on restraints in the access tunnel.  Restraints don't block wagon access.--[[User:Maximus|Maximus]] 18:36, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Locking them In ==&lt;br /&gt;
What happens if you trap traders in the depot area and they want to leave? Does it count as attaching them? If the goblins show up, I have to to seal the bridges, whether the traders are gone or not.&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Macdjord|Macdjord]] 17:23, 16 October 2008 (EDT)&lt;br /&gt;
:As long as the traders don't go insane from you delaying them, you're most likely fine.  That said, it'd probably behoove you to let them out regardless of the danger. If they have guards, the guards will go to town on the goblins.  If they don't, they get slaughtered and you can claim everything they were holding, guilt-free. &lt;br /&gt;
:--[[User:ThunderClaw|ThunderClaw]] 17:39, 16 October 2008 (EDT)&lt;br /&gt;
::''Emotioal'' guilt or ''political'' guilt? Doesn't a vanished caravan damage political relations even if I didn't kill them?&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 17:42, 16 October 2008 (EDT)&lt;br /&gt;
:::I was referring to political guilt.  It's possible that it does, but I have never noticed an ill effect, even though I've had about a half-dozen caravans meet their untimely end going to or from my fortresses.  So if it does, it's minor, and a lot less inflammatory than doing it yourself. &lt;br /&gt;
:::--[[User:ThunderClaw|ThunderClaw]] 17:44, 16 October 2008 (EDT)&lt;br /&gt;
::::Hmm... If you attack a caravan and slaughter them all, leaving none to report what happened, does that count as 'vanishing mysteriously'? After all, there's no-one to say you did it.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:00, 17 October 2008 (EDT)&lt;br /&gt;
:::: What if just drowned them all? The fallout should be the same as if they get killed by goblins: you haven't actually &amp;quot;attacked&amp;quot; them, they get killed by the &amp;quot;environment&amp;quot;. [[User:Mattkorz|Mattkorz]] 16:45, 17 October 2008 (EDT)&lt;br /&gt;
::::: But this work in two way : The mountainhomes / human capital will know that your fortress was the last one visited, and won't know that merchants has been killed by &amp;quot;goblins&amp;quot; or &amp;quot;the environnement&amp;quot;. &lt;br /&gt;
:::::Also, I'm pretty sure that in current version {{version|0.28.181.40d}}, killed merchants DO damage political relations : My immigration (along with merchants visits) stop for one or two year after a dwarven caravan has been attacked, and human sieged me when their diplomat died in an ambush. [[User:Timst|Timst]] 05:50, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Barge ==&lt;br /&gt;
&lt;br /&gt;
I have a pic of traders floating down a brook. The Z-level below shows the water at a solid 7 deep everywhere.  &lt;br /&gt;
[[Image:Barge.png]]&lt;br /&gt;
&lt;br /&gt;
There are plenty of paths to my depot (including a bridge across the brook). I was wondering if anybody has seen anything like this before.&lt;br /&gt;
--[[User:KValthaliondil|KValthaliondil]] 20:16, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's just a wagon.  It's possible they spawned right in the valley the brook goes through, in which case they'd have to travel along it until they reached open land.  If it was a river, they couldn't have traveled along it, but brooks are different from rivers in that they are traversible by land-based creatures.--[[User:Maximus|Maximus]] 01:22, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Multiple Depots ==&lt;br /&gt;
&lt;br /&gt;
Has anyone ever built two Depots and had the caravan split into each one? What happens? --[[User:RomeoFalling|RomeoFalling]] 09:08, 6 November 2008 (EST)&lt;br /&gt;
:Never had them split. The traders always pick one or the other, although the hauling of goods does mean that you may wind up with one Deport filled with goods that you're just not going to be able to sell. It might be interesting to try this in situations where one deport is made inacessible after the traders show, or where multiple civilizations are trading with you. -[[User:Fuzzy|Fuzzy]] 15:41, 6 November 2008 (EST)&lt;br /&gt;
:The merchants will generally choose whichever depot is closer.  I'm not sure what would happen if one is abruptly made inaccessable after the merchants show, though.  That's an interesting idea.  Generally, multiple depots are only useful if you want the option of making the caravan wait outside, which can be helpful if you want their guards' assistance during an attack.  I've never had a situation where multiple civs are trading with me at the same time.  Caravans tend to only hang out for about a month in the season they typically show up.  --[[User:ThunderClaw|ThunderClaw]] 15:49, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I have also never had multiple civs show up. I had the idea when one of the elf merchants decided to go the long way around my fortress, and through my trap labyrinth. I came up with the idea of a &amp;quot;bait depot,&amp;quot; which becomes blocked off when I open the drawbridge to my trader's entrance and depot. Only, I worry what would happen if one or more of the traders got in there. --[[User:RomeoFalling|RomeoFalling]] 19:08, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Elven caravans always arrive in Spring, human caravans always arrive in Summer, and Dwarven caravans always arrive in Autumn. Apparently, though I haven't tested this personally, the only season in which two caravans can arrive is Autumn, and that would require goblin or kobold traders to come at that time along with the dwarves. I'm pretty sure kobolds don't have caravans, so that looks to be something that's not very likely (if at all possible) without modding in additional entities. --[[User:Navian|Navian]] 19:46, 6 November 2008 (EST)&lt;br /&gt;
::::Nope, not just Autumn. I had elves and goblins trading with me at the same time. When I went to trade it asked me who I wanted to trade with before going to the trading screen. --[[User:Juckto|Juckto]] 22:23, 6 November 2008 (EST)&lt;br /&gt;
::: The multiple civilizations trading was because I was playing a modded game, specifically the [[List_of_mods#Civilization_Forge_Mod | Civilization Forge]] one. At one point, I had three different civilizations trading with me. The game pops up a screen with the list of civilizations trading and asks you to choose from them. Surprised me, because I could have sworn there was a situation with a trapped Elven caravan in an unmodded game where the incoming Human caravan refused to leave the edge of the map until the Elves left. -[[User:Fuzzy|Fuzzy]] 12:17, 7 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How many wagons? ==&lt;br /&gt;
&lt;br /&gt;
I don't think I've ever seen more than 8 wagons in a given caravan.  Is that the limit?  Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mass Selection of Goods to be Moved ==&lt;br /&gt;
&lt;br /&gt;
Question: Is there a way to designate multiple goods in one selection to be brought to the depot? &lt;br /&gt;
&lt;br /&gt;
I'm getting really tired of indivually selecting goods to be moved to the depot when I have massive amounts of crafts, food, etc. So is anyone familiar with ways to select multiple goods at once? Maybe a &amp;quot;start&amp;quot; and &amp;quot;end&amp;quot; tags (for lack of a better name) and every good caught inbetween is designated to be moved to the depot? -- [[User:Dakira|Dakira]] 14:47 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:Nope.  About the best you can do is use the select (search) menu to get all the ones of the type you want, then enter-down-enter-down.  You can flag about 200 a minute this way, though.--[[User:Maximus|Maximus]] 19:17, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what I was doing previously. Are there any plans for a &amp;quot;mass selector&amp;quot; to be introduced? -- [[User:Dakira|Dakira]] 16:50 10 November 2008 (PST)&lt;/div&gt;</summary>
		<author><name>Dakira</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Dakira&amp;diff=42095</id>
		<title>User:Dakira</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Dakira&amp;diff=42095"/>
		<updated>2008-11-10T22:56:11Z</updated>

		<summary type="html">&lt;p&gt;Dakira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dak here.&lt;br /&gt;
&lt;br /&gt;
I started the account on May 31st 2008. Been playing for about a month prior.&lt;br /&gt;
&lt;br /&gt;
Current Fortresses on the Maps Archive:&lt;br /&gt;
* Squarebrigded&lt;br /&gt;
* Bristledcanyons&lt;br /&gt;
* Woundspeak&lt;br /&gt;
: The city of Glass and Basalt: I swear that city is cursed but it's the most resilient city I've ever made. [http://mkv25.net/dfma/map-3594-woundspeak Woundspeak Map DFMA]&lt;br /&gt;
* Relicluster&lt;br /&gt;
* Staffrare&lt;br /&gt;
: Border Control Fortress with a little back story. [http://mkv25.net/dfma/map-3904-staffrare Staffrare Map DFMA]&lt;/div&gt;</summary>
		<author><name>Dakira</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Dakira&amp;diff=42094</id>
		<title>User:Dakira</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Dakira&amp;diff=42094"/>
		<updated>2008-11-10T22:53:03Z</updated>

		<summary type="html">&lt;p&gt;Dakira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dak here.&lt;br /&gt;
&lt;br /&gt;
I started the account on May 31st 2008. Been playing for about a month prior.&lt;br /&gt;
&lt;br /&gt;
Current Fortresses on the Maps Archive:&lt;br /&gt;
* Squarebrigded&lt;br /&gt;
* Bristledcanyons&lt;br /&gt;
* Woundspeak&lt;br /&gt;
: The city of Glass and Basalt: I swear that city is cursed but it's the most resilient city I've ever made. [http://mkv25.net/dfma/map-3594-woundspeak Woundspeak Map DFMA]&lt;br /&gt;
* Relicluster&lt;br /&gt;
* Staffrare&lt;/div&gt;</summary>
		<author><name>Dakira</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36064</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36064"/>
		<updated>2008-11-10T22:50:11Z</updated>

		<summary type="html">&lt;p&gt;Dakira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Consolidation of Trading, Trade Depot, Caravans, and Wagon ==&lt;br /&gt;
&lt;br /&gt;
This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --[[User:CombatWombat|CombatWombat]] 06:42, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Nah, there's no such thing as a crappy wiki edit, when its got content in it. Just remember to be bold, otherwise there would be nothing here. --[[User:Maska|Maska]] 07:29, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well this thread's a little old, but I re-wrote and consolidated some more information on this page.  There was also some discussion of this on [[Talk:Caravan#Merge_this_into_Trading]].  If you don't approve, please don't just revert it, I organized and cleaned up a lot of the scattered info, so at the very least it should be split from where it is now on the Trading page to where it should ultimately go. --[[User:Marble Dice|Marble Dice]] 02:48, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This article needs to be seperated.   We dont find crafting and the craftdwarf workshop in the same article and the same goes here too.   Trading is how to trade and what it means in this game.  Trade depot is a construct.  An encyclopedia defines things and as such we should define them seperately.   It all needs to be organized as well.  The flow chart is undefined and in the wrong section, etc.&lt;br /&gt;
Ill move some stuff around and work to clean some up now but nothing to radical at the moment... what do you think?&lt;br /&gt;
[[User:Iluziat|Iluziat]] 07:03, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
::Done++ Someone else finish merging the information from Caravans into the page. Make sure to get that awesome Elf trader image. --[[User:Ikkonoishi|Ikkonoishi]] 12:10, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;br /&gt;
::Is this similar to plant gathering where even non-working nobles and children will do it, or is it limted to any regular dwarf regardless of labour? --[[User:TangoThree|TangoThree]] 19:04, 31 January 2008 (EST)&lt;br /&gt;
:::Yes, nobles and children will haul stuff to the depot. --[[User:Janus|Janus]] 00:19, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moving goods on afterwards ==&lt;br /&gt;
&lt;br /&gt;
To get things ''out'' of the depot.... do I have to order them removed while the caravan is still around?&lt;br /&gt;
I have starving dwarves... and food going rotten in the depot![[User:GarrieIrons|GarrieIrons]] 06:36, 5 February 2008 (EST)&lt;br /&gt;
:AFAIK, no. in my experience, anything bought is treated as like it's just lying there, not being traded.&lt;br /&gt;
Well, yes and no. Once trading is finished dwarves will start bringing the bought goods in while the caravan still is there. But you cant 'order' them to per se ;) Your own stuff that wasnt sold however will remain in depot till the caravan leaves. --[[User:Koltom|Koltom]] 18:45, 13 February 2008 (EST)&lt;br /&gt;
::Unless you go back into the {{k|g}}oods menu at the Depot and unmark them for trading. --[[User:N9103|Edward]] 04:25, 14 February 2008 (EST)&lt;br /&gt;
I've a question in the same vein: I just traded for a truckload of goods, but the traders didn't even leave them in the depot! They just carried my goods out with them. Were my dwarves supposed to carry all of the goods back earlier? --[[User:Gh3yz0r|Gh3yz0r]] 14:08, 16 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Wow, this is super late for a response, but are you sure you {{k|t}}raded with them and didn't just {{k|o}}ffer them your stuff as a gift? --[[User:RomeoFalling|RomeoFalling]] 09:06, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Duplicate Page?==&lt;br /&gt;
The page &amp;quot;Caravan&amp;quot; has very similar information, though this &amp;quot;trading&amp;quot; page seems more complete.[Samyotix]&lt;br /&gt;
&lt;br /&gt;
== culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;everything is ruined now&amp;quot; ==&lt;br /&gt;
I just accidentally tried to trade the elves a wooden bin full of stone goods. Now ALL my stone goods, including ones not actually in that bin, are unacceptable. I ended up just seizing the rope I needed, but I'd like to know if this is a glitch, or if I just made them too angry to trade.	&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:It's not a glitch.  Elves refuse to trade at all after you give them even a single wood or animal product. After you do that the trade option is locked until they come back to trade next year. [[User:Hex Decimal|Hex Decimal]] 14:52, 27 February 2008 (EST)&lt;br /&gt;
:The wooden bin told the elves you hate trees. Elves don't trade with people who hate trees. Elves don't trade with people who hate animals. Don't trade dead trees or dead animal parts to elves. [[User:Rkyeun|Rkyeun]] 13:18, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Depot Access==&lt;br /&gt;
Not a single square on my map is accessible by the caravan. What should i do? --[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
EDIT: My bad. It seems that it shows every square as inaccessible if the depot is not fully constructed--[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading Margins ==&lt;br /&gt;
In regards to this submission:&lt;br /&gt;
&amp;quot;If you have a somewhat experienced broker or you already raised the traiders mood to pleased or above you can usually trade with marginal profit for them and you can also safely ignore their counteroffers, offering the same trade a second time, successfully.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You do realize that when they make a counteroffer they automatically add those counteroffer goods to the pot, right? Just making sure. Are you saying you go back through and remove each item their counteroffer added to your side of the deal? Seems much simpler to just stick to the ~50% rule of thumb, especially at the beginning with low skills and again once you reach the point of having so many trade goods that you can easily buy everything you need from each caravan with plenty of goods left over. --[[User:Janus|Janus]] 14:55, 22 March 2008 (EDT)&lt;br /&gt;
: Yes, exactly. Whenever i get a counteroffer I remove all items from the list they added until their profit is back to what i deem fit, sometimes leaving a low value item, say, 50☼, they chose, if I wanted to trade it anyway. Since this is not a beginners guide page, I think it's wrong to advise people to a 50% profit margin that is much higher than necessary. Once the traders are happy, they will even agree to trading an anvil for an anvil. I tested this extensively because usually i want them to leave early and thus try to make them angry. Almost impossible. We could however add smth about the (suspected) advantages of having high export totals like bigger caravans, more immigrants, arrival of king. --[[User:Koltom|Koltom]] 06:39, 23 March 2008 (EDT)&lt;br /&gt;
::The 50% rule of thumb is a good starting point either way. &amp;quot;Advanced&amp;quot; page or not, before I posted that, there was no guidance on what profit margin the visiting traders would generally accept, so that people were left to find out the hard way.&lt;br /&gt;
::Going back through a long list of your trade goods to hunt down and remove the items which the visiting trader added to the offer seems like a bit of a waste of time to me, unless you just have very few trade goods or a really tight budget at your fortress.&lt;br /&gt;
::As for being able to get away with lower margins once the trader is happy, that is definitely useful knowledge and could be expanded upon. --[[User:Janus|Janus]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There is no way to refuse a counter-offer, is there? The only option is to hit {{k|Enter}}, and the &amp;quot;goods are added to the pot&amp;quot; as you say ... correct? --[[User:Juckto|Juckto]] 09:07, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Correct, however, you're free to simply remove the additionally requested items and re-offer. In the case of a new trader in his first few trade sessions, this will likely work, as he gained experience (probably a LOT) just by offering. Even if it doesn't, as long as you don't repeat it many times (4+ I'd say) then there's no real risk of driving them off. --[[User:N9103|Edward]] 13:16, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I find it easiest to commence one dwarf with novice valuer that way you already know prices... within the first trading I can usually get some items at straight trade (0% profit) maybe it depends on civilisation demands.[[User:GarrieIrons|GarrieIrons]] 01:14, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If you want a trade to succeed just make sure the trader gets 100-1000* profit. Almost every trade I made with this method was accepted. --[[User:AlexFili|AlexFili]] 06:09, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Goblins butchering my caravans. ==&lt;br /&gt;
&lt;br /&gt;
Every time I trade with the caravans, a goblin ambush comes and the merchants are all killed. Ive taken new measures to prevent this, but will merchants come back to trade? and what effect does their death have? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Wafl|Wafl]] ([[User talk:Wafl|talk]]•[[Special:Contributions/Wafl|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My caravans get shot up by goblins all the time.  Then you get to loot their stuff.  The caravans always seem to come back next year.  [[User:Ripheus|Ripheus]] 22:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
&lt;br /&gt;
:Ask and ye shall receive&lt;br /&gt;
{|cellspacing=0 align=center&lt;br /&gt;
|-&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Arrive at fortress location&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Create Goods&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Build Depot&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Check Depot is accessible&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Set goods to be traded&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan to arrive at depot and merchants to finish unloading&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for goods to be hauled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Request the trader at the depot and turn off his other labours&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Trade&lt;br /&gt;
|}&lt;br /&gt;
You'll note I shifted the location of requesting trader --[[User:Juckto|Juckto]] 08:46, 6 May 2008 (EDT)&lt;br /&gt;
:The above was the first draft. You can access the current version at [[Trading/Flowchart]]. Anyway, what I wanted to say was '''Re: Adeptable's changes'''&lt;br /&gt;
:I don't think the third branch is neccesary. For one, it makes it seem too wide, and secondary it implies that turning off the trader's labours ''all the time'' means that trading will happen faster - almost as if it will make merchants arrive more often. --[[User:Juckto|Juckto]] 23:36, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offerings ==&lt;br /&gt;
&lt;br /&gt;
Can anyone expound on the function of {{K|o}}ffering goods as gifts to traders? I tried giving the elves about 1000 worth of tchotchkes, and the next year they showed up with more goods than I've ever seen -- lots of caged animals, whereas I usually get very few, and so on. However, other times I gave them more and it seemed nothing changed. [[User:Anydwarf|Anydwarf]] 12:01, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Gifts to the traders (and large trading profits) should increase the number of traders / wagons you get the following year, so they'll bring more stuff to trade. AFAIK no-one knows about the numbers for sure though. [[User:Samyotix|Samyotix]] 14:51, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Add hint: &amp;quot;Buy everything ... in case you get a strange mood&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Personally I've found it very useful to do this:&lt;br /&gt;
&lt;br /&gt;
When traders arrive, &lt;br /&gt;
a) optionally check stocks.&lt;br /&gt;
b) Buy everything you can't make or harvest in your own fort.&lt;br /&gt;
c) In the diplomat meeting, order everything you can't make or harvest.&lt;br /&gt;
&lt;br /&gt;
To be specific: Thread, Silk, cloth, metal bars (anything else?).&lt;br /&gt;
&lt;br /&gt;
The reason: &lt;br /&gt;
a) Dwarves sometimes demand items out of some metal or alloy they like.&lt;br /&gt;
b) Dwarves who are possessed or get a strange mood will sometimes demand silk or cloth.&lt;br /&gt;
&lt;br /&gt;
Players who proactively (harr!) seek to stock materials for possible moods will IMO have much less of a problem with dwarves going insane from moods. However I couldn't figure out where (or if) I should insert that, so I'll just add this idea (adding a hint: buy everything you don't have) to the discussion.&lt;br /&gt;
&lt;br /&gt;
Also, as far as I know, possessed/moody dwarves in the current version (27.176.38c) do not demand specific items. Rather, they want a) any metal bar b) any metal ore c) Silk d) Cloth e) wood f) raw gem g) any stone ... that was it, right?. So probably such a hint could read something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NOTE: If your fortress cannot harvest silk, it would be useful to order some from the caravans. If you do not have a cloth industry yet, maybe order some cloth as well. Having a small stock of materials which you are not actively using in your economy - e.g. GCS silk - will increase the likelihood of your fortress gaining an artifact from any mood or possession.&amp;quot;&lt;br /&gt;
[[User:Samyotix|Samyotix]] 14:49, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Clear the perimeter? ==&lt;br /&gt;
&lt;br /&gt;
Is clearing the entire perimeter of the map really necessary? While my depot has been accessible at all, the caravan has '''always''' appeared at a point with access to the depot. --[[User:Raumkraut|Raumkraut]] 13:13, 12 July 2008 (EDT)&lt;br /&gt;
:What the article says is:&lt;br /&gt;
:#Caravans enter the map from a random direction which does not coincide with the relative direction of the originating civilization, &lt;br /&gt;
:#they may appear from different directions or z-levels each year&lt;br /&gt;
:#they cannot use stairs&lt;br /&gt;
:#they may leave without trading if it takes too long to reach the trade depot&lt;br /&gt;
:With the above points in mind:&lt;br /&gt;
:#In order to guarantee perfect, permanent wagon accessibility, a three tile path must be cleared around the entire perimeter of the map, with at least one joining path from the border to the trade depot. Any parts of this path system which have grass must be paved with floor tiles, bridges, or roads to prevent trees from growing. Ramps must be used to adjust z-level elevation. &lt;br /&gt;
&lt;br /&gt;
I have certainly had a depot accessible to the southern border, then had the human merchants only turn up with mules because they were approaching from a different direction. &lt;br /&gt;
&lt;br /&gt;
The recommendations are how to ensure the human wagons turn up every summer (it also helps to remember to have your drawbridge down as soon as summer commences!) If you are not so concerned about human merchants then ignore the advice. If you don't have enough dwarf-power then ignore the advice. Some of it only needs to be done once (ie: adjusting slopes), and some of it just gives you more territory to consider for defending from invaders (being open to merchants also opens you to invaders).[[User:GarrieIrons|GarrieIrons]] 00:33, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Seizing goods==&lt;br /&gt;
&amp;quot;It is worth noting that in the Mac port (untested for other ports), you can simply remove the depot that the merchants are camped out on to recieve all their goods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I can confirm that this also works in the PC version.[[User:Moonman|Moonman]] 14:07, 13 July 2008 (EDT)&lt;br /&gt;
:I believe this has been confirmed to cause the same ill will as seizing the items FWIW. -[[User:Fuzzy|Fuzzy]] 18:01, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Empty caravans ==&lt;br /&gt;
&lt;br /&gt;
human, elf, and dwarf caravans bringing me nothing.&lt;br /&gt;
is it possible to have a depot too full? --[[User:Eerr|Eerr]] 07:30, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In recent versions of the game I've noticed that traders, after their initial visit, will only bring what was mentioned in your previous trade agreement with them. In earlier versions they'd bring all sorts of tat along too. Did you perhaps not request any goods for import? I don't imagine this could affect the Elves as well though. --[[User:Raumkraut|Raumkraut]] 08:02, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Prior to the latest group of releases, I'd been getting empty caravans for a LONG time, Elves and Humans alike, and occasionally even the Dwarves. Hasn't happened to me in the e release yet though (hadn't spent too much time on the other releases). --[[User:N9103|Edward]] 13:13, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== starvation ==&lt;br /&gt;
&lt;br /&gt;
it must be because they brought food to my starving settlement&lt;br /&gt;
(dwarves will run out and get food straight from the caravan)&lt;br /&gt;
&lt;br /&gt;
== Added a small bit. ==&lt;br /&gt;
&lt;br /&gt;
I quickly changed the section about the possible exploit of deleting a trade depot from Mac-only-bug to an across the board phenomenon.&lt;br /&gt;
&lt;br /&gt;
== Caravan at Inaccessible Depot ==&lt;br /&gt;
&lt;br /&gt;
I assume it is related to the 3 wide path only showing as 1 green square, but the caravan has stopped at a trade depot that is listed as inaccessible.  Does this mean that some trade depots will show bad with SHIFT-D but are actually okay? --[[User:Aristoi|Aristoi]] 21:15, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The three-wide path showing only one green square is, to my knowledge, correct. That green is the center of the path, along which the center of the wagon must align with to fit within the three-wide path. --[[User:Mattmoss|Mattmoss]] 23:14, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks.  It'd be nice then if the Shift-D showed that as a caravan accessible depot then. --[[User:Aristoi|Aristoi]] 01:21, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Correction: It does, there was a boulder in the way that I did not see. --[[User:Aristoi|Aristoi]] 22:10, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 50% profit rule ==&lt;br /&gt;
&lt;br /&gt;
This really, REALLY needs to be made clearer in the game. There's nothing wrong with the trader telling us how much profit he'd expect from our goods! I've got tens of thousands worth of goods that I haven't sold for two years straight because the bloody traders wouldn't tell me how much they want, and I didn't find the 50% rule buried in this article until just now! --[[User:Theory|Theory]] 09:36, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's hardly 'buried' in the article, it's certainly not a rule, and it is made pretty clear in the game. I'm not just trying to be contrary; let me explain: A skilled broker can routinely trade with only a thirty or twenty percent profit, even down to ten percent if the merchant is in a good mood. If the merchant wants more profit, he will either put forth a counter-offer or say &amp;quot;With your trade goods such as they are, I can't possibly imagine you getting all of those items.&amp;quot; This seems like a pretty clear indication that he wants a bigger margin. As to its place in the article: a full half of the section titled &amp;quot;Trading&amp;quot; details the fifty percent suggestion. If you think it deserves increased prominence, I encourage you to edit it yourself. Them's my six cents. --[[User:Zombiejustice|Zombiejustice]] 17:16, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: afaik, traders will accept ''any'' profit, as long as they're not annoyed and also as long as you're not trying to buy 'high-tech' items like steel anvils or bars, with 'low-tech' items such as poorly crafted pieces of stone, bone etc [[User:Twiggie|Twiggie]] 17:58, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Elves and dead stuff==&lt;br /&gt;
&lt;br /&gt;
it seems elves will make counter-offers for dead stuff, like totems, bone and shell crafts... needs to be fixed imo [[User:Twiggie|Twiggie]] 18:00, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Adamantium in trade window==&lt;br /&gt;
&lt;br /&gt;
I've just noticed that Adamantine strands appear in my trade window in purple text despite them not being present at the depot and marked for trade. I'm fairly sure that this is something to do with mandates from the nobles (my broker has forbade the export of adamantine) but I can't find any mention of this on the Wiki, any thoughts? [[User:Extar|Extar]] 21:55, 5 September 2008 (EDT)&lt;br /&gt;
I did a bit more testing and the purple text is clearly to do with export bans, I'll add it to the mandate page. [[User:Extar|Extar]] 22:02, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==They are selling dead animals?!==&lt;br /&gt;
&lt;br /&gt;
I don't know if this is because my fortress is in the freezing tundra, but all caravans offer me cages with dead, butcherable corpses inside. I don't complain about this: There's no additional charge for them, and so I get free meat, fat, skins and bones. Does this happen in other biomes, too? --[[User:Doub|Doub]] 09:43, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carvan over ? ==&lt;br /&gt;
Can someone please help me, I need to know if caravans can travel over traps in the latest version, and also if the people will get caught in them and die, and could whoever tests this please do it with all types of traps, not just one. Thank you in advance. [[User:Destor|Destor]] 15:57, 27 September 2008 (EDT)&lt;br /&gt;
:They have no problems with stone traps, cage traps, or weapon traps in my experience. :) Until the King started requesting them before he'd show up, I didn't bother with roads. I just paved the way to the edge with traps. One catch is that creatures who fall unconscious (and maybe randomly some dogs) will get caught in the traps. -[[User:Fuzzy|Fuzzy]] 19:51, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Inaccessible Depot ==&lt;br /&gt;
What happens if a caravan arrives and you have no accessible depot at all? Do they pass you by? Do they wait around offscreen to give you a chance to build or expose one? My depot is underground, accessible only by a drawbridged path. I'd prefer to keep the bridge up (which means ''no'' access, foot or wagon), until I need it, but I don't want to miss a caravan.&amp;lt;br /&amp;gt;&lt;br /&gt;
Also, what happens if, after the traders enter the map, the depot they are heading to becomes inaccessible? I could put a sacrificial depot outside to draw them in, then seal it up after opening my secure depot.--[[User:Macdjord|Macdjord]] 15:43, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I don't have first-hand experience with this, but I would say the second option is your best bet.{{verify}} Plus, you could make the second depot bait for a monster trap somehow. Just be sure that the traders can't get to the bait-depot by the time they get near it, or they'll unload there, and you'll have to haul the additional distance. [[User:RomeoFalling|RomeoFalling]] 16:47, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've had a few caravans show up before I get a Trade Depot going a few times, because I have a tendency to over-engineer and get sidetracked.  The text claims they 'bypass your inaccessable site', but when in all the times I've done this, they hang around a while and if I quickly build a Trade Depot, they'll happily come over and trade with me as though nothing ever happened.&amp;lt;br&amp;gt;&lt;br /&gt;
::While I can't be certain if a caravan will behave the exact same way if the depot is inaccessible instead of nonexistent, I'd be willing to bet that's the case.  --[[User:ThunderClaw|ThunderClaw]] 16:53, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I seem to remember that it's only the wagons that bypass you; traders using mules or other animals will stick around for a while, giving you a chance to build a depot.&lt;br /&gt;
&lt;br /&gt;
::As for a &amp;quot;sacrificial&amp;quot; depot, I suspect that'll give them pathing freakouts, and they won't switch course to the &amp;quot;real&amp;quot; depot once the fake one is disassembled.  I had a depot with a very narrow and twisty path once (there just happened to be one from the edge of the map), but when a large caravan with lots of wagons showed up, two of them got stuck in a dead end or something and never made it to the depot.  They only let you trade once everyone's arrived, so the entire caravan left without trading anything.&lt;br /&gt;
&lt;br /&gt;
::One thing you could try is keeping locked doors behind your depot to keep dwarves from going through it.  When the traders show up, unlock the doors so you can do business; when the siegers show up, raise the bridge.--[[User:Maximus|Maximus]] 18:32, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I already plan to keep it locked off from the fortress when not in use. The thing is, if anything goes wrong with my stockpiles, things end up being left in the depot between traders. If it's accessable at all times, I'm liable to see thieves raiding it.&lt;br /&gt;
:::--[[User:Macdjord|Macdjord]] 13:29, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Put a few wardogs on restraints in the access tunnel.  Restraints don't block wagon access.--[[User:Maximus|Maximus]] 18:36, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Locking them In ==&lt;br /&gt;
What happens if you trap traders in the depot area and they want to leave? Does it count as attaching them? If the goblins show up, I have to to seal the bridges, whether the traders are gone or not.&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Macdjord|Macdjord]] 17:23, 16 October 2008 (EDT)&lt;br /&gt;
:As long as the traders don't go insane from you delaying them, you're most likely fine.  That said, it'd probably behoove you to let them out regardless of the danger. If they have guards, the guards will go to town on the goblins.  If they don't, they get slaughtered and you can claim everything they were holding, guilt-free. &lt;br /&gt;
:--[[User:ThunderClaw|ThunderClaw]] 17:39, 16 October 2008 (EDT)&lt;br /&gt;
::''Emotioal'' guilt or ''political'' guilt? Doesn't a vanished caravan damage political relations even if I didn't kill them?&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 17:42, 16 October 2008 (EDT)&lt;br /&gt;
:::I was referring to political guilt.  It's possible that it does, but I have never noticed an ill effect, even though I've had about a half-dozen caravans meet their untimely end going to or from my fortresses.  So if it does, it's minor, and a lot less inflammatory than doing it yourself. &lt;br /&gt;
:::--[[User:ThunderClaw|ThunderClaw]] 17:44, 16 October 2008 (EDT)&lt;br /&gt;
::::Hmm... If you attack a caravan and slaughter them all, leaving none to report what happened, does that count as 'vanishing mysteriously'? After all, there's no-one to say you did it.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:00, 17 October 2008 (EDT)&lt;br /&gt;
:::: What if just drowned them all? The fallout should be the same as if they get killed by goblins: you haven't actually &amp;quot;attacked&amp;quot; them, they get killed by the &amp;quot;environment&amp;quot;. [[User:Mattkorz|Mattkorz]] 16:45, 17 October 2008 (EDT)&lt;br /&gt;
::::: But this work in two way : The mountainhomes / human capital will know that your fortress was the last one visited, and won't know that merchants has been killed by &amp;quot;goblins&amp;quot; or &amp;quot;the environnement&amp;quot;. &lt;br /&gt;
:::::Also, I'm pretty sure that in current version {{version|0.28.181.40d}}, killed merchants DO damage political relations : My immigration (along with merchants visits) stop for one or two year after a dwarven caravan has been attacked, and human sieged me when their diplomat died in an ambush. [[User:Timst|Timst]] 05:50, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Barge ==&lt;br /&gt;
&lt;br /&gt;
I have a pic of traders floating down a brook. The Z-level below shows the water at a solid 7 deep everywhere.  &lt;br /&gt;
[[Image:Barge.png]]&lt;br /&gt;
&lt;br /&gt;
There are plenty of paths to my depot (including a bridge across the brook). I was wondering if anybody has seen anything like this before.&lt;br /&gt;
--[[User:KValthaliondil|KValthaliondil]] 20:16, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's just a wagon.  It's possible they spawned right in the valley the brook goes through, in which case they'd have to travel along it until they reached open land.  If it was a river, they couldn't have traveled along it, but brooks are different from rivers in that they are traversible by land-based creatures.--[[User:Maximus|Maximus]] 01:22, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Multiple Depots ==&lt;br /&gt;
&lt;br /&gt;
Has anyone ever built two Depots and had the caravan split into each one? What happens? --[[User:RomeoFalling|RomeoFalling]] 09:08, 6 November 2008 (EST)&lt;br /&gt;
:Never had them split. The traders always pick one or the other, although the hauling of goods does mean that you may wind up with one Deport filled with goods that you're just not going to be able to sell. It might be interesting to try this in situations where one deport is made inacessible after the traders show, or where multiple civilizations are trading with you. -[[User:Fuzzy|Fuzzy]] 15:41, 6 November 2008 (EST)&lt;br /&gt;
:The merchants will generally choose whichever depot is closer.  I'm not sure what would happen if one is abruptly made inaccessable after the merchants show, though.  That's an interesting idea.  Generally, multiple depots are only useful if you want the option of making the caravan wait outside, which can be helpful if you want their guards' assistance during an attack.  I've never had a situation where multiple civs are trading with me at the same time.  Caravans tend to only hang out for about a month in the season they typically show up.  --[[User:ThunderClaw|ThunderClaw]] 15:49, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I have also never had multiple civs show up. I had the idea when one of the elf merchants decided to go the long way around my fortress, and through my trap labyrinth. I came up with the idea of a &amp;quot;bait depot,&amp;quot; which becomes blocked off when I open the drawbridge to my trader's entrance and depot. Only, I worry what would happen if one or more of the traders got in there. --[[User:RomeoFalling|RomeoFalling]] 19:08, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Elven caravans always arrive in Spring, human caravans always arrive in Summer, and Dwarven caravans always arrive in Autumn. Apparently, though I haven't tested this personally, the only season in which two caravans can arrive is Autumn, and that would require goblin or kobold traders to come at that time along with the dwarves. I'm pretty sure kobolds don't have caravans, so that looks to be something that's not very likely (if at all possible) without modding in additional entities. --[[User:Navian|Navian]] 19:46, 6 November 2008 (EST)&lt;br /&gt;
::::Nope, not just Autumn. I had elves and goblins trading with me at the same time. When I went to trade it asked me who I wanted to trade with before going to the trading screen. --[[User:Juckto|Juckto]] 22:23, 6 November 2008 (EST)&lt;br /&gt;
::: The multiple civilizations trading was because I was playing a modded game, specifically the [[List_of_mods#Civilization_Forge_Mod | Civilization Forge]] one. At one point, I had three different civilizations trading with me. The game pops up a screen with the list of civilizations trading and asks you to choose from them. Surprised me, because I could have sworn there was a situation with a trapped Elven caravan in an unmodded game where the incoming Human caravan refused to leave the edge of the map until the Elves left. -[[User:Fuzzy|Fuzzy]] 12:17, 7 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How many wagons? ==&lt;br /&gt;
&lt;br /&gt;
I don't think I've ever seen more than 8 wagons in a given caravan.  Is that the limit?  Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mass Selection of Goods to be Moved ==&lt;br /&gt;
&lt;br /&gt;
Question: Is there a way to designate multiple goods in one selection to be brought to the depot? &lt;br /&gt;
&lt;br /&gt;
I'm getting really tired of indivually selecting goods to be moved to the depot when I have massive amounts of crafts, food, etc. So is anyone familiar with ways to select multiple goods at once? Maybe a &amp;quot;start&amp;quot; and &amp;quot;end&amp;quot; tags (for lack of a better name) and every good caught inbetween is designated to be moved to the depot? -- [[User:Dakira|Dakira]] 14:47 10 November 2008 (PST)&lt;/div&gt;</summary>
		<author><name>Dakira</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=16708</id>
		<title>40d Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=16708"/>
		<updated>2008-08-17T22:34:41Z</updated>

		<summary type="html">&lt;p&gt;Dakira: /* Window sizing (not stretching) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there some way to edit it so magma vents appear more prominent on the map screen? I want to be able to see them easily when I fly though many areas. ...&lt;br /&gt;
&lt;br /&gt;
:Not really. You could edit the tileset so that the ≈ is changed to a solid tile, but that would also affect lakes. --[[User:Savok|Savok]] 12:12, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
According to rule P, this should be at [[Tileset]], but I'd rather have an agreement before moving it. There ''are'' two kinds of tilesets. It doesn't matter to me either way. --[[User:Turgid Bolk|Turgid Bolk]] 01:55, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to use a square tileset and am having a bit of trouble. I followed the instructions to the letter (even compressed the .png to a 24 bit .bmp) so it looked like this (I'm trying to use the Mkv_solidcurses_960x300 tileset);&lt;br /&gt;
&lt;br /&gt;
:Full screen info.&lt;br /&gt;
&lt;br /&gt;
:[FULLSCREENX:960]&lt;br /&gt;
:[FULLSCREENY:300]&lt;br /&gt;
:[FULLFONT:Mkv_solidcurses_960x300.bmp]&lt;br /&gt;
&lt;br /&gt;
:If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
:[BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
:Looks good right? But whenever I try and play in full screen mode it gives me a &amp;quot;Mode switch failed. Running in windowed mode.&amp;quot; error.&lt;br /&gt;
&lt;br /&gt;
:Can someone tell me what I'm doing wrong? [[User:Thodon|Thodon]] 22:15, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I had a very similar problem, and ultimately discovered that for FULLSCREEN mode, my PC refused to use any display resolution other than the standard ones, such as 800x600, 1024x768, etc. Windowed mode lets you use odd sizes, but when DF tries to change to a nonstandard fullscreen graphics resolution, it fails. However, even though the graphic set calls for 960x300 or whatever, you can run it in fullscreen at 1024x768, with BLACK_SPACE on, and it should work fine. --[[User:Rochndil|Rochndil]] 09:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't understand how to make a graphical tileset like Dystopian Rhetoric. Is there a guide somewhere about it or do I just have to muddle through by looking at an existing set for examples?--[[User:Hamelin|Hamelin]] 23:26, 29 January 2008 (EST)&lt;br /&gt;
:I've been experimenting with this, [[Graphics_sets#Veryinky|using the DQ format since more than one set uses it.]] Check the graphics_main.txt file that comes with it. There is help at the bottom. [http://www.dwarffortresswiki.net/index.php/Image:Sphr_dwarves.png Another example is here.] --[[User:Jackard|Jackard]] 00:22, 30 January 2008 (EST)&lt;br /&gt;
::Before each race section there is a section describing the location of the image, the dimensions of each tile, and the dimensions of the image. --[[User:Jackard|Jackard]]&lt;br /&gt;
&lt;br /&gt;
==Others?  Others?  Others?  Others?  Others?==&lt;br /&gt;
&lt;br /&gt;
If no one objects, I'm going to remove &amp;quot;others?&amp;quot; from each of the entries.  It looks ugly and unprofessional.  If we ever find a new object that goes to a given symbol, we can always edit the article later.  Why bother leaving some placeholder on the list? --[[User:JT|JT]] 17:36, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Go ahead, that should clean it up nicely.--[[User:Richards|Richards]] 18:03, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wooden barrels and bins==&lt;br /&gt;
Wooden barrels and bins appear to be drawn with reversed foreground and background colors. I'd expect both to be drawn with [[Color]] [6:0:0] (ie. brown on black), but it looks like they're using [0:6:0]. Screw pumps and metal barrels have their colors the normal way around, as do other wooden buildings (chests, cages, etc.). --[[User:Baconslicer|Baconslicer]] 03:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some verifications ==&lt;br /&gt;
&lt;br /&gt;
There are a bunch of uncertainties on this page. I can confirm that metal floodgates use X's, and I added a couple of missing bridge labels. [[User:Techhead|Techhead]] 12:01, 7 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== On stretching tiles ==&lt;br /&gt;
&lt;br /&gt;
Now that we have 39f, I see potentially more people wanting to maximize their screen assets or visibility on very high-res monitors.  Added the first draft on how to stretch tiles.  Please improve or replace with better versions. -- [[User:Sphr|Sphr]] 05:07, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is there something against [TEXTURE_PARAM=LINEAR] over [TEXTURE_PARAM=NEAREST]?  Of course it's just my opinion, but I've been able to (for kicks really) reduce a 16x16 tileset to 4x4 and retain somewhat readability.  The scaling happens after the texture is made, so there is a proper blend between foreground and background colors.  After testing it with a few tilesets, only the ones with text that fakes shading around the edges of the letters look unnatural--sometimes adds too dark of a border/shading at smaller scales. --[[User:Corc|Corc]] 14:43, 16 August 2008 (EDT)&lt;br /&gt;
::nothing against that I guess if you know what you are doing.  Just that in general, linear is not recommended for small iconic gfx where pixel details are important (there are usually special algorithms for stretching such gfx.).  Nearest will preserve the contrast and details better for such textures.  Linear will probably cause all the pixel details to disappear.  But it all comes down to personal preference.  I can't comment a lot since I am using the texture at it's default resolution, which is recommended for small bitmaps.  -- [[User:Sphr|Sphr]] 01:03, 17 August 2008 (EDT)&lt;br /&gt;
:::Have you tried it? LINEAR and NEAREST look the same when no scaling is happening.  LINEAR isn't a blur effect, it's an interpolation when data isn't available. If anything, the small pixel art would be preserved.  Blurriness would only happen when going up in scale, and since no one does (or should do) that, it won't be a problem.--[[User:Corc|Corc]] 11:34, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Window sizing (not stretching) ==&lt;br /&gt;
&lt;br /&gt;
I'd like to expand the DF window without stretching images for a greater view. However my attempts have been fruitless so I thought I'd as here. How can I do this? I suppose I'm probably missing something that's staring me in the face. --[[user:Dakira|Dakira]] 22:51, 15AUG2008 (PST)&lt;br /&gt;
&lt;br /&gt;
: First, get the latest version that includes the ability to change the number of tiles show (0.28.181.39f as of right now). Open the init.ini file, ( DF directory\data\init\init.ini ) and change the [GRID:80:25] to something else, note as stated in the init file, the minimum x is 80, and the minimum y is 25, i.e. the default settings. The maximums for both are 200. [[User:Surma|Surma]] 05:05, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You may want to look at [[Custom grid]] which also has a link to a javascript calculator to help you compute the resolution you should use. -- [[User:Sphr|Sphr]] 09:50, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks Surma for the version update, I thought I had the most recent. Thanks Sphr for that link to [[Custom grid]]. Most helpful. --[[user:Dakira|Dakira]] 15:34, 17AUG2008&lt;/div&gt;</summary>
		<author><name>Dakira</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=16707</id>
		<title>40d Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=16707"/>
		<updated>2008-08-17T22:34:30Z</updated>

		<summary type="html">&lt;p&gt;Dakira: /* Window sizing (not stretching) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there some way to edit it so magma vents appear more prominent on the map screen? I want to be able to see them easily when I fly though many areas. ...&lt;br /&gt;
&lt;br /&gt;
:Not really. You could edit the tileset so that the ≈ is changed to a solid tile, but that would also affect lakes. --[[User:Savok|Savok]] 12:12, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
According to rule P, this should be at [[Tileset]], but I'd rather have an agreement before moving it. There ''are'' two kinds of tilesets. It doesn't matter to me either way. --[[User:Turgid Bolk|Turgid Bolk]] 01:55, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to use a square tileset and am having a bit of trouble. I followed the instructions to the letter (even compressed the .png to a 24 bit .bmp) so it looked like this (I'm trying to use the Mkv_solidcurses_960x300 tileset);&lt;br /&gt;
&lt;br /&gt;
:Full screen info.&lt;br /&gt;
&lt;br /&gt;
:[FULLSCREENX:960]&lt;br /&gt;
:[FULLSCREENY:300]&lt;br /&gt;
:[FULLFONT:Mkv_solidcurses_960x300.bmp]&lt;br /&gt;
&lt;br /&gt;
:If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
:[BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
:Looks good right? But whenever I try and play in full screen mode it gives me a &amp;quot;Mode switch failed. Running in windowed mode.&amp;quot; error.&lt;br /&gt;
&lt;br /&gt;
:Can someone tell me what I'm doing wrong? [[User:Thodon|Thodon]] 22:15, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I had a very similar problem, and ultimately discovered that for FULLSCREEN mode, my PC refused to use any display resolution other than the standard ones, such as 800x600, 1024x768, etc. Windowed mode lets you use odd sizes, but when DF tries to change to a nonstandard fullscreen graphics resolution, it fails. However, even though the graphic set calls for 960x300 or whatever, you can run it in fullscreen at 1024x768, with BLACK_SPACE on, and it should work fine. --[[User:Rochndil|Rochndil]] 09:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't understand how to make a graphical tileset like Dystopian Rhetoric. Is there a guide somewhere about it or do I just have to muddle through by looking at an existing set for examples?--[[User:Hamelin|Hamelin]] 23:26, 29 January 2008 (EST)&lt;br /&gt;
:I've been experimenting with this, [[Graphics_sets#Veryinky|using the DQ format since more than one set uses it.]] Check the graphics_main.txt file that comes with it. There is help at the bottom. [http://www.dwarffortresswiki.net/index.php/Image:Sphr_dwarves.png Another example is here.] --[[User:Jackard|Jackard]] 00:22, 30 January 2008 (EST)&lt;br /&gt;
::Before each race section there is a section describing the location of the image, the dimensions of each tile, and the dimensions of the image. --[[User:Jackard|Jackard]]&lt;br /&gt;
&lt;br /&gt;
==Others?  Others?  Others?  Others?  Others?==&lt;br /&gt;
&lt;br /&gt;
If no one objects, I'm going to remove &amp;quot;others?&amp;quot; from each of the entries.  It looks ugly and unprofessional.  If we ever find a new object that goes to a given symbol, we can always edit the article later.  Why bother leaving some placeholder on the list? --[[User:JT|JT]] 17:36, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Go ahead, that should clean it up nicely.--[[User:Richards|Richards]] 18:03, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wooden barrels and bins==&lt;br /&gt;
Wooden barrels and bins appear to be drawn with reversed foreground and background colors. I'd expect both to be drawn with [[Color]] [6:0:0] (ie. brown on black), but it looks like they're using [0:6:0]. Screw pumps and metal barrels have their colors the normal way around, as do other wooden buildings (chests, cages, etc.). --[[User:Baconslicer|Baconslicer]] 03:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some verifications ==&lt;br /&gt;
&lt;br /&gt;
There are a bunch of uncertainties on this page. I can confirm that metal floodgates use X's, and I added a couple of missing bridge labels. [[User:Techhead|Techhead]] 12:01, 7 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== On stretching tiles ==&lt;br /&gt;
&lt;br /&gt;
Now that we have 39f, I see potentially more people wanting to maximize their screen assets or visibility on very high-res monitors.  Added the first draft on how to stretch tiles.  Please improve or replace with better versions. -- [[User:Sphr|Sphr]] 05:07, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is there something against [TEXTURE_PARAM=LINEAR] over [TEXTURE_PARAM=NEAREST]?  Of course it's just my opinion, but I've been able to (for kicks really) reduce a 16x16 tileset to 4x4 and retain somewhat readability.  The scaling happens after the texture is made, so there is a proper blend between foreground and background colors.  After testing it with a few tilesets, only the ones with text that fakes shading around the edges of the letters look unnatural--sometimes adds too dark of a border/shading at smaller scales. --[[User:Corc|Corc]] 14:43, 16 August 2008 (EDT)&lt;br /&gt;
::nothing against that I guess if you know what you are doing.  Just that in general, linear is not recommended for small iconic gfx where pixel details are important (there are usually special algorithms for stretching such gfx.).  Nearest will preserve the contrast and details better for such textures.  Linear will probably cause all the pixel details to disappear.  But it all comes down to personal preference.  I can't comment a lot since I am using the texture at it's default resolution, which is recommended for small bitmaps.  -- [[User:Sphr|Sphr]] 01:03, 17 August 2008 (EDT)&lt;br /&gt;
:::Have you tried it? LINEAR and NEAREST look the same when no scaling is happening.  LINEAR isn't a blur effect, it's an interpolation when data isn't available. If anything, the small pixel art would be preserved.  Blurriness would only happen when going up in scale, and since no one does (or should do) that, it won't be a problem.--[[User:Corc|Corc]] 11:34, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Window sizing (not stretching) ==&lt;br /&gt;
&lt;br /&gt;
I'd like to expand the DF window without stretching images for a greater view. However my attempts have been fruitless so I thought I'd as here. How can I do this? I suppose I'm probably missing something that's staring me in the face. --[[user:Dakira|Dakira]] 22:51, 15AUG2008 (PST)&lt;br /&gt;
&lt;br /&gt;
: First, get the latest version that includes the ability to change the number of tiles show (0.28.181.39f as of right now). Open the init.ini file, ( DF directory\data\init\init.ini ) and change the [GRID:80:25] to something else, note as stated in the init file, the minimum x is 80, and the minimum y is 25, i.e. the default settings. The maximums for both are 200. [[User:Surma|Surma]] 05:05, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You may want to look at [[Custom grid]] which also has a link to a javascript calculator to help you compute the resolution you should use. -- [[User:Sphr|Sphr]] 09:50, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks Surma for the version update, I thought I had the most recent. Thanks Sphr for that link to [[Custom grid]]. Most helpful. --[user:Dakira|Dakira]] 15:34, 17AUG2008&lt;/div&gt;</summary>
		<author><name>Dakira</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=16706</id>
		<title>40d Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=16706"/>
		<updated>2008-08-17T22:33:39Z</updated>

		<summary type="html">&lt;p&gt;Dakira: /* Window sizing (not stretching) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there some way to edit it so magma vents appear more prominent on the map screen? I want to be able to see them easily when I fly though many areas. ...&lt;br /&gt;
&lt;br /&gt;
:Not really. You could edit the tileset so that the ≈ is changed to a solid tile, but that would also affect lakes. --[[User:Savok|Savok]] 12:12, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
According to rule P, this should be at [[Tileset]], but I'd rather have an agreement before moving it. There ''are'' two kinds of tilesets. It doesn't matter to me either way. --[[User:Turgid Bolk|Turgid Bolk]] 01:55, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to use a square tileset and am having a bit of trouble. I followed the instructions to the letter (even compressed the .png to a 24 bit .bmp) so it looked like this (I'm trying to use the Mkv_solidcurses_960x300 tileset);&lt;br /&gt;
&lt;br /&gt;
:Full screen info.&lt;br /&gt;
&lt;br /&gt;
:[FULLSCREENX:960]&lt;br /&gt;
:[FULLSCREENY:300]&lt;br /&gt;
:[FULLFONT:Mkv_solidcurses_960x300.bmp]&lt;br /&gt;
&lt;br /&gt;
:If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
:[BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
:Looks good right? But whenever I try and play in full screen mode it gives me a &amp;quot;Mode switch failed. Running in windowed mode.&amp;quot; error.&lt;br /&gt;
&lt;br /&gt;
:Can someone tell me what I'm doing wrong? [[User:Thodon|Thodon]] 22:15, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I had a very similar problem, and ultimately discovered that for FULLSCREEN mode, my PC refused to use any display resolution other than the standard ones, such as 800x600, 1024x768, etc. Windowed mode lets you use odd sizes, but when DF tries to change to a nonstandard fullscreen graphics resolution, it fails. However, even though the graphic set calls for 960x300 or whatever, you can run it in fullscreen at 1024x768, with BLACK_SPACE on, and it should work fine. --[[User:Rochndil|Rochndil]] 09:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't understand how to make a graphical tileset like Dystopian Rhetoric. Is there a guide somewhere about it or do I just have to muddle through by looking at an existing set for examples?--[[User:Hamelin|Hamelin]] 23:26, 29 January 2008 (EST)&lt;br /&gt;
:I've been experimenting with this, [[Graphics_sets#Veryinky|using the DQ format since more than one set uses it.]] Check the graphics_main.txt file that comes with it. There is help at the bottom. [http://www.dwarffortresswiki.net/index.php/Image:Sphr_dwarves.png Another example is here.] --[[User:Jackard|Jackard]] 00:22, 30 January 2008 (EST)&lt;br /&gt;
::Before each race section there is a section describing the location of the image, the dimensions of each tile, and the dimensions of the image. --[[User:Jackard|Jackard]]&lt;br /&gt;
&lt;br /&gt;
==Others?  Others?  Others?  Others?  Others?==&lt;br /&gt;
&lt;br /&gt;
If no one objects, I'm going to remove &amp;quot;others?&amp;quot; from each of the entries.  It looks ugly and unprofessional.  If we ever find a new object that goes to a given symbol, we can always edit the article later.  Why bother leaving some placeholder on the list? --[[User:JT|JT]] 17:36, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Go ahead, that should clean it up nicely.--[[User:Richards|Richards]] 18:03, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wooden barrels and bins==&lt;br /&gt;
Wooden barrels and bins appear to be drawn with reversed foreground and background colors. I'd expect both to be drawn with [[Color]] [6:0:0] (ie. brown on black), but it looks like they're using [0:6:0]. Screw pumps and metal barrels have their colors the normal way around, as do other wooden buildings (chests, cages, etc.). --[[User:Baconslicer|Baconslicer]] 03:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some verifications ==&lt;br /&gt;
&lt;br /&gt;
There are a bunch of uncertainties on this page. I can confirm that metal floodgates use X's, and I added a couple of missing bridge labels. [[User:Techhead|Techhead]] 12:01, 7 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== On stretching tiles ==&lt;br /&gt;
&lt;br /&gt;
Now that we have 39f, I see potentially more people wanting to maximize their screen assets or visibility on very high-res monitors.  Added the first draft on how to stretch tiles.  Please improve or replace with better versions. -- [[User:Sphr|Sphr]] 05:07, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is there something against [TEXTURE_PARAM=LINEAR] over [TEXTURE_PARAM=NEAREST]?  Of course it's just my opinion, but I've been able to (for kicks really) reduce a 16x16 tileset to 4x4 and retain somewhat readability.  The scaling happens after the texture is made, so there is a proper blend between foreground and background colors.  After testing it with a few tilesets, only the ones with text that fakes shading around the edges of the letters look unnatural--sometimes adds too dark of a border/shading at smaller scales. --[[User:Corc|Corc]] 14:43, 16 August 2008 (EDT)&lt;br /&gt;
::nothing against that I guess if you know what you are doing.  Just that in general, linear is not recommended for small iconic gfx where pixel details are important (there are usually special algorithms for stretching such gfx.).  Nearest will preserve the contrast and details better for such textures.  Linear will probably cause all the pixel details to disappear.  But it all comes down to personal preference.  I can't comment a lot since I am using the texture at it's default resolution, which is recommended for small bitmaps.  -- [[User:Sphr|Sphr]] 01:03, 17 August 2008 (EDT)&lt;br /&gt;
:::Have you tried it? LINEAR and NEAREST look the same when no scaling is happening.  LINEAR isn't a blur effect, it's an interpolation when data isn't available. If anything, the small pixel art would be preserved.  Blurriness would only happen when going up in scale, and since no one does (or should do) that, it won't be a problem.--[[User:Corc|Corc]] 11:34, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Window sizing (not stretching) ==&lt;br /&gt;
&lt;br /&gt;
I'd like to expand the DF window without stretching images for a greater view. However my attempts have been fruitless so I thought I'd as here. How can I do this? I suppose I'm probably missing something that's staring me in the face. --[[user:Dakira|Dakira]] 22:51, 15AUG2008 (PST)&lt;br /&gt;
&lt;br /&gt;
: First, get the latest version that includes the ability to change the number of tiles show (0.28.181.39f as of right now). Open the init.ini file, ( DF directory\data\init\init.ini ) and change the [GRID:80:25] to something else, note as stated in the init file, the minimum x is 80, and the minimum y is 25, i.e. the default settings. The maximums for both are 200. [[User:Surma|Surma]] 05:05, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You may want to look at [[Custom grid]] which also has a link to a javascript calculator to help you compute the resolution you should use. -- [[User:Sphr|Sphr]] 09:50, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks Surma for the version update, I thought I had the most recent. Thanks Sphr for that link to [[Custom grid]]. Most helpful.&lt;/div&gt;</summary>
		<author><name>Dakira</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Dakira&amp;diff=42093</id>
		<title>User:Dakira</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Dakira&amp;diff=42093"/>
		<updated>2008-08-16T06:01:55Z</updated>

		<summary type="html">&lt;p&gt;Dakira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dak here.&lt;br /&gt;
&lt;br /&gt;
I started the account on May 31st 2008. Been playing for about a month prior.&lt;br /&gt;
&lt;br /&gt;
Current Fortresses on the Maps Archive:&lt;br /&gt;
* Squarebrigded&lt;br /&gt;
* Bristledcanyons&lt;br /&gt;
* Woundspeak&lt;/div&gt;</summary>
		<author><name>Dakira</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=16700</id>
		<title>40d Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=16700"/>
		<updated>2008-08-16T05:52:57Z</updated>

		<summary type="html">&lt;p&gt;Dakira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there some way to edit it so magma vents appear more prominent on the map screen? I want to be able to see them easily when I fly though many areas. ...&lt;br /&gt;
&lt;br /&gt;
:Not really. You could edit the tileset so that the ≈ is changed to a solid tile, but that would also affect lakes. --[[User:Savok|Savok]] 12:12, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
According to rule P, this should be at [[Tileset]], but I'd rather have an agreement before moving it. There ''are'' two kinds of tilesets. It doesn't matter to me either way. --[[User:Turgid Bolk|Turgid Bolk]] 01:55, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to use a square tileset and am having a bit of trouble. I followed the instructions to the letter (even compressed the .png to a 24 bit .bmp) so it looked like this (I'm trying to use the Mkv_solidcurses_960x300 tileset);&lt;br /&gt;
&lt;br /&gt;
:Full screen info.&lt;br /&gt;
&lt;br /&gt;
:[FULLSCREENX:960]&lt;br /&gt;
:[FULLSCREENY:300]&lt;br /&gt;
:[FULLFONT:Mkv_solidcurses_960x300.bmp]&lt;br /&gt;
&lt;br /&gt;
:If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
:[BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
:Looks good right? But whenever I try and play in full screen mode it gives me a &amp;quot;Mode switch failed. Running in windowed mode.&amp;quot; error.&lt;br /&gt;
&lt;br /&gt;
:Can someone tell me what I'm doing wrong? [[User:Thodon|Thodon]] 22:15, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I had a very similar problem, and ultimately discovered that for FULLSCREEN mode, my PC refused to use any display resolution other than the standard ones, such as 800x600, 1024x768, etc. Windowed mode lets you use odd sizes, but when DF tries to change to a nonstandard fullscreen graphics resolution, it fails. However, even though the graphic set calls for 960x300 or whatever, you can run it in fullscreen at 1024x768, with BLACK_SPACE on, and it should work fine. --[[User:Rochndil|Rochndil]] 09:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't understand how to make a graphical tileset like Dystopian Rhetoric. Is there a guide somewhere about it or do I just have to muddle through by looking at an existing set for examples?--[[User:Hamelin|Hamelin]] 23:26, 29 January 2008 (EST)&lt;br /&gt;
:I've been experimenting with this, [[Graphics_sets#Veryinky|using the DQ format since more than one set uses it.]] Check the graphics_main.txt file that comes with it. There is help at the bottom. [http://www.dwarffortresswiki.net/index.php/Image:Sphr_dwarves.png Another example is here.] --[[User:Jackard|Jackard]] 00:22, 30 January 2008 (EST)&lt;br /&gt;
::Before each race section there is a section describing the location of the image, the dimensions of each tile, and the dimensions of the image. --[[User:Jackard|Jackard]]&lt;br /&gt;
&lt;br /&gt;
==Others?  Others?  Others?  Others?  Others?==&lt;br /&gt;
&lt;br /&gt;
If no one objects, I'm going to remove &amp;quot;others?&amp;quot; from each of the entries.  It looks ugly and unprofessional.  If we ever find a new object that goes to a given symbol, we can always edit the article later.  Why bother leaving some placeholder on the list? --[[User:JT|JT]] 17:36, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Go ahead, that should clean it up nicely.--[[User:Richards|Richards]] 18:03, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wooden barrels and bins==&lt;br /&gt;
Wooden barrels and bins appear to be drawn with reversed foreground and background colors. I'd expect both to be drawn with [[Color]] [6:0:0] (ie. brown on black), but it looks like they're using [0:6:0]. Screw pumps and metal barrels have their colors the normal way around, as do other wooden buildings (chests, cages, etc.). --[[User:Baconslicer|Baconslicer]] 03:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some verifications ==&lt;br /&gt;
&lt;br /&gt;
There are a bunch of uncertainties on this page. I can confirm that metal floodgates use X's, and I added a couple of missing bridge labels. [[User:Techhead|Techhead]] 12:01, 7 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== On stretching tiles ==&lt;br /&gt;
&lt;br /&gt;
Now that we have 39f, I see potentially more people wanting to maximize their screen assets or visibility on very high-res monitors.  Added the first draft on how to stretch tiles.  Please improve or replace with better versions. -- [[User:Sphr|Sphr]] 05:07, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Window sizing (not stretching) ==&lt;br /&gt;
&lt;br /&gt;
I'd like to expand the DF window without stretching images for a greater view. However my attempts have been fruitless so I thought I'd as here. How can I do this? I suppose I'm probably missing something that's staring me in the face. --[[user:Dakira|Dakira]] 22:51, 15AUG2008 (PST)&lt;/div&gt;</summary>
		<author><name>Dakira</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Dakira&amp;diff=42092</id>
		<title>User:Dakira</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Dakira&amp;diff=42092"/>
		<updated>2008-06-01T01:22:45Z</updated>

		<summary type="html">&lt;p&gt;Dakira: New page: Dak here.  I started the account on May 31st 2008. Been playing for about a month prior.  Current Fortresses on the Maps Archive: * Squarebrigded * Bristledcanyons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dak here.&lt;br /&gt;
&lt;br /&gt;
I started the account on May 31st 2008. Been playing for about a month prior.&lt;br /&gt;
&lt;br /&gt;
Current Fortresses on the Maps Archive:&lt;br /&gt;
* Squarebrigded&lt;br /&gt;
* Bristledcanyons&lt;/div&gt;</summary>
		<author><name>Dakira</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stories&amp;diff=1071</id>
		<title>40d:Stories</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stories&amp;diff=1071"/>
		<updated>2008-06-01T00:22:31Z</updated>

		<summary type="html">&lt;p&gt;Dakira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===They Tried, Anyway===&lt;br /&gt;
The small outpost of Complexgate, founded by the Syrup of Murders, was founded far from the old mountainhomes of the Iron of Indignation, and its inhabitants expected to get plenty of harassment from the local goblins and kobolds with little support from the rest of the kingdom. What they didn't expect was to be beset every year by as many goblin warriors as there were dwarves in the fortress, envious of dwarven wealth and dwarven beards. Traps alone would not suffice to hold off the encroaching raider bands, and the Fortress Guard had to be kept in reserve as a last line of defense should the tunnels themselves be breached. The first batch of recruits came, of course, from dwarves who lacked any useful talents. With nothing else to lose, these soldiers accepted that they would be expected to lay down their lives for the fortress.&lt;br /&gt;
&lt;br /&gt;
After months of drilling and training, the militia came to be good friends, with each other and with the Fortress Guard, and love blossomed amidst the camraderie in more than one instance. Two of these star-crossed lovers were Domas Oddomegast and Dodok Athelerib, a pair of noble, full-bearded souls who were admired and well-liked by the whole fortress. Alas, tragedy befell when the fisherdwarves were ambushed by a lone goblin maceman before Complexgate's southern entrance (the Syrup of Murders has more than lived up to that name; it's very easy to get lost in Complexgate). The first to arrive on the scene as Bomrek Risentashem breathed his last was Domas, gripping his steel hammer with determination no softer than the cold metal. The goblin scarcely threw its shield up before Domas crushed it to the ground, smashing its chest in through its thick iron mail.&lt;br /&gt;
&lt;br /&gt;
Yet no sooner had Domas claimed victory, lifting his warhammer and shield in exultation while Dodok and his fellow soldiers looked on with smiles and cheers, when a iron-tipped arrow zipped down from atop the westward cliff and bounced off the rocks at Domas's feet. Cold horror gripping his heart and slowing his thoughts, the hammerdwarf could only look up the unsympathetic chalk rock face, to the dark figures standing atop, silhouetted by the setting sun. Finally urging his sluggish body to motion, he made a desperate dash for the fortress doors, but it was too late. Clever goblin eyes picked out the chinks in his formidable steel plate, and cunning goblin fingers sent cold metal piercing through those gaps; in a hail of goblin arrows, Domas cried out and fell, never to rise again, hammer and shield falling from his lifeless grasp as his lover and friends looked on helplessly, in horror.&lt;br /&gt;
&lt;br /&gt;
Dodok was never quite the same after that. She threw herself into every sparring match; soon she surpassed poor Domas in mastery of arms, becoming one of the mightiest soldiers of Complexgate. Yet perhaps she worked too hard; it was not at the hands of goblins that she met her end, but her fellow dwarf and friend, the morose Hammer Lord Rith Rithodgub, who accidentally struck her down while they sparred. Rith had lost his own lady love, Ber Rithkodor, to the goblins before killing one of his remaining friends. Already inclined to sadness and melancholy, Rith lives on, though almost all of his comrades from the old days have perished in battle, and the thin-bearded striplings who have taken their place cannot understand why his voice quivers sometimes, and his hands shake pathetically when they are not clutching hammer and shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Situation Worsens===&lt;br /&gt;
(read the below introduction or just view the image with knowledge that this is my first fortress)&lt;br /&gt;
It was my second spring, and my already bad situation was becoming worse fast. After jumping into the world for the first time with my wiki-supported build, i was working my way through my first year. It was going relatively well, as far as I knew, but I was slowly running out of supplies. By the time the traders came for the first time I wasn't prepared. Though, driven by the knowledge that my meat supplies were already naught, I quickly build a trade depot and managed to trade a mechanism for a small portion of meat. Admittedly, I did not build these to trade them. Sadly the stone items I had crafted for trading were sacrificed to their dwarven leader due to a large misreading on my part. This is a mistake which, I can only assume, was the trigger for my problems in the future. As the trading caravan moved away I tried to prepare for a long winter with low supplies. My food quickly ran low and, left only with seeds due to a large farming accident involving a (poorly)controlled flooding system, most of my dwarven inhabitants were soon hunting for vermin to survive. Though my hope was diminishing I kept struggling to keep my team alive. One day as I was orchestrating their movements I glanced to the bottom of my screen, and to my amazement I read the words &amp;quot;Spring has arrived!&amp;quot;. I was not only delighted, but now filled with ideas and hope. So i began to work towards recovering, but because of my lacking knowledge and experience (not to mention the constant flooding of my farm), I could only maintain my current state. I worked along, but one day...&lt;br /&gt;
[[Image:damn.png]]&lt;br /&gt;
(I wasn't quite expecting the 18 new immigrants in the middle of spring...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===invasion of the ratmen===&lt;br /&gt;
It was the 3rd autumn of the dwarves expedition to this mountain. Every thing was great. They were trying to build over the monstrous magma river. All effort was put on getting the steel for the bridge. the outposts warrior was out getting wood for the winter. Then the ratmen came. the dwarves met them before. 2 or 3 at a time. This was the ratmen's final attack on the dwarves. 20 ratmen snuck up on them killing all but the dwarf far away. When He came back he went crazy, killing all, or so he thought. One last ratman snuck up and pushed the brave dwarf off the edge falling to his death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A harsh winter===&lt;br /&gt;
&lt;br /&gt;
It was a harsh winter, my barreled fish had run out all too soon. My Dwarfs were miserable, some had resorted to vermin. My fisherdwarf was being enterprising, fishing alone in the cavern stream. Unfortunately frogmen jumped from the icy waters and surrounded him biting and pummeling him. He was rescued but the event caused him to lose what little was left of his sanity. He began to start fist fights.  He started one with the metal worker, the fisherman's faithful dog interrupted him - he took out his cross bow and shot his only pet dead. (He was later killed by the rest of the dwarf clan.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===A small problem===&lt;br /&gt;
&lt;br /&gt;
Sankis got that small problem after trying to flood a room:&lt;br /&gt;
&lt;br /&gt;
[[Image:Lolflood.jpg]](picture currently doesn't work)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The Dog Dwarves of Inktin===&lt;br /&gt;
&lt;br /&gt;
In the year 1052 they arrived at the site of their future mountain fortress, hungry, tired, cold, and with a wagon full of dogs and rum. The rum was quickly drunk, but the dogs stayed with the dwarves as they carved out their home. The dogs... they multiplied. Soon they outnumbered the dwarves many times over. As a visitor in a passing caravan or as a new migrant, you'll find that their home is the safest in all the lands, being guarded by endless hordes of vicious wardogs. &lt;br /&gt;
&lt;br /&gt;
If you spent any time around them however, you'd find them a bit peculiar. They wore leather, lots of it. They made fine crafts of stone and bone... lots of bone. And their larders were always well stocked with meat that tastes unlike most meals that you'd find anywhere else. At that point a thought would strike you and you'd excuse yourself, edging your way out the dining room then running for the exit and your trading wagons, eager to flee, past the kitchen doorway, through which you'd see lots of adorable little puppies milling about a large slab, covered with blood and with a cleaving knife laid across it, a steady stream of bones and hides being borne out towards the workshops.&lt;br /&gt;
&lt;br /&gt;
They really do love their dogs at Inktin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Parabolart's Carpenter===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Great. My carpenter got possessed and all he made was a wooden barrel. He gave it a name though!&amp;quot; -- parabolart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Lunatic Child===&lt;br /&gt;
&lt;br /&gt;
Right before our second winter, a child was born - as his mother was attacked by a pack of frogmen at the well. Strategic parts of the ceiling collapsed on the frogmen and a pair of marksdwarves down the hall opened fire, slaying the intruders where they stood, even as the child Edem came into the world. Edem's mother, Lokem, died of thirst in the winter: she was so distraught over her rambunctious son that she never took a drink of water. At the beginning of the following summer (our third at Netdune), Edem was possessed by a fey spirit. Into a craftdwarf's workshop, he took a turtle shell and two rolls of cloth, one of pig tail and one of spider silk. A month later, he emerged a Legendary Bone Carver. In his Extremely Tough hand lie Onshenfikuk Dalkamkizest Ozor, or &amp;quot;Chantfields the Lean Zeal of Subtetly.&amp;quot; Edem had changed: he was Strong and Very Agile, and still less than a year old.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===My First Fortress===&lt;br /&gt;
&lt;br /&gt;
As I said, the fortress I'm playing is my first, and I assumed it was doomed. I never got farming going the first year, and I was low on food through the winter. I read here about slaughtering mules and horses, so I did that, and that helped. Although when the first horse was slaughtered like 6 dwarves gathered around and then were kind mopey about it having &amp;quot;witnessed death.&amp;quot; Then in early spring, when the farm got running (I never did make a working floodgate, but I just let the river flood my fields) I figured I might just make it. Then the frogmen came and attacked my farm. They struck down one of my peasants but the rest of the dwarves beat the frogmen with their bare hands.&lt;br /&gt;
&lt;br /&gt;
Then a trapper started throwing a tantrum. She was doing it in her sleep, so I look, and she was married to the dead peasant, AND had a miscarriage, so was distraught over that. I was going to put a door on her room and lock her in, but she got better. But then later on when the human caravan showed up (with nothing but food ) she went nuts again and struck down a peasant herself. Then she ran off next to the lake and I figured she'd mope herself to death.&lt;br /&gt;
&lt;br /&gt;
Nope. She eventually came back in and started hitting people. The carpenter smacked her right in the head (yellow!) and she finally went back to her room to lie down. I ordered a door put on her room but she went nuts when the laborer came by to do it and ran out (with a wounded head!) and smacked a jeweler in the head as well. Finally I got a door on her room, and when she went back in, I locked the door. So now she's in there raging and throwing tantrums, but I am NOT going to let her out. I've lost enough dwarves over all her PMS.&lt;br /&gt;
&lt;br /&gt;
''-- Doctor Zero (Aug 21, 2006)''&lt;br /&gt;
&lt;br /&gt;
Postscript: She eventually calmed down and hadn't thrown a tantrum for quite a while, so I started feeling bad for her. Who wouldn't go a little nuts after losing a husband and baby? So I let her out of her room, and she immediately runs down to the dining room and strikes down a peasant. Before I can do anything about it, a dog comes out of nowhere and rips off her arm and tears out her abdomen. She struggles with the dog for a while, rapidly losing strength. She finally slips unconscious. The dog, now tired from the struggle, proceeds to slowly (and I mean SLOWLY) tear her apart limb from limb right there in the entry to the dining room. It took so long, she woke up halfway through and started struggling with the dog, but only having one good limb at this point was kinda detrimental. She finally bled to death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Secret Desire===&lt;br /&gt;
&lt;br /&gt;
A healthy colony of dwarves was bolstered by the arrival (as usual) in early fall of a metalsmith. She was a hearty and jolly spirit named Etur, and she worked hard to become a part of the thriving community. &lt;br /&gt;
&lt;br /&gt;
Soon after Etur arrived, a trader caravan of two mules was spotted in the distance, across the river. Unfortunately, that side of the river was also the domain of a crazy herd of elephants, and some vicious tigers. As the caravan drew closer, the elephants charged and stomped one of the mules and it's attendant. The rest of the caravan was scattered to the four winds, and the corpse remained with oodles of booty for looting laying out on the ground around the mule's corpse.&lt;br /&gt;
&lt;br /&gt;
After some quick raiders managed to bring some bolts of silk back to the fortress, Etur was entranced by the beautiful fabric. She thought of nothing more all day than getting herself a bolt and fashioning a dress, and maybe a collar for her cat. But the elephants and tigers across the river meant that salvaging anything from the corpse was risky.&lt;br /&gt;
&lt;br /&gt;
But one night, while the rest of the community lay snuggly in their beds, Etur and her cat set out towards the river. After crossing the bridge and seeing no Elephants in sight, Etur made a mad dash for the stash, kitty in tow. But just as she began to head back, silk tucked under her arm and cat chasing behind her,a rogue elephant came charging after her. She ran as fast as her stumpy little legs could take her. In a heartbeat, she was across the bridge and heading for home, but the elephant stormed across and stomped her into paste.&lt;br /&gt;
&lt;br /&gt;
As the insane pachyderm left her corpse behind, Etur's cat cuddled up at her lifeless feet. Her comrades remained asleep and did not find her body until the next morning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Tragic Miner===&lt;br /&gt;
&lt;br /&gt;
Kol Sedilònul had a good life at the fortress of Atöllogem (translated as &amp;quot;Findpaint&amp;quot; in the human tongue).  She worked hard day in and day out at her mining duties, and attained the rank of Legend.  How could she have know that the day ònul Eraraban arrived at the settlement would be the beginning of the end for her?&lt;br /&gt;
&lt;br /&gt;
Despite the master's prohibition against hunting, ònul set out for the wilds immediately after arriving to see what beasts he could trap or kill.  Unfortunately, he decided to try his luck against a herd of gorillas.  Even more unfortunately, he lived through his massive head injuries and managed to crawl back to the barracks.&lt;br /&gt;
&lt;br /&gt;
For the next year, ònul spent his time tantruming in the corner bed, refusing to let his wounds heal.  One day he finally snapped, took up his crossbow, and shot three other dwarves before being put down by the highly trained swordsdwarves of Atöllogem.  One of those three was Kol.&lt;br /&gt;
&lt;br /&gt;
Though she took only a glancing blow to the head, Kol was never the same after that day.  She found herself losing consciousness on the way to the dig sites.  When she woke up, she would painfully crawl back to her bed, by which time she felt strong enough to go back to work, only to pass out again and again.&lt;br /&gt;
&lt;br /&gt;
On the final day of her life, Kol felt herself swooning.  She summoned all her rage, fought back against the darkness, and stayed on her feet.  She knew she couldn't go on like this... so she went straight to the only bridge across the cave river and dropped it out from under herself, frustrating the sheriff, who despite his best efforts couldn't shackle her drowned corpse. Kol had washed up on the far side of the river, just a few paces away from the newly dug tombs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Olon the Kinslayer, leatherworker of Yore ===&lt;br /&gt;
&lt;br /&gt;
So I barely made it through the winter. Didnt have to eat the dogs, but I was at the point where half my dwarves were hunting for vermin, while my few desperate fisherman fished up a storm from the underground river, and tried to clean the damn things at a pace to meet demand. Lost a dwarf to starvation, but made it to spring and finally got some crops in the ground. My early spring migrants doubled my population, bringing all sorts of useless talent (oh hurray... more jewelers...).&lt;br /&gt;
&lt;br /&gt;
The only solution of course was to make the jewelers hunters. Armed with the few crossbows I had around, or their fists, Olin and Edem set out to hunt deer. Edem has become a rockstar, [[wrestling]] 5-10 deer to death, occasionally deigning to fire fish bone crossbow bolts to do the job. Olin on the other hand got his ass handed to him, and is currently being starved to death in his room.&lt;br /&gt;
&lt;br /&gt;
Now then, this finally brings us to my story. As a result of having all this deer carcass to process, I set the butchery to repeat butcher, and rooted around to find my one novice butcher, and set him to work. A day or so later, tragedy strikes. &amp;quot;Olon Erithseneb has been taken by a fell mood! Olon Erithseneb has killed Vabok! Olon has claimed a butchery!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So here I am panicking a moment. As I take a look, it appears he entered his little craftsmen's trance, seizing the butchery for his holy/unholy work (already I am a little concerned). As my butcher was currently in there trying to butcher deer at a frantic pace, murder was obviously the answer.&lt;br /&gt;
&lt;br /&gt;
So after a day or so of dedicated work, Olon emerges victorious having created this:&lt;br /&gt;
&lt;br /&gt;
''    Olon Erethseneb has created Kessoshosh, a dwarf leather leggings!''&lt;br /&gt;
&lt;br /&gt;
Now unless I am misunderstanding this, his fey trance led him to murder a fellow countryman.... and create pants from his still bleeding corpse.&lt;br /&gt;
&lt;br /&gt;
Simply stunning. He is of course a legendary leatherworker now... I can only hope he will be happy working with more mundane materials in the future....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Goblin Siege ===&lt;br /&gt;
&lt;br /&gt;
In the early spring of 1058, the glorious dwarven fortress of Faththatthil, or &amp;quot;Sackautumn&amp;quot; to the merchants, entered the 6th year of its reign. Nearly 100 dwarves had hollowed a massive dwelling out of the sheer mountainside. Food and drink were in plenty, all dwarves were content, and children roamed the halls.&lt;br /&gt;
&lt;br /&gt;
Without warning, the Dwarves were suddenly besieged by a massive host of Goblins. The moat ringed the outside perimeter of the mountain, called Shantytown for its hodgepodge collection of workshops. There were three entrances, the North, South, and West bridges. All of the local soldiers were standing down, practicing archery, or sleeping in their beds. They were quickly roused by a call to arms. Dwarves ran through the halls, grabbing weapons, shoving on armor, drafting a militia.&lt;br /&gt;
&lt;br /&gt;
The ragtag group assembled on the West Bridge, guarded by a now ammo-less ballista. It's sole shot had been used to destroy a renegade carpenter, and had not been reloaded recently. First one squad arrived, then two, then nearby dwarves were drafted and sent to pick up crossbows. The defense looked like it had a chance. The goblin horde rolled across the plains, heading south along the river to the bridge. The goblins numbered at least 15, and were bringing foul dogs with them.&lt;br /&gt;
&lt;br /&gt;
By now all nearby dwarves had been enlisted, and they were standing grimly at the West Bridge. Only a handful of soldiers and an equal number of conscripted miners and carpenters were there. Kogan Keskalolin, the founder of Sackautumn, was at the head of the pack. A massive dwarf hefting an iron pick as though it were so little weight, he inspired the others. The Champion and Captain of Sackautumn remained inside, readying a secondary defense and patrolling the traps.&lt;br /&gt;
&lt;br /&gt;
The goblins came, blotting out the sky with arrows. Shafts rained down on the dwarves, piercing flesh and armor. The dwarves mounted a shaky charge, faltering under the horrific onslaught. One dwarf was down to arrows, now two, several more wounded and bleeding. Finally they reached the goblin lines, hacking and bludgeoning. Heads and limbs flew through the air, and the goblins routed. All of the fleeing goblins were cut down easily. Unfortunately a band of looting monkeys attempted to raid the battlefield, but the weary veterans quickly destroyed them.&lt;br /&gt;
&lt;br /&gt;
West Bridge was littered with the dead and dying, covered in fallen armor, weapons, limbs, and blood. Slain monkeys added a touch of humor to the macabre sight. Kogan Keskalolin, the Eldest Dwarf, had fallen in battle, and the Fortress mourned. &lt;br /&gt;
&lt;br /&gt;
All in all 11 goblins had been killed, with the loss of only 4 dwarves. The siege was lifted and the dwarves began replenishing their depleted army.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, only a few months later, the goblins returned. This time there was a full 30 of them, each bringing a pet beak dog with them. The ponderous Human caravan was brutally massacred and 30 dwarves were slain alongside it. The goblins were eventually killed after breaching the fortress and catching the attention of the fortress guard.&lt;br /&gt;
&lt;br /&gt;
The dwarves, sick of so much death, relocated to a new fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Doom That Came to Ghostgates===&lt;br /&gt;
&lt;br /&gt;
Ghostgates, the most staggering and impressive dwelling of the Dwarves&lt;br /&gt;
in all of Emeecamo, the Land of Prophecy, had a small amount of trouble&lt;br /&gt;
with its first captain of the guard. See, the dwarves of the Ghostgates&lt;br /&gt;
felt that amassing great wealth was a far more promising enterprise&lt;br /&gt;
than joining the Fortress Guard, so the Captain took out his loneliness&lt;br /&gt;
on the fortress' trade depot. Which had human merchants (and their&lt;br /&gt;
wares) currently occupying it.&lt;br /&gt;
&lt;br /&gt;
The Captain was eventually put down when the rest of the dwarves didn't&lt;br /&gt;
feel like coping with his bullshit, but as for the human&lt;br /&gt;
merchants...they just sat there. For years. Finally, they disappeared.&lt;br /&gt;
&lt;br /&gt;
Six years passed without a wagon caravan from the human civilization.&lt;br /&gt;
Four years of Ghostgates' hoards enlarging and caverns deepening. Its&lt;br /&gt;
cup runneth over with ale, and the tables were buried under platters of&lt;br /&gt;
plump helmets.&lt;br /&gt;
&lt;br /&gt;
And then the humans returned. At their head, a swordmaster, with about&lt;br /&gt;
forty troops in tow. No warning. Ghostgates paid for its hubris. The&lt;br /&gt;
token twelve military dwarves assembled at the ivory gates, brought&lt;br /&gt;
their crossbows to bear, and were promptly RENDED INTO PULP by the&lt;br /&gt;
human leader. He then proceeded to cut a swathe towards the river,&lt;br /&gt;
where he HACKED THE BRIDGE IN TWAIN, leaving horrified &amp;quot;east enders&amp;quot; to&lt;br /&gt;
starve while he painted the walls with the dwarves on the west side of&lt;br /&gt;
the river.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Town Astebkol===&lt;br /&gt;
&lt;br /&gt;
Town Astebkol was a dwarf fortress with a population hovering around a hundred dwarves. They have been at war with Damsto Rost, a powerful tribe of goblins, for most of the fortress’ existence. Astebkol has weathered three sieges, each more brutal than the last.&lt;br /&gt;
&lt;br /&gt;
====The First Siege of Astebkol====&lt;br /&gt;
	&lt;br /&gt;
The first siege was more of a raiding party than a true siege. About ten dwarves foolish enough to remain outside after the goblins were sighted were killed by crossbow bolts. The goblins then reached the main gates, which were, conveniently enough, left open. Their charge through the gates was blunted by a large array of traps, significantly reducing their numbers before Astebkol’s fortress guardsmen stepped in. Two guardsmen broke their charge, and then chased them back to the river and out of Astebkol territory, felling two thirds of the remaining goblins on the way. &lt;br /&gt;
&lt;br /&gt;
====The Second Siege of Astebkol====&lt;br /&gt;
&lt;br /&gt;
The second siege didn't go nearly as well. By this time, Astebkol’s population was nearing one hundred and twenty. A human caravan (with whom the dwarves were looking forward to some very profitable trade) had just arrived on the edge of Astebkol lands when Goblins were sighted. Uh Oh. The dwarves figured that the humans would have little trouble dispatching the goblins, and then the goblins’ equipment would be free for the looting. Instead, ten goblins riding powerful beak dogs arrived with a godlike shaman as their leader. They made quick work of the surprised humans and their wagons. &lt;br /&gt;
&lt;br /&gt;
The goblins charged forward across Astebkol’s bridge. A couple dozen dwarves were drafted and they prepared to retreat into the mountain stronghold when they noticed that the goblins had a second wave of beasts inbound, TROLLS. A brief skirmish was fought outside the gates, with dwarf marksmen picking off several goblins and war dogs throwing themselves at the goblins with reckless abandon. Then the trolls arrived. They quickly destroyed the many outdoor workshops before joining up with the remaining goblins. The goblins and trolls charged the gates of my fortress, destroying the gates that stood in their way with ease. Fortunately, the dwarves had upgraded their traps since the First Siege of Astebkol, and most of the invaders were butchered. Three trolls managed to flee after carrying out some additional random destruction. &lt;br /&gt;
&lt;br /&gt;
The dwarves took roughly twenty seven casualties in the battle, and lost almost all of their war dogs. Thanks to the work of the Captain of the Guards, tantruming dwarves were dealt with quite efficiently. In addition, the supplies from the destroyed human caravan were gathered by a river of dwarves flowing to and from the edge of the map.&lt;br /&gt;
&lt;br /&gt;
====The Third Siege of Astebkol====&lt;br /&gt;
&lt;br /&gt;
It looked like the end for Astebkol. Damsto Rost arrived for the third time, this time committing their entire army. Seventy-Seven goblins arranged in five war bands, all riding beak dogs, with multiple mace lords, sword masters, elite bowmen and a master lasher. Two of the war bands approached from the north, while the three others approached from the south. In addition, the master thief Zom Ngerxungodan, leader of Damsto Ross, appeared. If all this was not worrying enough, they brought another five trolls with them. &lt;br /&gt;
&lt;br /&gt;
The battle began in earnest outside the gates of Astebkol, lands which had already been bloodied by two previous sieges. Nearly half the dwarves of Astebkol died skirmishing with the goblins outside of the fortress. The skirmish appeared to have been worthwhile, though, as two groups of goblins and the master lasher retreated after being bloodied by them. &lt;br /&gt;
&lt;br /&gt;
The real fighting happened in the sleeping quarters and in the main hallway. The bulk of the trained dwarves were stationed at the end of a long row of traps behind the main gates. The goblins quickly took the gate and stormed down the hallway, taking some casualties from the traps. A fierce battle ensued at the end of the hallway, and most of the dwarves were killed in the fighting. The dwarves managed to wipe out one group of goblins that attacked there and sent another into a hurried retreat. After that, the trolls emerged from a side passage. They had stormed through a more southern entrance, wreaking havoc throughout the fortress. They were wounded by traps by this point, and did not survive long in combat with battle hardened dwarven soldiers.&lt;br /&gt;
&lt;br /&gt;
Another group of goblins invaded from an entrance near the sleeping quarters, where the many wounded were already being kept. The fortress guards and the captain of the guard (a sword master) were fortunately already in the area, and a bloody battle ensued. Many of the wounded were massacred in their beds before the fortress guards could defeat the goblins. In the end, only one dwarf remained of the ten brave fortress guards and their captain, a Hammer lord named Tekkud Kelonam.&lt;br /&gt;
&lt;br /&gt;
Only twenty seven dwarves survived the battle, most of which were wounded to some degree, were imprisoned in the jail or were nobles hiding in the dining halls. Goblin, dwarf and dog bodies littered the barracks, entryway, workshops and bedrooms of the fortress. There were far too many bodies for the few remaining healthy dwarves to dispose, and as a result, the stench of rotting corpses filled the fortress. &lt;br /&gt;
&lt;br /&gt;
Damsto Ross lost many of her warriors that day, and her leader was captured in the battle. However, with the dwarves so severely weakened, it was at best a Pyrrhic victory. Astebkol limps on with the aid of dwarven immigrants, but it will take years to return her to her former glory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Oddom versus the Crocodile===&lt;br /&gt;
Oddom Dodókònul was mining to the east of the cave river, searching for ore and gems.  The farmland on the west side of the river was, at the time being, deserted, aside from a single stray cat.  Suddenly, in the center of the southern farm, a cave crocodile sprung from ambush!  More specifically, it was an injured cave crocodile.  More specifically than that, an ''unconscious'' injured cave crocodile.  I don't exactly understand how it sprung from ambush while unconscious, but apparently it had.&lt;br /&gt;
&lt;br /&gt;
Though the crocodile was perfectly harmless in its current state, its appearance at the very least frightened Oddom enough to give him pause in his endeavors.  So, Oddom was drafted into a one-man militia, and he bravely and expediently tackled the situation.  He did not miss a step as he walked right past the crocodile and finished the beast with a single blow from his trusty pick.  Then, with the (admittedly minimal) threat handled, Oddom once again returned to his work across the river.&lt;br /&gt;
&lt;br /&gt;
Of course, he left the crocodile corpse for someone else to clean up.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ingish Nailswords' Departure===&lt;br /&gt;
&lt;br /&gt;
A tale of a Dwarven Hero, who's birth was mired in the death of a fortress, much like a phoenix from the ashes, or a maggot from a corpse. Kontun was the name of the city destroyed, and Ingish Nailswords the Survivor. &lt;br /&gt;
&lt;br /&gt;
Ingish Nailswords was a dwarf ordinary and stout seeming at first. A miner of great skill, he was eternally at the head of the pack to go deeper into the mountain, crossing the great underwater river, the first to cross the great chasm, that his pick might dig out the emeralds that laid across, and he only stopped at the river of lava for want of a bridge to cross. His skill in war became evident when, with great majestic skill, he did fight three Macaques that emerged from the wilderness, managed to hold off with others of his mining team the teeming Toadpeople from the river, and in single combat slay a crocodile. Yet, he was no legend among the people, he was an old and weathered relic from the Founding of Kontun. &lt;br /&gt;
&lt;br /&gt;
Until the day the madness came. &lt;br /&gt;
&lt;br /&gt;
It was a sweet day in summer, sticky wild with life and food. The mountain hall was at ease, the smiths laboring to produce fine new swords to sell to the short lived men that would come to the mountain. The Captain of the Guard relaxed in his opulent quarters, confident and fat, idly admiring his fine masterwrought axe. The tavern was busy this night, with many a dwarf ruddy nosed and pleasantly half cotton headed. But there was one in this idyllic scene who clashed; who's very heart beat an unwholesome tatoo. Thikut Patternabbey was his name, and thrice cursed the day he was born. He was a man of crafts, an original akin to Nailswords, but where Nailswords sought the permanence of mined rock, Thikut could see only the immortality in history. He was a crafter of bone at first, carving and shaping the subtle soft frames of flesh, but when he mastered that, he wanted only more. He built halls, he blew glass, he sought status, he farmed, he fished, he brewed, he did everything a dwarf could do, mastering each and wanting more.&lt;br /&gt;
&lt;br /&gt;
Perhaps it was the envy of never getting the power that he wanted, that he would dare strike a bargain with the Fey. &lt;br /&gt;
&lt;br /&gt;
A great work he did, aye, a fine and impressive work, requiring ingredients a plenty. But oh, what terrible ingredients. &lt;br /&gt;
&lt;br /&gt;
Melbil Actedmetals was a fine dwarfess, stolid member of the community, in fact, the Representative of the Order of the Axe. How ironic that her child would be used to make the finest axe ever seen across the Mythical Lands of the Griffon. &lt;br /&gt;
&lt;br /&gt;
Her laments and cries of rage filled the fortress when she discovered her only beloved child dead, upon the floor of the bone crafter's shop, torn open and gutted like a fish. The criminal was nowhere near at the time, his white and red bone axe, Muzishdeler, &amp;quot;Martyred Steel&amp;quot;, clasped tight in his bloody hands. &lt;br /&gt;
&lt;br /&gt;
Twin killers, sparked by the same sin, one filled with glee, the other righteous rage, fell upon the fortress that night. Martyred Steel sang death and bloody joy to the ears of the unsuspecting dwarves, painting the halls and decorations bloody red. Actedmetals was in a berserk frenzy, lashing out at all that came across her. Slaying the Fortressguard, despite grievous injury, her gasping, torn and bloodied body leaning in the hallway, only too late could she see her son's killer, in his hands the bones of her beloved Otez. Slain among the bodies of those that she had killed in her terrible misdirected anger, one can only imagine the terrible crushing grief she had, before joining her son in the Allfather's hands.&lt;br /&gt;
&lt;br /&gt;
This entire time, Ingish had been alone, mining far, far, far down, in search of some new vein, some new challenge. He was unaware that the flames of chaos and war had consumed his beloved home.&lt;br /&gt;
&lt;br /&gt;
All around, the blood madness sang in dwarven hearts, halls splattered crimson again and again, as their minds, weakened with fear, succumbed to Muzishdeler's call. The Philosopher, Lanno, while trying to bring order was strangled to death by Ilral the Broker. The Duke Ilral Bodicedomains held a heroic last stand in his quarters, armed with naught but his fists against the mob of farmers baying for his blood. The Captain of the Guards, while trying to flee his doom was set upon by rabid Macaques, their terrible claws and piercing teeth ripping the living flesh off of his bones. &lt;br /&gt;
&lt;br /&gt;
Then, all was silent. &lt;br /&gt;
&lt;br /&gt;
The dying bled their last, joining the dead, while the fey possessed Thikut gazed on with joy upon his deeds, and walked out of the fortress, a rivulet of blood following him, crimson footsteps left behind on the grass. &lt;br /&gt;
&lt;br /&gt;
When Ingish came home to sleep, he paused at the doorway, the body of fair Melbil facing him, torn to pieces, a crude picture of an axe written in her blood. He paused considering the scene, and with heavy heart, closed her eyes and moved on to his quarters, where outside the dying House of Rash representative related the sorry tale. Ingish, again overcome, could do naught but pass on the fair fellow, stepping over the corpse of an unfortunate minor, and then got in his bed, and stared at the ceiling. Eventually, he fell to sleep, his world shattered.&lt;br /&gt;
&lt;br /&gt;
The next day, Ingish made an attempt at burying and cleaning the dead, looking for survivors, but soon realized it was futile. The burning brand of that day on his soul, Ingish turned aside, and left the fortress, never to return, axe in hand vowing revenge, and hoping one day, to meet the thrice damned Thikut, and slay him with the very instrument that he had betrayed his kith and kin with. &lt;br /&gt;
&lt;br /&gt;
Ingish still walks the world today, axe in hand, obsessively training and searching for the one that laid Kontun, &amp;quot;Master Door&amp;quot;, to waste.&lt;br /&gt;
&lt;br /&gt;
====The Real Story====&lt;br /&gt;
&lt;br /&gt;
Okay, this all stemmed from my most successful game of Dwarf Fortress, in which I grew really awesome at producing crafts and selling them to humans for food (I never could get the hand of farming.). Anyway, Thikut was my awesome dwarf, the one that I obsessed over the most because he proved really good at everything he did. Ingish, I sorta got in my head was the retarded one, who would only be good at mining. To make a long story short, Thikut got possessed by fey, made a really awesome axe, (And randomly killed a dwarf while making it, no, it wasn't a bone axe, but a guy died somehow in the process), then my friggin' awesome warrior Order of the Axe Representative went nuts, along with Thikut, and the entire fortress fell into a bloody mess. I lost track of Thikut, he might have died, but Ingish was the only survivor. I found it really funny that Ingish just sorta stepped over everybody's corpses and went to sleep. I watched for a day out of fascination, but Ingish didn't really get affected all that much by the death of everyone else in the fortress. So, a little peeved, I abandoned the fortress and started up Adventure mode. &lt;br /&gt;
&lt;br /&gt;
The same name pops up, of &amp;quot;Ingish Nailswords&amp;quot;. A fluke of luck to be sure, unless Toady sneakily put in some REALLY cool code thing, but I played him and am having immense fun in imagining the backstory of Ingish. Who knows, I might run into a Thikut Patternabbey soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The Transmuted Greaves===&lt;br /&gt;
&lt;br /&gt;
One of my dwarfs was possessed and I watched him intently. The last few little fellows had either flung themselves into the river or stripped naked and starved to death.&lt;br /&gt;
&lt;br /&gt;
He seizes my only Clothes Making shop, and sets to work gathering ingredients. I keep hoping that he won't hit a snag and sit in his shop pouting, but he diligently gathers materials. Oddly enough, he doesn't go for any rope reed cloth or silk thread, that stuff is for making pansy clothes. He goes for the big guns, gorilla leather, cat bones, and horse bones. Odd materials to be making simple clothes out of to be sure.&lt;br /&gt;
&lt;br /&gt;
He begins his mysterious construction, and I breathe a sigh of relief.&lt;br /&gt;
&lt;br /&gt;
A few days later he reveals his masterpiece-&lt;br /&gt;
&amp;quot;Seizedgreeds the Ace Duty of Glazes&amp;quot; a Gold Greaves.&lt;br /&gt;
&lt;br /&gt;
Wait, how did he forge golden armor out of leather and bone at a clothes makers shop? He didn't gain any legendary clothes making, leatherworking, bone carving, furnace operating, or armor crafting skill either, so I was fairly disappointed.&lt;br /&gt;
&lt;br /&gt;
Luckily the greaves are worth 112,800, which is roughly 1/4 the net worth of my fortress.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the dwarf who made these greaves had since passed away in some unfortunate accident, and they are now being worn by my Expert Marksdwarf. Hopefully they offer some ungodly amount of protection.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Kerligmosus===&lt;br /&gt;
&lt;br /&gt;
I have never been able to write narrative. However, taking screenshots at the same time every year proved within my capabilities, so here is a Pictorial Chronology of Kerligmosus, &amp;quot;Shellrooms&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Chronology of Kerligmosus]]&lt;br /&gt;
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===The Strange Case of Oddom Ulingmosus===&lt;br /&gt;
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A dwarven caravan came to Vabokilral, &amp;quot;Orbtreaty&amp;quot;, around the middle of the warm autumn that preceded the mild winter of our second year in the fortress.  As such caravans are wont to, they brought with them bodyguards, three axedwarves.  As one of these axedwarves, a certain Oddom Ulingmosus, came into view, so too did one of the many gorillas that roam our countryside.  To shoo it from the caravan, Oddom made haste to attack it with his axe.  He chased it a short distance before laying the finishing blow, at which time another gorilla came into view; Oddom hefted his axe and made chase again.  Eventually the caravan crossed the river bridge and came to our trading depot, where they sold us several types of food (they drove too hard a bargain for us to relieve them of their dwarven cheeses).  They left before winter came, and we went back to work.  It was the next spring when one of our hunters, seeking gorilla meat for our legendary dining room, noticed the ground on the opposite side of the river was dotted with dead gorillas in various states of decomposition, and all bearing axe-marks.  The cause was eventually discovered: Oddom Ulingmosus the caravan guard had been roaming the countryside all winter (thank the dwarven gods that we built in such a warm locale!) in a state of absolute madness, hacking into pieces any gorillas he saw, and it seems any leopards or jaguars when he had the time.  He still roams the plains, axe in hand and insensate with strange rage.  I fear he will not rest until he is dead or every gorilla on the plains has breathed its last.&lt;br /&gt;
(Sidenote: This dwarf is now Unbelievably Tough from this, and I hope he automatically takes it upon himself to be my first line of defense if I'm ever attacked from the west, because I'm pretty sure he could singlehandedly defeat my entire military in battle.)&lt;br /&gt;
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=== How the Ultra-Mighty Have Fallen ===&lt;br /&gt;
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Id Smoothnessshot was as great a champion as the land had ever seen.  Her prowess in battle was legendary.  Her physique was flawless.  She could dwarfhandle an entire herd of elephants unarmed.  No foe had so much as winded the able Swordsdwarf for as long as anyone could remember.&lt;br /&gt;
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It was thus on one moonless night that her mighty ego bested her.  As a favor to the human mayor of Lakesvoiced, she had agreed to rid an ancient ruin of its evil ruler, Age Tomeslark.  However, she set out for the dire campus too late in the day, and was annoyed to find her quarry obscured by nightfall.  Rather than spend tedious hours combing the dewdamp earth for both her foes and the bejeweled trinkets that stirred their unbeating hearts, Id decided to disregard the low moans emanating from the unholy crypt and made camp instead.&lt;br /&gt;
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Id's ability to sleep was as titan as her prowess in battle.  Row after row of fleshless horrors descended upon the sleeping figure and rained blow after blow upon her until their bare bones threatened to unthread.  One or two even managed to raise the faintest of welts upon the flesh they so deeply resented.  &lt;br /&gt;
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Id might have lived to tell the tale if not for the enterprise of one osseous apparition which placed a clammy grip upon her sword arm and wrenched the blade out of her fingers.  Raising its prize above its head, the bloodthirsty being brought the traitorous blade down upon the bold dwarf's neck, banishing the champion to the mightiest sleep of all.&lt;br /&gt;
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===Batmen meet Wile E. Coyote===&lt;br /&gt;
When I reached the chasm, I bridged it as usual.  The batmen came, of course, and knocked a few hapless dwarves off of the bridge before I managed to widen it enough to keep the bungee-jumping to a minimum. After hearing tales of chaining guard dogs to keep them handy, I posted a few canine watchmen. The batmen continued attacking, of course, but now with an amusing twist: since the dogs were attacking the bats while the bats were still flying over the chasm, the bats would fall to their doom just a few seconds after being grasped by the dogs. Those poor, poor batmen.... did they learn nothing from Looney Tunes?&lt;br /&gt;
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===Yes, very serene===&lt;br /&gt;
I had just started a new game. It was going pretty well, with my farm set up before the first summer and everything set up for the arrival of the first caravan. I had managed to make a few bone goods, hopefully to get a little more food out of the caravan.&lt;br /&gt;
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The caravan arrives as expected, with only one snag : a herd of unicorns. The mules and traders all pass through without fail, but the bodyguards decide that they need to remove this &amp;quot;roadblock&amp;quot; and cheerfully tried to massacre the offending herd. Try being to operative term.&lt;br /&gt;
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The caravan arrives at my trade depot, and start trading. Two bodyguards rejoin them, one having lost his life on the plains. One is wounded and the other didn't fight. Score for the other side : two dead unicorns.&lt;br /&gt;
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While going to the trading list, a few objects appear. The equipment of the dead dwarf. I end up trading two pieces of it back for the contents of the whole caravan. The merchants seem to think that's a good deal.&lt;br /&gt;
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Worse is : While going back, the only bodyguard not wounded decides that he needs to prove himself, and charges the herd. At odds of five against one. I don't need to tell you the result.&lt;br /&gt;
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The worst aspect is that : I chose this place for being &amp;quot;serene&amp;quot;.&lt;br /&gt;
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=== The madness of the Legendary Mason ===&lt;br /&gt;
Sigun Shislikot claimed a mason's workshop, eventually creating the finest table in all dwarfdom. Some time later, he was struck with inspiration anew, and claimed the same shop. However, he was unable to procure the bones necessary for his creation, and eventually was driven mad.&lt;br /&gt;
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He stormed into the dining hall and struck one of the soldiers seated at the main table. The soldier stood, threw Sigun into the chair opposite, and hacked his head off. Blood sprayed everywhere, coating the table and the floor. The soldier resumed his interrupted meal with his now headless table guest. &lt;br /&gt;
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=== I got better! ===&lt;br /&gt;
Bomrek Morulokil was just emerging from his room one day after a long sleep, when a cave crocodile sprang from ambush. The surprised miner managed to put a pick through the crocodile's head, but not before losing his left lower leg to the beast's powerful jaws.&lt;br /&gt;
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Anxious dwarves surrounded him. They carried him into his room and brought him water, and food, and eventually, Bomrek felt strong enough to stand again. He hopped out of his room and headed for the dining room. Another dwarf spotted him and dragged him back into his room, without a word. Bomrek demanded to know why he was being thrown in bed, but the dwarf simply muttered, &amp;quot;recover wounded&amp;quot; and left him.&lt;br /&gt;
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Bomrek rose again, and hobbled out into the corridor. He had not gone ten feet when another dwarf saw him, and dragged him into a different room. Protesting loudly, Bomrek was thrown in bed.&lt;br /&gt;
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Poor Bomrek has been unable to leave the dormitory area of the fortress without being dragged back to a bed to recover. No one believes him when he says that he is ok. He almost made it across the chasm bridge once, but an alert Fortress Guardsdwarf tackled him and threw him in the barracks.&lt;br /&gt;
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(Probably a bug, but hilarious)&lt;br /&gt;
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===Team Animal Squad===&lt;br /&gt;
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It was a peaceful day in the history of the dwarven outpost of Bibanbim, the 7 occupants sleeping cozily in their wooden beds, dreams of success and fame in their heads.&lt;br /&gt;
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Suddenly, out of the river, snakemen, 5 in all, rose out of the waters to feast upon these intruders.  And feast they would, if they had not run into one problem.&lt;br /&gt;
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Horses.&lt;br /&gt;
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The horses, willing to save their dwarven owners, charged towards the snakemen, killing two and wounding one by trampling them with their terrible hooves, however, a horse went down, and the others started getting injuries as well.  It seemed to be a stalemate.&lt;br /&gt;
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Until the Doggie Brigade arrived.&lt;br /&gt;
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The snakemen couldn't take it.  One tried to limp away, in sheer agony, before seeing that adorable, fuzzy face sink its teeth into an arm.  The snakeman screamed, and soon was no more.&lt;br /&gt;
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The next morning, the dwarves woke up to quite a sight.  There were 3 dead foals, a dead horse, a dead mule, 2 dead dogs and 2 dogs injured horribly.  However, despite the losses, the dwarves worked together to haul the corpses and clean the blood before any terrible miasma could set in.  Within moments, the fortress had returned to its normal, productive state.&lt;br /&gt;
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===The Stampede===&lt;br /&gt;
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Once upon a time (24 Opal, 1057, to be exact), in the not-so-great dwarven stronghold Nilaval, &amp;quot;Hammerloved&amp;quot;, deep beneath the temperate mountains of Zilirushul Arkoth, there was a farmer named Vucar Rashbesmar.  Vucar was not a very good farmer, but for some reason the cow, Unib Ostardoren, had adopted him as her keeper.&lt;br /&gt;
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Unib was an ancient cow from a long line of noble and large cows.  Indeed, she was one of the very pair who had spawned the entire Nilaval herd, now some 80 strong.  Her sight was going and she gave little milk in her old age, but she was the matron of the herd, leading them around after her master, Vucar.&lt;br /&gt;
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Now, on this mid-winter day, there was little farming to be done.  All of the tallow was processed and stored in the strong and great dwarven barrels for the great winter, and all of the drink was brewed as well.  So Vucar had decided to lend a hand to the miners as they opened an exploratory passage across the rift, in search of the great magma flow or even a coal vein, since lumber was getting scarce.  Of course, Unib led her herd after him, much to the dismay of the miners as they squeezed past the cattle in the tiny passage and stepped in the leavings.  There was much muttering and moaning, but the miners kept their peace for the most part.&lt;br /&gt;
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Then suddenly from the rift sprang a terrible and vicious group of ant men!  The fiends cut down several miners where they stood, and proceeded down the passageway towards Vucar, slaughtering several more of his helpless friends.&lt;br /&gt;
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Vucar ran as fast as his stumpy dwarven legs could carry him, Unib and the herd on his tail.  But it was useless!  The dwarves, seeing the onslaught of ant-men coming towards the stronghold, had closed the great stone gates!  He was trapped.  He fell to his knees and quivered in fear as the ant men crossed the bridge, their legs clicking on the unworked stone floor, death in their eyes.&lt;br /&gt;
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But Unib was not so cowardly.  Her long life, dealing with cougars and groundhogs, had left her in a better position to deal with the threat than poor Vucar.  With a mighty bellow, she head-butted the lead ant-man so hard that his head popped off and flew backwards into the chasm behind him, spraying blood and icor all about.  Taking a cue from their matron, the rest of the herd charged into the fray amidst a chorus of mighty bellows, stamping upon the ant-men with their mighty hooves and goring them with their mighty horns.&lt;br /&gt;
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The battle was short.  In all, 13 ant-men fell, and not a single cow was killed.  The city gates were reopened, and Vucar and Unib returned to their kin, victorious, the only survivors.&lt;br /&gt;
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===A dark day===&lt;br /&gt;
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There was once a fortress called Urdimidok or Towerpoints some call it. This fortress lived through 2 years with only a minor food and lack of well problems. Everything was peaceful for the 65 dwarves that inhabited the fortress. The tunnels were dug deep. All the way to the magma river.&lt;br /&gt;
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Then on the 27 Hematite of Early summer in the second year of its founding, Urdimidok had a dark day. In that one day 4 waves of attacks came. Each from a different source. A fire imp came through the magma river burning the metalsmiths as they ran for saftey. A troll popped out of the chasm and began pounding everything in its way. A troglyte crawled from the [[well|wells]] and began terrorizing the dwarves near by and the Lizardmen came in a wave of 4 from the river stalking my farms.&lt;br /&gt;
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The fire imp was dispatched quickly by a near by sqaud but still burnt 2 from the squad of 5 dwarves. The troglyte was put down by some near by wardogs. At the price of one of the wardogs. The troll was not easily put down. It stormed through the main hall killing a squad leader towards the entrance where the human caravan was trading. With the human swordsmen help the troll was killed. The lizardmen how ever killed the sherif before being defeated.&lt;br /&gt;
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The dwarves lost some good dwarves this day. Indeed it was when the day ended. Just as the dwaves put the last corpse away some naked mole dogs sprang from an ambush killing three more dwarves before being killed by some wardogs.&lt;br /&gt;
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This is a bad day for the dwarves of Urdimidok.&lt;br /&gt;
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===Genius Does Not Float===&lt;br /&gt;
On a sad day for the Dwarven people of Angsturstrasp Sagus, the Plane of Dawning, a lone metalsmith was taken with the legendary mood of the fey. He cloistered himself away in the forge, the only workshop yet built on the east side of the river. But the metalsmith's fey mood was for naught-his brother dwarves, having already witnessed a metalsmith wither and die from being unable to find the ore he sought, watched him carefully. When none of the ores presented to him passed inspection, the dwarves knew what had to be done.&lt;br /&gt;
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The mechanic personally pulled the lever connected to the newly-installed &amp;quot;Instant Removal of Threat from Chasm Invasion System.&amp;quot; The stone floodgates opened, and the underground river poured forth, flooding everything east of the river and finally pouring into the chasm. The fey metalsmith died in the heights of his fey mood, spared a long death of suffering. Alongside him was the dwarf responsible for naming the stronghold's various defensive systems-an empty-casket funeral, as he mysteriously fell down the chasm with a mysterious bootprint on his back.&lt;br /&gt;
(Explanation: I had just rigged a system to flood any invasion from the chasm, and so when my metalsmith went into a fey mood and I couldn't provide the ore, I pulled the lever, drowning the fey metalsmith and nothing else. Sad, yes, but a better death than letting him berserk or starve himself.&lt;br /&gt;
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===Ruspmon, &amp;quot;The Eternal Plane&amp;quot;===&lt;br /&gt;
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All the stories of Ruspmon are listed [[Ruspmon|here]].&lt;br /&gt;
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===The Foul Masterpiece ===&lt;br /&gt;
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Likot Logemnokzam was an adept foodsmith who toiled long hours over the stove producing many a pleasing meal for his fellow dwarves.  Unfortunately, Likot's talents went unappreciated; the little philistines would usually pass over his creations for a shriveled bit of stale mushroom or a slab of raw horse meat.&lt;br /&gt;
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One afternoon, Likot was in an inspired mood.  &amp;quot;If it's plump helmets they want, it's plump helmets they'll get!&amp;quot;  He proceeded to mince the little purple caps with an expert hand, bringing out a host of subtle flavors previously undiscovered.  Baking them ever so delicately, Likot turned out a small batch of exquisite biscuits and loudly announced his deed to the fortress.&lt;br /&gt;
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His pride fell on deaf ears.  Even the fort's many stewards ignored his accomplishment, and the biscuits sat in the kitchen aside many other meals which were already moldering.&lt;br /&gt;
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The fortress keeper foresaw trouble.  If this masterpiece were permitted to rot, Likot would grow enraged and throw a violent fit right in the busiest part of the fortress.  The keeper doubled the number of stewards, hoping the biscuits would be transferred to the pantry, suitably preserved for later consumption.  But steward after steward ignored the biscuits, inexplicably reasoning that the fort's scattered seed stock was the highest priority.  Even Likot was seduced by this reasoning, strolling off to gather a seed instead of packing up the biscuits.&lt;br /&gt;
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The mold on the other meals flourished.  Surely at any instant, the prize biscuits would follow suit.  And while dwarves had a great appreciation for lush beards, they did not seem to appreciate the green beard that had graced many a neglected dish of Likot's.&lt;br /&gt;
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In desperation, the fortress keeper ordered the kitchen dismantled.  There was a small chance the commotion would attract the stewards' attention to the kitchen again.  Likot answered the call, and set to breaking down the workshop.&lt;br /&gt;
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Lo and behold, the day was saved!  As the kitchen's contents were removed, the biscuits were absent-mindedly placed in an adjacent pantry.  The threat of mold was stemmed, and Likot was still able to hold out hope that some day a ravenous dwarf would come across his creation and experience fungal nirvana.&lt;br /&gt;
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To this day, the biscuits remain untouched.&lt;br /&gt;
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===The Lucky Trapper===&lt;br /&gt;
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Reg Rakustunib was never a popular dwarf. All of her peers at dwarf trapper school made fun of her for her name in the human tongue: &amp;quot;Tombpages.&amp;quot; As such, she spent most of her time with the dogs, practicing her animal care. Her crossbow went neglected.&lt;br /&gt;
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One day, she hears rumours the the three-year-old fortress &amp;quot;Spikespaddle&amp;quot; had an overpopulation of stray dogs. Seeing a chance to restart her life, she sets out with a bunch of other migrants the next spring. Disappointment awaited her. There were only seven dogs there, all of them trained and assigned to the local military. She felt neglected. Nobody wanted to give her some work. All the other dwarves thought her a mere nuisance. Finally, fed up with her pesterings, the legendary miner Kib Enshalgusil tells her to go hunting, fully aware that the large herds of elephants have been known to kill.&lt;br /&gt;
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Reg, of course, knew nothing of elephants, and she evidently had not seen the bas-reliefs in the dining room depicting the death of a metalsmith the year of the fortress' founding. She never even visited the graveyard to visit the poor smith's coffin. &lt;br /&gt;
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Desperately wanting to gain acceptance in her new home, she picked up her unused crossbow and journeyed into the bright spring morn. She wandered about for days, baffled as to the absence of any game. Then, one fateful day she abruptly found herself standing a stone's throw away from a herd of mighty elephants. &lt;br /&gt;
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&amp;quot;How did I not notice them?&amp;quot; she said. The thoughts soon dissipated as she saw her opportunity for fame and fortune. She lifted her unwieldy weapon, and for the first time in her life, fired a crossbow bolt.&lt;br /&gt;
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The gods were with her that day! The fateful bolt sped true, striking an elephant in the chest, mangling both its lungs and its heart. The beast fell with a great trumpeting and slumped a few feet before life departed it. The other elephants, seeing their come-uppance in this ugly little dwarf, fled their assailer.&lt;br /&gt;
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Reg, burning with awe and pride, forgot to return her kill. She thought she had a magic crossbow. Seeking to test her theory, she chased after the retreating elephants, but poor Reg, her luck abandoned her, and her next bolt merely angered a great beast, who then unceremoniously crushed her leg.&lt;br /&gt;
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But by that time, a farmer had already retrieved the dead elephant and had pieced together the series of events. The news spread quickly. When Reg did not return to dine from her kill, Kib, the miner who sent her out in the first place, departed to seek her out. He found her crawling about, still trying to make another kill. He gently picked her up and returned her to the barracks. She lay there to this day, recovering and enjoying praise from her new friends, for in her they found the vengeance that, for all their toils, were unable to get for the fallen metalsmith.&lt;br /&gt;
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===Last Stand of the Ratmen of Akrulbudam===&lt;br /&gt;
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It was the year 1065, the dwarves of Akrulbudam had been at war with the ratmen for over 10 years now. Much blood had been spilled on either sides, tragedies were the most common sight in the kingdom. Many a great swordsman and marksdwarf had succumbed to their might, and fallen into the abyss, never to be seen again. It was time to end the war, preparations had been made, but it was never fully decided whether or not to continue looting from the dead ratmen, as a source of trade, or extinguish their race for ever and begin an era of prosperity and peace. The last lever was built, and linked to. Only one task remained before the lever were to be pulled and engulf the ratmen in the flames of wrath ; removing the floodgate which had kept the ratmen at bay and stopped them from a northern invasion which would have endangered the metalsmithing dwarves of the north east. But the dwarves realized a better solution would be to simply mine around it, creating more space for the lava to flood through and hastening the defeat of their foes. Several miners went in through the tunnel which soon would never be tread upon again, and dug out areas, breaching the walls that had stop the ratmen for so many years. Time was of the essence, if they did not hurry, ratmen would take their opportunity, spring from the chasm and continue their pillaging. Several walls of rock were knocked down, but more will still to be removed if they wanted the ratmen gone quickly. As Alath, Monom and Dumat walked towards the mining locations, about to finish the job, what they had feared would happen, happened. Six ratmen, lead by a named ratmen Ounl, jumped out and attacked Alath, surrounding him quickly. Monom and dumat were still some distance from him, and seeing his arms and limbs ripped from him, they fled, as any dwarf would have. Two of the ratmen stayed to feast, while the bulk of them chased the eye witnesses who would report their discoveries. Remembering that the lever was working, Monom quickened his speed through the long narrow tunnel, already deciding the fate of 2 dwarves was a lesser evil compared to the lives of all the dwarves that could be spared if he did this one dark deed... Monom took the right exit out of the tunnel, for staying left would have only been a dead end at the floodgates to the magma flow, which soon would be opened anyway - a very unpleasant location to be at for the time. Dumat, sensing what Monom had planned, also began to run faster, trying to get out before it was too late, but Ounl and his rats were close on dwarves. Monom made it out and ran right around the corner, where the lever had been conveniently placed. Dumat was still far away when Monom reached the lever, and had not made much progress once it had been pulled. Dumat recognized the sounds of the gears moving, of what it meant, that a floodgate was opening, and he knew exactly which one based on how close it was. His heart racing, he made it out of the cave, turned around and tightly closed the now forbidden door that the ratmen were about to enter. Not a moment too soon either, for the lava had been making its way, at a surprising rate, towards the hallway. Despite his vicious clawing and pounding, Ounl could not break down the large stone door that had sealed his fate. The magma rushed through the hall, and as Ounl stared at his fate while his comrades fled, he realized the pointlessness to all the war he had waged on the dwarves, accepted his fate, and let the magma engulf him in a firey unforgiving wave of retribution. The magma continued, devouring the remaining ratmen, and ending Alath's missery before the ratmen could eat more of him. It was the beginning of the end for the ratmen. They would no doubt continue to attack the dwarves from the exit at the bridges, but soon their home would be no more, their holes, filled with molten rock, and their race would be gone for ever...&lt;br /&gt;
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=== Fortress Paintrag ===&lt;br /&gt;
The founder's log of [[User:Jellyfishgreen/Fortress Paintrag|Fortress Paintrag]].&lt;br /&gt;
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=== The Colossus of Otambomruk &amp;quot;Nosewhip&amp;quot; ===&lt;br /&gt;
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A masterpiece of a bronze statue stands watch over the twin bridges of the mighty frozen river. It is a herald of our might. Those who cross these bridges know that they will face the warriors of Otambomruk, and their fate is heralded by this monument to our vengeance. This statue was not always immobile. Once, it was a living creature, a bronze Colossus that went by the terribly pleasant sounding name Nepema Omiceledo Relemeraca.&lt;br /&gt;
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It was Autumn of 1058 when Nepema Omiceledo Relemeraca entered our valley. At first, all was well and quiet. The beautiful beast was a marvel: twenty feet tall and with the face of a king. It's metal gleamed so bright in the faint sun of our wintry home that we were blinded. We thought it a friend. It was not to be so.&lt;br /&gt;
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A simple fox disturbed the fiend's gentle repose. It bounced across his lap, and Nepema Omiceledo Relemeraca took great offense. It was here that the monster's true character was revealed. For we have learned that precious metal a good heart does not make. Nepema Omiceledo Relemeraca took alight and charged the fox, chasing it back and forth across the valley. Loki bless its soul, the fox was too quick for the monster, and was never caught.&lt;br /&gt;
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But the sight of the metallic monstrosity striding across our land was too much for our excitable war dogs to ignore. Two charged it. We heard the colossus chuckle, and then howl, as one of the dogs tore out his right eye with teeth that surely were adamantite. Nepema Omiceledo Relemeraca erupted into a furious rage. He smashed one dog into the ground, and severely wounded the other.&lt;br /&gt;
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The wounded dog began a pathetic escape to our fortress door. Nepema Omiceledo Relemeraca never slowed in pursuit. When the gate was reached, several of our Royal Guard were napping outside (as is their habit). Eventually roused from their slumber by the earth shaking steps of the colossus, they attacked, barehanded but with dwarven spirit. Their wrestling talents would not bring this monster to bay, and they were quickly dispatched.&lt;br /&gt;
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Now Nepema Omiceledo Relemeraca was truly upset. He began to pound at our doors. We assembled all of our military. We drafted all carpenters who knew their way around an axe, and all miners handy with a pick.&lt;br /&gt;
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We fought.&lt;br /&gt;
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The Colossus broke through. Many brave recruits, eager to prove themselves, exploded in fury at its feet. They lived short but legendary lives. Our Marksdwarves took up strategic positions and fired bolt after bolt into the creature. Our well-trained Swordsdwarves, veterans of a goblin invasion and killers of many wolf packs, moved in.&lt;br /&gt;
&lt;br /&gt;
The battle was long, and our casualties were heavy. We lost thirteen dwarves and thirteen dogs. Indeed ill numbers and perhaps an ill omen. But in the end, Nepema Omiceledo Relemeraca fell. He fell to our swords and arrows and axes. He fell to our hearts. For we stood together, and fell together, while he lived and died alone. We go on. But he will forever only be a monument, a warning to those who would seek to face the might of Otambomruk.&lt;br /&gt;
&lt;br /&gt;
If you cross that river, and pass that statue, twenty feet high and now lifeless, you will face the same fate.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===A Carpenters Dream===&lt;br /&gt;
&lt;br /&gt;
One day in Slinglabored, a god forsaken treeless, plantless, freezing and terrifying land of ice wolves and polar bears, Zas Onulaval was training at the archery range. He quickly became bored and left to go drink from the well. &lt;br /&gt;
&lt;br /&gt;
The water was bitter, having been affected by the miasma of a recently killed ice wolf left on the ground unattended. Zas stopped drinking it soon, fearing what might happen. &amp;quot;You don't like it either, eh?&amp;quot; said a familiar voice from behind him. Reg Tiristes patted Zas on the back, &amp;quot;Don't worry, they say soon we'll be making barrels again, and you know what means! More booze!&amp;quot; Zas managed to crack a smile at his old friend's drunken nature, for Zas was never much of a drinker. &lt;br /&gt;
&lt;br /&gt;
Things hadn't been going well for Zas recently, the wolves had been getting more aggresive, and had killed dozens of unfortunate dwarves that wandered into the cold. Being one of the old 3 trained marksdwarves, alot of pressure was put on him to defend the hundred odd dwarves remaining. Food stocks had also been running low, causing a small panic that might lead to a riot, a riot Zas might have to put down most likely alone being so understaffed. &lt;br /&gt;
&lt;br /&gt;
But he always had Reg at his side, his only friend from that hole in the wall they called home. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Zas i've been thinking about this amazing idea, i've been dreaming about it for nights now, i think i'm going to propose it to the Manager and see if he accepts today!&amp;quot; Reg said suddenly, almost hysterically. &lt;br /&gt;
&amp;quot;Thats great! Whats your idea?&amp;quot;. &lt;br /&gt;
&amp;quot;Its really hard to explain, but i know exactly what i need, and ill show you when im finished, it will rock your world, i know it will!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zas waited outside the managers office, until Reg walked out, looking gloomy, and depressed. &lt;br /&gt;
&amp;quot;What did he say?&amp;quot; Zas inquired, already knowing the answer. &lt;br /&gt;
&amp;quot;That idiot, he has no artistic appreciation! He wouldn't accept my plan!&amp;quot; Reg growled. &lt;br /&gt;
&lt;br /&gt;
Reg stomped off, cursing in dwarven tongue. Zas, curious, walked into the office and asked the manager why he wouldn't accept his friends idea.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;His demands for the project were outrageous. Didn't he even tell you?&amp;quot; Manager Fath Kolbiban snapped.&lt;br /&gt;
&amp;quot;Well, no, actually, he didn't, he said it was a surprise.&amp;quot;&lt;br /&gt;
&amp;quot;Yes, it definitely would be quite a surprise to use the ONLY remaining wood in this town for such a ridiculous cause, as well as our ONLY steel which has taken us 3 years to make!!&amp;quot; Kolbiban yelled.&lt;br /&gt;
&lt;br /&gt;
Zas left the office, realizing the manager was right this time and Reg wasn't being realistic. In fact, he wasn't being himself at all lately...as though he was posessed by someone else's desires..&lt;br /&gt;
&lt;br /&gt;
He only barely noticed the large crowd outside the workshop department which managed to interupt his thoughts. A large ruccus had started, &amp;quot;Did you hear?&amp;quot; said one gossiping dwarf. &amp;quot;Yes! Reg's gone mad! He's taken over the carpenters shop and he's stealing our rarest supplies for some project hes been rambling about lately.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zas was alarmed, this wasn't like Reg at all. He pushed through the crowds to the door and into the workshop. There, he saw something he never dreamed would happen. &lt;br /&gt;
&lt;br /&gt;
Reg was holding an iron battle axe; guarding the steel bars and treecap wood he had stolen. The Colonel, an axedwarf, and another marksdwarf stood patiently by, waiting for Regs next move. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Zas!! Your here! Thank Armok. You need to help me finish my project before these fools ruin it!!&amp;quot; Reg blithered excitedly, almost in a different voice. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reg, put the axe down, you know i can't let you do that, i'm a soldier..&amp;quot; Zas said with sympathy for his clearly crazed friend.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But Zas!! Your my friend! I just need a few more gems and it will be finished! Please Zas, please!!&amp;quot; Reg said, tightening the grip on his iron battle axe, sweat steaming off of his forehead.&lt;br /&gt;
&lt;br /&gt;
Reg raised his crossbow relucantly, as the other marksdwarves had. &amp;quot;Reg...please...put the axe down...lets talk about this...I don't want to hurt you.&amp;quot; Zas pleaded.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You...your not going to help me... I see... I see how it is.. No one here believes in me anymore... I've heard the dwarves whispering, i've heard their mockery. But Zas i never thought you of all dwarves would turn your back on me. You leave me no choice Zas. I have to do what Gorthon commands me to... I HAVE TO!!!&amp;quot;, and with that, Reg charged Zas with his axe in hand, raised above him.&lt;br /&gt;
&lt;br /&gt;
A flurry of bolts flew at Reg, as though his step toward Zas triggered a response to the marksdwarves. &lt;br /&gt;
&lt;br /&gt;
Reg dropped his axe, blood covered the ground and walls; 4 iron bolts pierced his chest and arms. He fell to his knees, and looked up at Zas. &amp;quot;Z...&amp;quot; he said, raising his blood and sweat soaked hand towards Zas. &lt;br /&gt;
&lt;br /&gt;
Zas lowered his crossbow, and tears raced down his cheek, into his beard, drenching it. Dwarves weren't supposed to show emotion, especially not military dwarves. There was no room for emotion in such an unforgiving place. &lt;br /&gt;
&lt;br /&gt;
He made his way to the archery range, and went back to practicing his shot... &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The War of Hoof and Horn===&lt;br /&gt;
	Zonosor, or “Helmkingdoms,” was founded in 1052 by Dwarves of Esesthan. These Dwarves were not the most adventurous type, and chose a mild-weathered forested region that was positively serene. A herd of Unicorns even nuzzled them as they crossed the river. Thanking the gods for guidance, the Dwarves began digging into the mountain and bringing industry to the region. Workshops were built, tunnels dug, and entire forests felled to feed the fires of the great furnaces and smelters. The serenity of the outside was soon forgotten.&lt;br /&gt;
&lt;br /&gt;
	This remained the state of affairs for three years. In that time, little attention had been paid to the surface, other than where more trees could be obtained. True, a rather zealous greenhorn Trapper had been killed after attempt to tackle a Unicorn, but such was the life of a trapper. The Dwarves much preferred their Plump Helmets to meat, anyway. &lt;br /&gt;
&lt;br /&gt;
	Peace at Zonosor was shattered on the 13th of Timber, 1055. On that day, Alath Sikelreg, Crafter of Beds and Feller of Trees, was struck down by a Unicorn. Alath had done nothing to endanger the Unicorn, and at first the attack was hardly to be believed. Accusations were leveled at the great Alligator who remained at large. But no, reported a solemn Overseer, the culprit was undeniably a Unicorn.&lt;br /&gt;
&lt;br /&gt;
	Many a beard was torn at the death of Alath, and oaths of vengeance sworn. The militia, consisted of three Swordsdwarfs and a Marksdwarf, crossed the stone bridge to defend the lumberfields. Within hours they were bloodied. Morul Oburkilrud, a most melancholy Marksdwarf, was ambushed and slain almost immediately. Nevertheless, on the 15th, Unicorns were routed from the Lumberfields by the Swordsdwarfs. Congratulating themselves on their victory, the soldiers turned for home.&lt;br /&gt;
&lt;br /&gt;
	But lo! The treacherous Unicorns, led by the great steed Bonunzokun, had circled around the Dwarven rear, cutting off the Militia from the bridge! Knowing that it was do or die, the brave Swordsdwarfs once again charged the Unicorns, breaking through to the safety of Zonosor. For some days the Dwarves remained in doors, but presently the herd moved off to the west.&lt;br /&gt;
&lt;br /&gt;
	On the 5th of Obsidian, they returned. Bonunzokun revealed his skills as a tactician, sending in a young colt to jam the traps placed at the entrance to Zonosor. Leaping over the filleted corpse of their comrade, four Unicorns wreaked havoc in the forward chambers. Dumont Limulsteok, a Peasant, was “grounded into a fine Dwarven paste,” in the words of one witness. Half a dozen more were grievously wounded; several would die in later months. Likot Onulrun, Swordsdwarf and veteran of the Timber Campaign, was the first soldier to respond. His punctuality was rewarded with a horn to the heart, but his charge was credited with turning back the Unicorns. Unfortunately, the drawbridge across the river was raised in the confusion, causing young Datun Sodelonol to disappear into the rushing torrent.&lt;br /&gt;
&lt;br /&gt;
	But the Unicorns were also confused; three, including Bonunzokun, fled into the Old Quarters, where Dwarves had lived before the crossing of the river. The quick-thinking Dwarfs immediately slammed shut the doors, trapping the three beasts. Ironically, the one Unicorn who made the right turn was subsequently butchered by the entrance-traps.&lt;br /&gt;
&lt;br /&gt;
	Following the burial of their dead, the Overseer brought together a Court of Justice. He charged Bonunzokun and his herd with war crimes, including: Crimes against Dwarfdom, Impediment of Industry, and Waging a War of Bestial Aggression. In a terrible voice, the Overseer pronounced the sentence against the Unicorns (who, due to being locked in the kitchens, were tried in absentia): Death by Drowning.&lt;br /&gt;
&lt;br /&gt;
	Quietly, the Dwarves went to work. Walls were knocked out, doors removed, and anything of value carried away. Bonunzokun and his accomplices remained oblivious. At last, on the 19th of Obsidian, Sheriff Sigun Melbiliden walked down the short corridor, spat on the door and pulled the lever. The floodgates to the auxiliary farms opened, releasing a torrent of water that submerged the old dining hall, barracks, and kitchen, where the Unicorns remained. For all their strength, the beasts proved poor swimmers and quickly succumbed.&lt;br /&gt;
&lt;br /&gt;
	With their Great Steed dead, the Unicorns were ill-equipped to resist the persecution carried out by Dwarven trappers and the human mercenaries who arrived with every caravan. By the autumn of 1056, only a handful of the creatures remained.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Mystery of Stabrack===&lt;br /&gt;
&lt;br /&gt;
My name is Greco Sodelunib Shinnotlith Matul, slayer of giants and the undead scourge. My companions include: Stodir of the Axe, the hunters Id and &amp;quot;Eagle Eyes&amp;quot;, and Kol of the Spear&lt;br /&gt;
&lt;br /&gt;
My party of five has been in search of the legendary fortress of &amp;quot;Stabrack&amp;quot; for weeks now, and I have taken it upon myself to begin a journal of our adventure. As I write this, the marksdwarf 'Eagle Eyes' cries like a babe as the others attempt to set the broken bones in his arm and leg. The bones will heal. His lost eye, however, will not return. Earlier in the day we were ambushed by a large pack of starving wolves; Eagle Eyes was the only one to sustain injuries.&lt;br /&gt;
&lt;br /&gt;
We were ambushed by another group of wolves yesterday and quickly disposed of them, but as we feasted on roasted meat last night, 'Eagle Eye' quietly walked off into the woods and drowned himself in the nearby lake. We weren't suprised when we found him; he had been very depressed since the loss of his eye. We took his armor and his finely crafty crossbow and left him on the shore. He won't be needing any of it. I've been wanting a new pair of boots for a long while.&lt;br /&gt;
&lt;br /&gt;
At long last! Stabrack! For six years this place was an unending source of magnificent jewelry and trinkets. Then all contact stopped. There are no records of there ever being a war on Stabrack, or any sort of significant tragedy within its halls. Its inhabitants were peaceful toy-makers and jewelcrafters - doubtful if they had any trained militia at all. The snow-covered road leading toward the mountain is lined with stone blocks and simple granite statues. The entrance to the fortress has three iron doors with golden statues that welcome us with open arms. The doors are locked, however.&lt;br /&gt;
&lt;br /&gt;
West of this grand welcome, Kol found a second narrow entrance into the mountain. The mountain's shelter from the blistering cold winter is a welcome respite. As we cautiously followed the winding corridor, we noticed various disabled traps and cages filled with animal bones.&lt;br /&gt;
&lt;br /&gt;
We've emerged from the secret passageway into what must be the main hall. The iron doors are behind us and the ornately engraved walls stretch on into the darkness. The air is much warmer now. I believe my toes have begun to thaw.&lt;br /&gt;
&lt;br /&gt;
We've turned off the main hall into a narrow corridor with rows of small rooms on either side. Some of them have superior oaken beds, others are simply bare. Still others are locked behind stone doors.&lt;br /&gt;
&lt;br /&gt;
Screams in the halls! Stodir went off to explore by himself and has not been seen for some time, we heard the clash of battle and screams of pain echo down the halls a short while ago.&lt;br /&gt;
&lt;br /&gt;
Troglodytes! We've encounted a tribe of the creatures in a large barracks near the dormitory. Brave Stodir is alive and was holding them off by bracing the doorway with his shield and hacking off limbs when they got too close. I found a second entry to the barracks and attacked the creatures from behind while Kol and Id held off their escape.&lt;br /&gt;
&lt;br /&gt;
The barracks is ours. As we surveyed the carnage, I noticed several old bones scattered about the room. The trogs must have been living here for a long time - perhaps the Stabrack people kept them as pets? Though the room is large, the place must have been severely understaffed, there are few beds. the weapon racks are bare, and the few pieces of equipment scattered about are of inferior quality copper and bronze. Anything of value must have already been looted by the troglodytes or worse.&lt;br /&gt;
&lt;br /&gt;
I found a dwarf skull on a bunk. Those old bones did not belong to the trogs. As we move deeper into the dormitory there are ashes and various tattered articles of clothing on the floor.&lt;br /&gt;
&lt;br /&gt;
More old bones.&lt;br /&gt;
&lt;br /&gt;
We seem to have come to the end of the dormitory, and stand in front of a locked door. The sound of rushing water calls behind it. I bashed open the door, and am amazed to see a massive open cavern across the river, unfortunately, there's no way to cross the rushing torrent of water - the bridge is missing.&lt;br /&gt;
&lt;br /&gt;
Kol thinks we should head back to the main hall and try to cross the river from there.&lt;br /&gt;
&lt;br /&gt;
We've found the bridge. And a corpse. A human corpse. It's horribly charred, but there's still flesh on the bones. Not far from the body is a barrel full of toys and gems. He must have been a treasure hunter come to steal dwarven wealth for his own. He's alone though.&lt;br /&gt;
&lt;br /&gt;
There is a great clamor echoing from the deeper halls. It is growing louder; something is coming. The four of us stand ready on the bridge.&lt;br /&gt;
&lt;br /&gt;
Rats! And big ones too! There are so many they fill the hall - it's like a great flood! With a good mace, I could destroy thousands of these vermin, but I've got better!&lt;br /&gt;
&lt;br /&gt;
The river has turned red from their blood and the boys are beginning to tire. Trogs have begun to come in waves along with the rats. The air is getting much warmer now.&lt;br /&gt;
&lt;br /&gt;
They keep coming! Stodir has fallen off the bridge and continues to hack the vermin from the water, while bravely fighting the current.&lt;br /&gt;
&lt;br /&gt;
By the Gods! As I write this, I stand waist high in smouldering rat gore. A massive ball of fire flew up the hall and exploded in the midst of the rat swarm killing most of them instantly.&lt;br /&gt;
&lt;br /&gt;
I think I understand now. They were trying to escape. I think we should start running too, but Kol and the others think we should continue. They've already crossed the bridge and begun moving toward the source of the fireball.&lt;br /&gt;
&lt;br /&gt;
Beyond the light of our torches, in the darkness of the grand hall I can make out a small flickering flame. I can feel its heat already.&lt;br /&gt;
&lt;br /&gt;
Fire! There was a loud cracking sound and the distant flame grew brighter. Then it grew larger. My companions stood no chance at all. Before they could run, another fireball flew into their midst and exploded. I did not stay to see any more. All I heard was Id's cries for help as his flesh melted away.&lt;br /&gt;
&lt;br /&gt;
The smell was terrible.&lt;br /&gt;
&lt;br /&gt;
I've run back to the dormitory and locked myself in a small room. I think I'll stay here until the fire is gone.&lt;br /&gt;
&lt;br /&gt;
There's a skeleton in here, the poor fellow must have died in his sleep. It's been quite some time and I've grown thirsty. My water skin is empty. I attempted to sneak out of my room, but the second I stuck my head out the door, a wave of fire flashed down the corridor. I ducked behind my shield, shut the door, and hid under the bed. I won't be so lucky next time.&lt;br /&gt;
&lt;br /&gt;
This heat is unbearable! And not only am I thirsty, I'm starving! Some roast rat sounds delicous right now, but I can't risk leaving the room.&lt;br /&gt;
&lt;br /&gt;
It's been a few days now and I've been sucking worms from cracks in the floor. So thirsty...&lt;br /&gt;
&lt;br /&gt;
The fellow I've been sharing a room with says he was king. Says he had a crown and a scepter and everything. What a nut.&lt;br /&gt;
&lt;br /&gt;
So the King told me a great one today: A human, a dwarf, and a goblin sit down to eat. The human asks the table-wench to get him some wine. The dwarf yells for some ale. The goblin yells for some children!&lt;br /&gt;
&lt;br /&gt;
I think I'll find some ale today. Nice knowing you, King.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===A Love Story===&lt;br /&gt;
&lt;br /&gt;
Urist: &amp;quot;Oh my dearest Cerol, how do I love thee!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cerol: &amp;quot;And I thee, lovely Urist!  Let us hie to the lovely bridge and make love as the water rushes underneath us as summer begins!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Urist: &amp;quot;Let's!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Later: &lt;br /&gt;
&lt;br /&gt;
Cerol Gosterbim, Miner cancels Sleep: Dangerous terrain.&lt;br /&gt;
&lt;br /&gt;
Cerol: &amp;quot;Urist, darling, does it sound like the water is louder?  Urist?  My dear?  Urist!  HELP! *GLUB*&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Urist: &amp;quot;Zzzzzzzzz&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cerol Gosterbim, Miner has drowned.&lt;br /&gt;
&lt;br /&gt;
Urist: &amp;quot;Cerol, my love?  Cerol?  Do not tease me!  Where are you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Eribbim: Elephant problems, eh? Well we've got gorillas! ==&lt;br /&gt;
&lt;br /&gt;
Read the long story of the human-copying, gorilla infested fortress of Eribbim!&lt;br /&gt;
&lt;br /&gt;
This extensive story is only on the archives of the old wiki.&lt;br /&gt;
&lt;br /&gt;
== The Legend of Goringish ==&lt;br /&gt;
&lt;br /&gt;
	It was spring. The dwarven fortress Slingoceans was planting the fields with the required crops to make enough food to survive. Operation Caravan, the construction of a road to get a human caravan, had started. The legendary metalsmith Vabok Limaredem, creator of the copper flask Onshentenur (dwarf for Chantedstyles), Slingoceans’s first artifact, was working down at the magma forges. The fortress was in full swing to get goods to the trading depot, for the elves had arrived at the fortress for the first time. However, an event that would strike the fortress forever, and would nearly end it, was about to occur.&lt;br /&gt;
&lt;br /&gt;
	On the other side of the outdoor river, the fisherdwarves were hauling their catch of the day to the food stockpiles. A carpenter was getting wood when a tiger showed up, scaring away the fisherdwarves and carpenter. One of the trappers, realizing what was going on, attempted to slay the tiger, but it was too strong, and he fell. At that moment, the tiger now had a name; Goringish.&lt;br /&gt;
&lt;br /&gt;
	Now wishing to consume dwarves, Goringish chased the fisherdwarves and carpenters down to the south. At that point, Operation Caravan was being constructed. Goringish disrupted the road work on the west side of the river and then crossed the bridge into the east, near the fortress itself.&lt;br /&gt;
&lt;br /&gt;
	At this time, the fortress was on red alert, and the Thrones of Wheeling, the recruit squad, was sent out to kill the threat. If Goringish wasn’t stopped, he could kill several dwarves, ruin Operation Caravan, or even enter the fortress itself. If that happened, the entire base would have to be militarized, possibly ruining the harvest. If Goringish managed to take down the axedwarves, the base would lose its few seasoned fighters. The Thrones of Wheeling managed to get Goringish to retreat to the north, but then he went back down, directly toward the fortress entrance, chasing an injured recruit.&lt;br /&gt;
&lt;br /&gt;
	The recruit, realizing that it would be better to die fighting than a coward, jumped in and attacked Goringish. Goringish, in an attempt to kill the recruit, ripped off the recruit’s upper legs and right foot. However, the recruit still managed to deal terminal damage before he fell unconscious, and Goringish soon bled to death.&lt;br /&gt;
&lt;br /&gt;
	Soon, the fortress life returned to normal. The remaining trappers were turned into a marksdwarf squad dedicated to stopping a repeat of the event, and road work was completed. The trappers were given beds (a rarity in Slingoceans), a supply of bone bolts, and even had the legendary engraver come and engrave the entire room, making a few masterpieces. Goringish’s corpse was thrown into the refuse pile without any delay. The dwarves still had a moment of silence, for a tiger that strong deserved a warrior’s respect. &lt;br /&gt;
&lt;br /&gt;
	Operation Caravan had nearly been canceled, but they trudged on, and the human wagons arrived at the fortress. Later, it would become abundantly clear that the dwarves would need to trade with the caravan to survive, for the dwarves no longer could make enough food to outpace food consumption.&lt;br /&gt;
&lt;br /&gt;
	Sadly, the recruit eventually died of thirst, never being able to regain consciousness. Due to the lack of a graveyard, the corpse soon rotted, but the only dwarves in the miasma were sleeping. So the dwarves built a graveyard outside to stop the miasma. &lt;br /&gt;
&lt;br /&gt;
The marksdwarf squad stayed the same for about half a year, slaying kobolds, goblins, and anything that might have been a threat. Eventually, two of the marksdwarves were killed by a berzerking mason, leaving only the leader alive. They got two replacements though, and the squad lived on. -Written by Bingbing&lt;br /&gt;
&lt;br /&gt;
==Strike of the Batmen==&lt;br /&gt;
&lt;br /&gt;
	It had been several years since the Goringish incident had occurred, and Slingoceans had mostly forgotten it had happened. The dwarves had, after the first siege, decided to dig out a magma world flooding doomsday device to protect themselves against the goblin hordes. An economy had been created. The Marksdwarf Squad fired bone bolts at the firing range in their barracks. However, a lone mason, trying to build the rock aqueduct that would allow the magma to span the chasm, was about to be thrust into the middle of a big battle.&lt;br /&gt;
&lt;br /&gt;
	Deep within the darkest reaches of the aforementioned chasm, a race of evil batmen decided to attack. You see, the dwarves were flooding the chasm with magma, and the batmen didn’t want to have their home filled up. So they attacked and charged the poor mason.&lt;br /&gt;
&lt;br /&gt;
	The first fight occurred between the batmen and the mason himself. Although the mason managed to fend 5 of them off for a time, he eventually was overwhelmed and killed. At the time, the Marksdwarves were off eating a meal; but they got orders to head right to the source of the problem.&lt;br /&gt;
&lt;br /&gt;
	Not like it mattered; a huge swarm of batmen blowgunners were coming toward the farms, chasing poor citizens who were merely trying to put away or get food. Just before they reached the door, a group of marksdwarves positioned themselves and opened fire on the beasts. Despite being outfitted with bone bolts, the horrors were incapable of withstanding the onslaught. Then, the true fight began just after the marksdwarves had gotten ready.&lt;br /&gt;
&lt;br /&gt;
	More than two dozen batmen blowgunners flew out of the chasm, and the battle was on. Despite being few, the ten marksdwarves managed to hold the tide, even when seven of them got thirsty. A small squad of recruits and swordsdwarves had been stationed as well, but the batmen eventually ceased coming. At this point, a miner came to start working, but a new wave arrived and the area was coated with batmen blood once the army had finished. Eventually, they had a mason who was once possessed and ended up making the most valuable artifact in the history of the fortress finish the aqueduct.&lt;br /&gt;
&lt;br /&gt;
	Of course, a poor miner had to sacrifice himself in order to get the magma moving, and the dwarves felt sorry for his loss. The magma continued to pour into the chasm, and although the batmen tried striking near the Noble Killer; their best ballista (used to kill leaders), they were stemmed by three marksdwarves.&lt;br /&gt;
&lt;br /&gt;
	The chasm was doomed; nothing could survive the incredible heat. One last batman blowgunner escaped from the chasm’s depths before the magma forever more covered it in liquid rock. It charged out, fangs out; ready to devour the farmer near him. The farmer simply punched to death, and thus the batmen had become extinct; never again to attack the dwarves at Slingoceans. -Written by Bingbing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rodents of Unusual Size ==&lt;br /&gt;
&lt;br /&gt;
The inhabitants of Deathpainted now tremble in fear at the thought of giant chasm rats. The first few to show their ragged hides were easily dispatched by the war dogs set to guard either end of the chasm bridge. But then a truly bloodthirsty beast of a rat crawled from the depths, easily dispatched the dogs, and eventually disappeared back into the chasm. Thinking the creature to have fallen to its death, work went on as usual. Several months later, another rat appeared, and proceeded to wreak havoc upon all who crossed its path. Its first victim was a poor foal, who never stood a chance. Then a passing fisherdwarf. Then a dog. Then a puppy. And after all this carnage, the fiend was barely even bruised...only tired from its murderous exertions. Eventually it too disappeared into the chasm, but not before seperating a poor peasant from ALL her lower limbs. Packs of dogs and marksdwarves are now permanently stationed at either end of the bridge.&lt;br /&gt;
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(As a side note, the poor peasant who got shredded &amp;quot;absolutely detests rats&amp;quot;. Apparently, the rat took it personally.)&lt;br /&gt;
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== The Quiet Skill of Mefol Melbilnin ==&lt;br /&gt;
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It was the first winter in a young outpost of the dwarven kingdom known as Murakanib. Everyone had sacked down easily enough, and thanks to buscuits made of boiled-down dwarven wine, would easily survive the winter, albeit with taste buds woefully damaged from monotony and the taste of boiled-down dwarven wine (which as anyone will tell you is not pleasant without something else to accompany it). &lt;br /&gt;
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It came near to spring when suddenly, a mason started to withdraw from the feeling of family that had sprung up in the place. He promptly kicked out another mason (a migrant from the autumn) and started working with rough boulders. Out of it came a moonstone coffer inlaid with copper, truly legendary in its craftdwarfship- but that is another story. &lt;br /&gt;
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No, this is about what happened afterwards. You see, Mefol (as this mason was named) was a simple mason, but now with his perhaps superdwarven might, he lifted stones and the coffer he made with ease. Rather than go mad with power, however, he turned to a simple pursuit. &lt;br /&gt;
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He made doors. Lots of doors. This was, at first, seen as auspicious by new arrivals, as the living spaces were then cramped, and legendary as the miners were, it would be several seasons before there were enough quarters to house them all. But then he turned out a masterpiece. Door. A masterpiece door. And then another. And another. As you can imagine, the fortress was soon cluttered with doors of excellent quality, but what to do with a door that was a masterpiece? Part of the problem, admittedly, was solved in housing both Mefol and the two legendary miners with five of the doors, but then they kept on arriving. &lt;br /&gt;
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But Mefol shrugged, and said nothing, content with making his doors.&lt;br /&gt;
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== The Manager And the Maggot ==&lt;br /&gt;
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&amp;lt;nowiki&amp;gt; In the town of Quakesieges, on Slate the 13th in the year of 1070, Olon Athelidok, Manager, was enjoying a meal in his dining room. What was strange about this meal was the meal itself. Olon was eating a Purring maggot. A &amp;quot;live&amp;quot; purring maggot.&lt;br /&gt;
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 Next time, stick to cheese.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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== Treoglodytes Sink, Dwarves Float: An Eribbim Story ==&lt;br /&gt;
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In the moderately large mounatin hall of Eribbim, &amp;quot;Gorgesling&amp;quot;, Project CITADEL was almost complete. The project was a simple enough design: a large castle equippped with a moat and battlements for chasm defense. Sadly, there was only a hammerdwarf on the castle's bridge when a troglodyte emerged form the depths. A fierce battle ensued: the hammerdwarf beat at the troglodyte, but to no avail. The beast thrust the brave hammerdwarf into the moat, but the battle was not yet over. The hammerdwarf grabbed the creatur by the legs and dragged it in along with him, and continued to strangle the creature to death. Sadly, he drowned in the  moat moments before it was drained. This story was written by Smoking Gnu&lt;br /&gt;
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== The Missing Guard ==&lt;br /&gt;
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It was a fine day when the ratmen decided to crawl out from whatever rocks they had hidden under. The local overseer thought this the best time to reconstitute that old dwarven standby, the Fortress Guard, to deal with the nasty little rodents. A legendary miner, and a ragtag cohort of peasants under him, were given the job. This miner had dealt with the scum before, and set to with his pick, mining so much flesh like he had mined stone, all in front of him. &lt;br /&gt;
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That very day, that dwarf, Datan by name, vanished from the fortress. None know where he went. And it is said, in the deepest places, you can still hear him looking out for the foul beasts, laying to with his pick, and of course, always on the lookout to wrongdoers of Dwarven Justice...&lt;br /&gt;
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== The Fall (and Second Rise) of Slingoceans ==&lt;br /&gt;
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	It had been two years since the batmen attack. The human caravan had not arrived this year and the dwarves were working to compensate. About the only thing going on was farming and food hauling. Things looked safe.&lt;br /&gt;
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	Suddenly, a farmer ran through the front gates, being chased by a monsterous bronze colossus. The metal statue quickly got through the front gates and dodged every trap, getting to work on killing every dwarf in its way. The legendary cripple, a dwarf with a mangled leg who had gotten a fey mood, had his mangled leg ripped off, shortly followed by his head. The military was sent out, only to be decimated without much of a fight. The dwarves quickly locked the doors to the underground river, but the bronze colossus broke the doors down and continued his massive rampage. The artifacts were dropped, as every single living thing in the fortress was murdered. Even the goblin king himself was killed; and the fortress soon was lifeless.&lt;br /&gt;
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	The next spring, the Frilly Dagger of Joining sent in 77 dwarves, each equipped in full iron armor. They didn’t even survive until summer, and the only thing they did was yank out the colossus’s left eye. A second attempt soon followed, and the other eye was taken out, at the cost of every dwarf that had come.&lt;br /&gt;
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	At this point, the dwarves decided to let the adventurers take the colossus out for them. Three adventurers were killed in the fortress. The Frilly Dagger of Joining hoped that the colossus would die one day, allowing them to reclaim Slingoceans.&lt;br /&gt;
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	One day, the colossus does. A dwarf, mentally insane and believing he is Arnok, the God of Blood, attacked the colossus. The first blow cut off one of its legs. The dwarf continued to strike with all of his power, cutting off every limb, until finally shattering the upper body and killing off the beast. He had paused once to ponder why the colossus was wearing a MITTEN, and after the horror had fallen, why his corpse had become a masterwork statue. However, being insane, he didn’t care.&lt;br /&gt;
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	‘Arnok’ walked out of Slingoceans, stepping in blood throughout the fortress. With his work done, Slingoceans could be reclaimed, allowing the fortress to return. Shortly before the door, he tripped over Razokil, a perfect aventurine artifact. He sighed, and walked out of the fortress, to tell the Frilly Dagger of Joining that the fortress was reclaimable. Soon, a team of SEVENTY-SEVEN dwarves would charge into the fortress, and reclaim Slingoceans.&lt;br /&gt;
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== The Fall of Acetower ==&lt;br /&gt;
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My fortress was doing fine. A stone road went all the way to the Oceanic Union of Dreamy Sea, a mighty human kingdom, the local goblinoids haven't had attacked yet, even that we had lived in the area over 3 years. The Acetower was populated by about 50 dwarves and I was going to flooding some new farms to the eastern beach of the cave river. When suddenly more immigrants appear! Yeah, 5 masons, 7 carpenters, speardwarf and one cat... Greeeeat. I'm assigning the immigrants to more vital jobs when I receive a note about someone cancelloing job because dangerous terrain. I pause for a moment and wonder what has happened. Then I remember: I didn't lock the doors to the new farms, some poor fellow has probably walked to the flooding farmcavern. When I check the area, I find to my horror that the flood is allready going over my bridge towards the cliffedge and the levers that control the draw bridge and floodgates are already flooded. I try to stop the permaflood but no avail. And this is the moment when ratmen started their invasion. The surviving dwarves, all 5 of them were quickly annihilated, the last of them being my legendary miner who jumped to the chasm after one of the ratmen...&lt;br /&gt;
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== Swordbear's Joy ===&lt;br /&gt;
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	It was spring of 1061. The fortress Swordbear, located in a serene area (looking back, the dwarves would have preferred a calm area, mostly due to the unicorns), had just finished digging out and flooding a gigantic underground forest. The farmers toiled hard and long to bring in plump helmets to eat this year. A marksdwarf squad, led by a champion, fired down the targets with masterwork bone bolts. Siege operators loaded the two ballista up, and the elven caravan was coming on in.&lt;br /&gt;
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	Imere Liwaova, from the elven civilization “The Smiles of Silver”, was slowly pulling the mule along. He wanted to see how long it would take before the dwarves at this smelly dump named “Swordbear” managed to realize the joys of nature and live outside, along the unicorns and elephants. He at least knew they were likely going to give them bone bolts, causing them to leave early. He sighed, and pushed the old mule even harder. His companion was worried about the world’s status, saying to him, “The goblins are mobilizing up for war. I reckon we’ve given the world enough of a chance. We should team up with those polluting humans. Yes, they actually use the wood to build their houses; at least the dwarves dig into the rock and grow crops inside. We simply kill the goblins off, and then turn around and exterminate those annoying ‘secondborn’ from this world.” Imere was about to reply that the dwarves should be taken out before the humans, seeing as they had 1060 years to improve, whereas the humans only had 560, when a ballista arrow removed his head. Not even the Firstborn themselves could survive a full scale decapitation.&lt;br /&gt;
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	The siege operators had been given instructions to fire down upon those “clean, nature loving hippies” with their wooden weapons of death. They cheered when Imere’s headless corpse fell down, feeding blood to the plants. A second later, they saw a sad side affect to the impact. The poor mule had been hit as well, was impaled onto the ballista arrow, and was thrown down without any mercy, where the old thing then bled to death. The other elf managed to get away, dodging several ballista arrows easily, and then left the area. Imere was wrong. They weren’t going  to stop trading early. They were not going to trade at all.&lt;br /&gt;
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	Thankfully, the mule was holding all the dyed cloth, and the dwarves held a full funeral for the fallen… mule because they hated elves a LOT. They then threw his corpse into the butchers shop to be turned into meat, leaving the dwarves happy and well fed. Then they took its bones, along with those of some kobolds and the elf, and turned them into powerful bone bolts. -- Written by Bingbing&lt;br /&gt;
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== The Winter of Discontent (And the Spring of Sorrow) ==&lt;br /&gt;
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Year 1055 of the city, Rakustkast, better known as Tombgeniuses&lt;br /&gt;
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In the year 1055 of the Eternal Land Of Forever, a siege of goblins fell upon Tombgeniuses. South of the main road was a band of savage, brutal goblins intent on ransacking the dwarven city. Immediately a general alarm was sounded and all dwarves were ushered inside. Meanwhile, eager to test out the catapult defenses, an assigned siege operator let fly with a rock. While in the right direction, the goblins were still a ways out of the firing angle, and with a shrug, the dwarf went to do other tasks when he SHOULD have been stationed by the catapults. As the goblins ran into range, the message was relayed through the city to the two dwarves, the message being: &amp;quot;Rock and Roll.&amp;quot;. However, the designated siege operators were swamped in the duties of common peasantry, panicked dwarves told all mechanics and carpenters to help launch the catapults as the goblins began to run down the main road hooting, hollering, and screaming for dwarven blood. In a cruel twist of irony, the carpenters were actually on the job, busy chopping down trees that had grown in the designated farming areas inside and could not be reached. The mechanics were either getting drunk off their mind or sleeping off their latest meal. When the dwarves finally began getting around to firing the catapults in frantic panic, the goblins were already on the bridge proceeding past. However, as the dwarves began preparing and readying the catapults, huge clouds of miasma began clouding up the entire front entrance, fogging the catapult posts heavily, forcing the dwarves to work in near blind, revolting conditions. These miasma clouds were generated by dead thieves which the dwarves had failed to dispose of, not only creating a disgusting scene but also keeping the front doors ajar, creating a perfect scene of war for the dwarves, toiling in huge clouds of terrible miasma, desperate to drive off the goblin horde. Due to the huge cloud of miasma hindering their vision, most of the shots flew far off to the side, causing taunting and jeering from the goblins. However, as one of the goblin macemen was busy insulting their hated foe, one boulder flew true through the middle of the ranks and nearly obliterated the entire right side of the maceman. Breaking many bones and causing many internal injuries, the goblin maceman was reduced to a crawling, vomiting heap, yet it was still determined to bathe the halls in dwarven blood. Laughing cruelly at their unfortunate comrade, the goblins continued charging forward, more concerned about the impending kill rather than helping their wounded comrade. As the dwarves attempted to reload in the midst of stinking miasma clouds, made worse due to heat because of the fort being located in the tropics, the dwarves heard the baying and screaming of the goblin horde and peered through the thick fog of miasma to notice the figures moving through the miasma wielding iron bows and crossbows. Realizing in horror that over half of the horde were armed with ranged weaponry, they decided to abandon the catapults and run for their lives, screaming. Throughout all this carnage were two dwarves standing at the entrance, entranced and deep into their assorted, imported alcohol, watching the catapults launch their stones through the air and the goblins nearing the entrance little by little, moving surprisingly quick for a goblin horde. Two dwarves by the door were drinking their booze, taunting the goblins in the miasma, they realized with sudden horror that the figures began shooting their iron arrows at them. Thinking with sudden clarity, the two dwarves turned and began running down the narrow hall, abandoning the barrels full of alcohol and leaving the doors open. One unfortunate 'door dwarf' was not so lucky and was mortally wounded almost immediately, while his comrade, a military dwarf left him behind. Cursing the goblins, Id Olonozor, a carpenter, could do naught but lie in the hall, punctured by many arrows and watch the darkness settle into his eyes little by little. Craftsdwarves, perhaps unaware of the alarm and the impending danger of the goblin forces made their way to the main entrance hall to clean the traps as ordered earlier, ignoring the running carpenters and mechanics, they opened the second set of doors and stared dumbfoundedly at the goblins on the other side of the entrance hall, just outside the first set of doors and looking around as the marksdwarves rushed past them and began taking up positions on their side of the door, waiting for the enemy to come into range. Howling with glee, the goblin archers began letting loose a barrage of arrows, causing most of the craftsdwarves to realize the gravity of the situation and flee. However, one dwarf was racing TOWARD the goblins, a craftsdwarf by the name of Lokum Bisolablel. Racing toward his wounded comrade, he thrust his head bullishly forward, ignoring the onset of arrows that amazingly killed one of the marksdwarves on the other side of the hall in one shot yet failing to even hit him. As Lokum neared his friend, he was suddenly jerking around spasmatically. Compelled, he looked down to find several arrows protruding from his body, perhaps the goblins shot off aim on purpose to lure him closer? Amazed at this revelation, all the strength seemed to just flow out of him as he collapsed to the floor. With a mangled lower body, a broken arm, and worst of all, a mangled left lung, he found himself gasping for air, staring at the goblin horde just outside of the fort, firing their arrows with reckless abandon. Despite their numbers, the goblin archers were strangely bad shots, somehow missing the prone dwarf merely several feet away from him, while managing to kill a distant marksdwarf that was further back just moments ago. By now the marksdwarves realized that they were going to be killed if they just stood there and if they charged forward to get the goblins into range of their crossbows, they would get cut down. Tragically, to make things even worse in this hellish nightmare, several of the civilians were struck with a sudden heroism. Farmers, craftdwarves, miners, and more were rushing past the marksdwarves in a heroic, yet stupid attempt to rescue their injured friends who were near the goblin horde. Zasit Lallibash and Olin Tekkudkogan were cut down by the goblin arrows, while several more were wounded. The marksdwarves decided that they were going to have to do something desperate. Running behind the second set of doors, they were preparing to close it tight to force the goblins to come inside, while preventing the lemming rush of death of civilian dwarves determined to rescue their fallen comrades. As the marksdwarves moved behind the doors with strange efficiency, they looked back into the entrance hall, which had by now been reduced to a scene of blood, corpses, and a hellstorm of arrows, and saw the most remarkable sight yet. In the midst of screaming farmers and civilians caught in the crossfire, Alath Unibodshith, or Alath Ragclam, the fortress' historian (My legendary engraver) was racing toward the marksdwarves with remarkable speed AND an injured dwarf on her back. It was apparent she had braved the trial by arrows to retrieve an injured fisherdwarf and was racing back toward the door, and miraculously, there was not a scratch on her. It was as if she was protected on a divine level. The marksdwarves encouraged Alath as she ran toward safety, arrows raining down all around her, yet failing to hit her as she sped down the hall. Finally making it through, followed by several dogs, the marksdwarves finally managed to close and lock the door, preventing any more civilians from attempting to be heroes while horrificially leaving the dwarves on the other side at the mercy of the goblins. The goblin swordsmen, macemen, and others were tired of their bowmen getting all the kills, and realizing that the dwarves in the main hall were locked out and banging desperately on the door for entry, the goblin soldiers whooped and charged in to the fort, along with the bowmen of their kind. To their sudden horror, they had entered a gauntlet of fiendish dwarven traps and were suddenly in a storm of serrated copper blades, huge spiked balls, and enormous giant corkscrews. Blood, and limbs flew everywhere and what had once been war cries now turned into howls of agony and cowardice. One of the bowmen had managed to make it past the battery of traps, and as it looked back toward it's brethren getting slaughtered like sheep, it chuckled to itself and thought of the pleasures of the kill it would get all to itself, as it turned around however, he saw only two giant copper axe blades fast descending towards it. Panicked by the traps butchering their fellow goblins, the others turned tail and ran, the siege finally breaking. As they ran past the wounded goblin maceman who had limped all the way despite behind hit by a boulder, the frustrated maceman could only watch in confused fury as they ran in fear from the dwarven fortress. As it chastized and yelled at it's fleeing brethren, it turned it's bloody vision toward the hall, wondering what was causing such fear in it's comrades and saw the whirlwind of giant traps skewering and disembowling the unfortunate goblins, as well as the river of blood flowing both in and out of the fortress and decided that perhaps it was time to call it a day, and that was when it passed out from pain caused by the boulder impact yet again. The marksdwarves, holding back the growing flood of dwarves determined to run out foolishly to their deaths in an attempt to rescue their comrades noted that the entrance hall on the other side was mysteriously silent. The civilians noted their momentary waver in attention and pushed the marksdwarves so hard, the doors finally burst open. The dwarves' determined charge was reduced to a half-jog as they noted the disembowled corpses of goblins laying in the trapped hallway and more importantly, the moans and groans of the surviving dwarves among the dead. With a heavy sigh, many now unhappy dwarves began to clean up the orgy of blood, arrows, and corpses. As they began to bring the first of the dead to the outside, they laughed at the limping and crawling goblin maceman, falling unconcious nearly constantly. Some of the dwarves yelled furiously, wanting their so-called military to finish off the lone maceman, but the marksdwarves had returned to their barracks to digest the events of the day and grieve over their fallen marksdwarf comrade, and upon the though of further death and bloodshed, the dwarves decided mercifully to let the maceman go and concentrate on cleaning up the aftermath. Five dwarves had been shot and killed, and 3 more were wounded, though one only suffered from serious wounds&lt;br /&gt;
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But the season was only beginning...&lt;br /&gt;
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Into the next month, the dwarves were in a grim, somber mood. A marksdwarf, angered at the loss of her comrade, went into a tantrum, toppling a much vital weapon trap and starting fist fights with a mason, followed by a dog. Outraged at such brutality on an innocent dwarf and dog, one of the assigned fortress guard issued a beating on the hapless marksdwarf followed by confinement. A wave of unhappy dwarves plowed through their tasks with efficiency, trying to lift their moods through diligent and rewarding work. One marksdwarf sat at the soon to be legendary dining hall, staring down at the seeds of a plump helmet, the one he had just eaten. As the marksdwarf sat digesting the plump helmet, he was also attempting to digest the events of this month. The sudden attack of the goblins was a little strange, and his thoughts often floated to his fellow marksdwarf being shot and killed with merciful efficiency. Lifting his head, he stared thoughtfully at the corner of the dining hall, shaking his head as he could hardly believe the claims the miners made that the chasm branched without warning into the hall as they were digging it out. He noted the chasm, and muttered to himself about how it'll be trouble one day and that they should have made a new dining hall, but due to a time crunch they had to make do with it, and from there it just grew to be the grand hall he now sat in. As he took a slow look around, he dreaded about what Alath, the historian would engrave on the natural pillars of the hall, as she tended to be quite macabre about her works. As he slowly turned his head about, he finally settled his gaze back at the exposed corner of the dining hall and the three ratmen clambering out of it. Screaming to the scant few dwarves in the dining hall to run and get reinforcements, the marksdwarf jumped atop his chair and began firing. Cursing as he struck the pillar, he took aim again and shot true as he shot down a ratman as it clawed at the nearby door, trying to get back on it's feet. So intent on the kill however, the marksdwarf failed to see the two ratmen run down the dining room and barrel out the door, to find a hapless child. Screaming for it's parents, the child attempted to run down the noble's quarters of the city. But before the chase could really begin, it was tragically cut short as a ratman jumped to the other side of the child, pinning it between the two and cruelly cutting short it's life. Meanwhile at the dining hall, the dwarf shouted in triumph as the ratman gave it's dieing breath and slumped against the door, only to curse out loud as more ratmen clawed their way up out of the chasm. Startled dwarves coming from the food storage screamed and ran back into the storage as the marksdwarf, too ran into the storage. The ratmen, heading out the north exit, ran up a narrow hall which led to the main 'hall, finding the main hall filled with dwarves oblivious to the onslaught of the ratmen. As they neared the exit into the main hall, war dogs flung themselves around the corner, tearing into the ratmen savagely while seemingly out of nowhere, the macedwarves bore down on them, reducing their heads to literal pulp. However, one of the ratmen had snuck past the busy macedwarves and dogs and ran down toward the chasm, squealing in rat menace as he chased hapless peasants. As he approached the bridge, it had turned briefly to find more war dogs bearing down on it and before it could react, one of the dwarves ran up to it's side and pushed it down the chasm, sending the ratman to a long, horrible drop to a pointy end. General curses and shouts rang throughout the fortress as the dwarves couldn't believe the tragedy of this single season. Just as things seemed to settle down, screams rang from the mines as a lone dwarf, hauling metal for future forging, ran down the narrow path, determined to outrun the unbelievable group of 8 ratmen hungry for the kill. Careful not to fall into the magma river from the very narrow path, the dwarf ran down toward the forges and into the hall and smirked in partial disbelief as marksdwarves, speardwarves, and macedwarves ran across the chasm bridge, albeit slowly due to heavy armor in an attempt to cut off the ratman surge from the mines. Laughing to himself about how the military was finally springing to action, the dwarf decided to save the rest of his breath and continued running toward the military, determined to outrun the ratmen fast on his heels. In another bizarre twist, the military, hungry for vengeance stared in disbelief as a horde of dogs and war dogs loped past them and rushed toward the ratmen. While relieved the dogs finally sprang into action, they were disappointed as they were going to be robbed of vengeance yet again. In a short amount of time, the dogs and ratmen closed ground quickly and what followed was righteous vengeance as the ratmen yelped in pain and fear as the war dogs tore into them, ripping them into chunks and felling ratmen left and right. In but a few short, brutal moments the carnage was over and what was left were all the ratmen, dead in several bloody, disemboweled heaps and the dogs, standing over the corpses, trotting off to go about their doggy business. To the dwarves' amazement, not one of the dogs were killed, although one had several broken bones, it was still in in a state of animal rage from the battle, refusing to let it's wounds hold it back from it's hungry vengeance.&lt;br /&gt;
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Chapter 2  Spring&lt;br /&gt;
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It was 1056 of the Golden Age. The dwarves were finally recovering from last season's siege. The catapults were reloaded, the traps reset, and work was finally back in order. Even the sight of the tree-hugging elves in their two lone caravans was a positive, uplifting sight to the dwarves. But as they ran out to greet their neighbors, the unthinkable happened. In the distance, two large groups of goblins came, brandishing more weapons, bringing more troops, and even calling in their masters and lords, though mercifully there were fewer bowmen and they had no leader to call. The dwarves, enraged at such a siege so soon after the first called for another general alarm and busied themselves ushering the others inside the fort. The call came out for the dwarves to launch their catapults but once again few, if any responded to the call, and even then they had to wade through the traffic of dwarves, dogs, calves, and cows. By the time the first stones were launched one group was already at the road again rushing toward the outside bridge, though this time there was no choking miasma to hinder their vision. As the dwarves continued launching their stones, a kobold thief was spotted amongst the goblin horde and was shot down ruthlessly in a hail of arrows by the goblin archers. Unbelievably, all but one stone missed their mark, though this time the stone that hit gravely wounded the macegoblin, obliterating his upper body and damaging his lungs, making his last few seconds painful indeed. Again the goblins reached the doorway and began to fire inward at the dwarves who were busy drinking themselves into a stupor. Despite the initial fleeing down toward safety, the dwarves were desperate for a drink to tide them over and ignored the booze inside in favor of the booze by the door where the goblins were. Among these stupid dwarves was the historian, Alath Ragclam. The dwarves were running in literal circles, first to try and grab one more drink, and then to flee from the goblin arrows only to turn around and try to grab their drinks once more. The goblin arrows were inaccurate yet again, and fewer dwarves were killed, but the carnage was still great and many dwarves lay wounded or dieing. The marksdwarves were quick to act, sealing the door and preventing any dwarves from rushing out to their untimely demise in an attempt of heroism. As the last dwarf outside ran in with a wounded Alath, the marksdwarves grimly locked the double doors and braced for a goblin charge. The goblins were quicker to rush inside to attack the hapless civilians left in the main hall due to their stupidity in wanting a last drink of booze, and again the clever dwarven traps sprang into action. Cutting down goblins with ruthless efficiency, the goblins were left flailing helplessly in the hall, though the leadership of the goblin mace lords, sword masters, and pikemasters managed to corral some of the troop inward, though the last row of traps, two cage traps managed to capture a spearmaster and a crossbow goblin. As a goblin swordsman reached the double doors however, intent on killing the civilians banging desperately against the door, it turned around to regard it's goblin comrades and noticed they had broke and ran, fleeing from the deadly traps. Confused, the goblin swordsman wandered around the hall, glaring at the dwarves but not quite springing into action for some strange reason, and that was when it was suddenly buried in a mass of fur and teeth and claws. The dwarves, with a resounding sigh began work on cleaning up the traps and taking care of the mess, though with some grim satisfaction they noted that fewer dwarves managed to rush out to their deaths. As cleanup commenced, a peasant was tasked with leading the captured goblin spearmaster to it's new home in the dungeon. As it led the rebellious creature through the halls, it was followed by a trail of war dogs, hungry for the kill, wanting to avenge their fallen masters and friends while the dwarves jeered, kicked, and taunted the goblin spearmaster as it was led through the hall, followed by a train of dogs and dwarves. As the peasant strapped on the last few shackled of the spearman, the worst scenario happened. The dwarves, inexperienced with prisoners, didn't expect the goblin spearmaster to strike at them from it's chains, but they stood dumbfounded as the spearmaster slayed dog after dog after dog. By the time the fortress guard came in to put the spearmaster down, it was standing on a literal hill of dog corpses and challenged the fortress guard as they came forth along with more war dogs. The fortress guard in this mountain hall had no weaponry or armor, so that all efforts would go to arming the actual military. With a grim sense of duty the ill-equipped fortress guard attempted to bring down the spearmaster through sheer numbers but all were cut down with brutal savagery. The spearmaster by now was hooting and hollering, laughing at how the stupid dwarves failed to take all necessary precautions in handling the goblin spearmaster. It's laughter grew as more fortress guard charged in to take care of the spearmaster, but just as it was about to defend itself again with glee, it noticed that a dwarf positioned itself on the other side of the room and readied a crossbow. Screaming with fury, the spearmaster struck down more dogs and fortress guard but was now suffering from numerous bolts protruding from it's body. As the spearmaster finally fell to fists, canine teeth, and bolts, the dwarves outside were yelling and screaming about the poor precautions taken and the massive amount of death the goblin caused. It had slain an amazing 16 war dogs and 6 dwarves, one of them being the leader of the speardwarves. The dwarves learned from their bloody, cruel lesson and decided that all prisoners would be put in cages rather than chains. How ironic that the majority of the death would come after the siege and not during. But there was yet one more tragedy to befall the dwarves. In the midst of the miasma and death, a kobold thief had snuck inside and managed to grab Thestarnoglesh, The Crimson Savage which ironically was nothing more than a marble mug, though the thief was content with such an artifact. A lone war dog took chase as the thief hooted and laughed, running away with the artifact of untold value. With a wave of it's hand clutching the mug, the thief ran off into the tropical swamps, losing the dog that was fast on it's heels. Some time later the incoming spring migrants along with the nobles were greeted with a spectacular, brutal site. Dwarves were hauling both goblin corpses, dog corpses, and dwarf corpses en masse. Miasma was clouding up the entrance and entrance hall again. Blood was everywhere as was vomit. Goblins were digustingly stuck to weapon traps and hung limply in the air with embedded serrated discs, spiked balls, corkscrews, and axe blades. The dwarves at work with the corpses wore grave expressions, though none of them were saddened, it was more of a stoic, determined expression. And so with this new bloody season entering it's middle month, the story of Tombgeniuses continues...&lt;br /&gt;
&lt;br /&gt;
(Ok, basically, those were my very first experiences with sieges, and I must say it was quite fun and funny, not to mention epic, especially when my engraver braved the gauntlet of arrows to rescue a fisherdwarf. And then there was the imprisoning of the spearmaster, I originally thought that chains didn't let prisoners strike out despite being able to move around, well looks like I was sorely mistaken.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vucar the woodcrafter==&lt;br /&gt;
&lt;br /&gt;
This is the brief story of Vucar, who longed for wood to create a great carving.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, we forgot to bring an axe with us, so even with the abundant trees outside, no one can cut one down. So we've no logs for him, and no way to get any for seasons.&lt;br /&gt;
&lt;br /&gt;
So some trouble was expected of Vucar. Everyone avoided his workshop, and the miners (incredibly buff from digging out the entire fortress with just picks) formed themselves into a military squad led by one of the original six dwarves.&lt;br /&gt;
&lt;br /&gt;
The squad was just returning from having quickly dug a huge room below the farm plots, and as they bounded up the stairs to grab a drink, they heard the screams of the other dwarves as they fled from Vucar's sudden and violent outburst.&lt;br /&gt;
&lt;br /&gt;
Rushing to the rescue, they rapidly made short work of Vucar with their picks. To these legendary cutters of raw stone, flesh cannot stand. As they stepped back from their sad work, they reflected that while it was good it was quick for him, and no one else was hurt . . . it was very unfortunate that they caught him right in the middle of the barracks. Blood had sprayed all over the smooth floors, and formed quickly congealing pools. Worst of all, the only two beds in the entire fortress of twenty dwarves were coated in blood and dwarf intestines.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Someone call the butcher!&amp;quot; hollered the squad-leader Tulon.&lt;br /&gt;
&lt;br /&gt;
And then they went back to work. After all, if the farm isn't working soon, they'll all starve during the next winter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Memadamt Thatthilkebul Toral==&lt;br /&gt;
&lt;br /&gt;
On the 11th of slate, 1055 Zan Ingishsodel, a newly arrived carpenter to Alathaved entered a Fey mood.  He commandeered the only carpenter's shop in the Outpost, and proceeded to demand many wooden logs and even a cut gem.  He horded 4 logs, and the first cut gem, a Lapis Lazuli.  He worked for days, every Dwarf wondered what he would make.  Would it be a table?  Maybe a great door, or even a ornate wooden shield.  They were all wrong, when Zan finally emerged from his shop.  Everyone held their breath as he proclaimed &amp;quot;It is done, Memadamt Thathilkebul Toral (Reinedbent the Autumnal Sparkle of Laws) the greatest Barrel in the land is complete!&amp;quot;  The barrel was made of Acacia, decorated with Palm, encircled with bans of Lapis Lazuli, adorned with hanging rings of Palm and menaces with spikes of Acacia.&lt;br /&gt;
&lt;br /&gt;
Some say it's a masterpiece, others say it's a waste of wood when it's such a scarce resource in the region.  All Dwarves can agree that it looks great, with Dwarven Rum pouring out of it.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== You don't want to go to the desert ==&lt;br /&gt;
7 dwarves  arrived in the vast red sand desert hoping to start a new life far from the mountainhomes. In the distance Todol, the parties engineer, spotted two dark towers.&lt;br /&gt;
&lt;br /&gt;
“Hey look!  A Human outpost,” he remarked.&lt;br /&gt;
&lt;br /&gt;
And as the band of dwarves approached they saw a littering of trinkets in the sand, evidently dropped by the humans that had settled this area. Slightly mangled earrings and scepters, as well as bracelets and instruments littered the crimson dunes. Trinkets and darker things as well. Human skull idols that had been smoothed by the sands of time lay half-burried, their empty eye sockets gazing at the interloping dwarves on their trek to the towers.&lt;br /&gt;
&lt;br /&gt;
The dwarves spied the first human they had seen in months and approached, but this was no human. Rotting flesh still clung uselessly to the bones of this former swordsman. As it’s dull lifeless eyes turned on the dwarves the ghouls mouth dropped open to utter, “Hraaaaaaah.”&lt;br /&gt;
&lt;br /&gt;
PANIC! The dwarves scattered only to realize they’d been surrounded by the undead stalkers. One by one they dropped in the sand, to be consumed by the ever hungry zombies, leaving behind only their ruined clothes and a cart full of rotting supplies. So let this be a lesson to you: You don’t want to go to the desert.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==The lonely mason==&lt;br /&gt;
In my first successful fortress there was a mason. He was good at his work and enjoyed it. I tasked him with crafting a stone table, I placed it and made it a meeting hall and dining room (grumbles from nobles). In winter I was surprised and intrigued when a message popped up saying that the mason was throwing a party. I waited, but still no one joined him.&lt;br /&gt;
For FOUR YEARS he repeatedly threw parties, but every other dwarf was always somewhere else at the time, even when dwarves &lt;br /&gt;
were eating and he threw a party they just muttered and walked off.&lt;br /&gt;
After this he became secretive and withdrew from society, to his workshop, there he made his master piece, a stone table&lt;br /&gt;
of fine craft he named aralagra. He carried it everywhere with him and ate on it. But when he threw his last party, alone.&lt;br /&gt;
The roof collapsed on top of him. His body was never found.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===STOP PRESS: Strange Rumblings in Newhomes of Water===&lt;br /&gt;
(An excerpt from the Dwarven Newspaper the ''Humble Bolt of Packs'')&lt;br /&gt;
&lt;br /&gt;
Tragedy has struck the once-proud Village of Irbom Arel as floods claimed the life of at least eight dwarves, including two children. Among the victims was the fey but brilliant craftsdwarf Feb Likotasen, whose wooden objete d'art were reknowned thoughout the world.&lt;br /&gt;
&lt;br /&gt;
The freak surge of water, which inundated almost half of the fortress, appears to have been caused by a failing of the village reservoir system during refilling.  Aban Vukcasfikod, who allegedly constructed almost all of the components in the system, and was constructing defences on the surface when the flood struck, has not made a statement, but the ''Humble Bolt of Packs'' can reveal that cause of the flood was mechanical. Engineers from Idithreg Limar have been dispatched to examine the site.&lt;br /&gt;
&lt;br /&gt;
According to one source, the floodgate which controlled the flow of river water into a reservoir deep below the surface failed to shut, causing wells feeding from the reservoir to overflow and spill into the corridors.&lt;br /&gt;
&lt;br /&gt;
Most of the victims were gathered in the unfinished meeting hall and statue park dubbed &amp;quot;The Red Room.&amp;quot; Among them was Dumed Osustmorul, a rising star in the engraving world, who had recently finished the stunning renovation of Mayor Akrullod's chambers. She was to be the creative powerhouse behind The Red Room, having singlehandedly tranformed it from a mined out Kaolinite cluster into the social hub of the village.&lt;br /&gt;
&lt;br /&gt;
At the time of printing, Mayor Akrullod and a visiting diplomat are still unaccounted for. It is believe the two are trapped in an unfurnished bedroom five levels below the surface. A rescue attempt has begun, with miners optimistic that the dwarves can be retrieved.&lt;br /&gt;
&lt;br /&gt;
Luckily, it seems that most of the village's citizenry were close to the surface at the time, due to the recent arrival of a trading caravan, including Newhome's youngest inhabitant, a newborn girl who recently survived an abduction attempt by goblin raiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Channel Digger==&lt;br /&gt;
One day my favorite miner started working on his tunnel for the water to flow through. When he reached the water. It started flowing in to the cave and he ran for his life. Finaly at the door which would stop the water, he discovered the door was locked and he drowned. Because one of the mechanisems didn't work, the whole farm project failed and he gave his life for nothing. Poor digger.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Sweet Likotasen's Baadasssss Song===&lt;br /&gt;
Oh, that Feb Likotasen! Immortalized on over a dozen engravings for the construction of her famed oaken amulet in the earliest days of Irbom Ardel, her most important achievement was perhaps the construction of over a thousand intricately carved arrows, which served the fort's fledgling army well against goblin besiegers. Why, she was practically considered a living saint! Alas, nothing lasts forever. &lt;br /&gt;
As the years went by, the sight of so many of her pointy wooden children being crushed, shattered or swept aside must have sapped her sanity, for in the autumn of 1066 she flew into a terrible rage. Even Mebzuth Akrullod, he of the silver tongue, city-father and a hero in his own right, was unable to calm her; Feb throttled the life out of him in a fit of rage. Overcome by guilt, she was led away to her fate by The Hammerer, a wicked smile at play across his scarred features. Moments before the first deadly blow fell, the fury overcame her once more and she lashed out at The Hammerer, wounding him. With a howl, he fled to his lair in the bowels of the earth to nurse his wounds.&lt;br /&gt;
The guards were to scared to go after someone who had bested their leader, and for days Feb Likotasen stalked the halls, her countrydwarves in staring in awe. But it was not to last. The Hammerer, his wound healed, sought vengeance, and slew her as she slept. So ends the story of Feb Likotasen, who created a treasure, saved a fort, slew a hero and shamed a noble.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==The named Mug==&lt;br /&gt;
One day Mebzuth ezumkebon locked himself in his craftdwarfs workshop and demanded lot's of stone. 6 stones. after only 5 minutes he came out with his newly created mug with the name Gimtishis.&lt;br /&gt;
Waste of the stone...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[User:Smoking Gnu/A Non-Egotistical Community Fortress!]] ==&lt;br /&gt;
&lt;br /&gt;
Join up for fun and adventure and maybe accidental flooding!&lt;br /&gt;
&lt;br /&gt;
== Rimrise's Tragedies ==&lt;br /&gt;
&lt;br /&gt;
Rimrise. A dwarven settlement on a savannah. The heat was almost unbearable for the dwarves in summer, and so they worked hard to build their underground haven in the cool soil. There, they found much mineral wealth - iron, hematite and magnetite in droves. They hollowed out living spaces. They planted farms. They hunted the bounty of the savannah. Rimrise was going to survive. By the autumn, they had many skilled dwarves, the labor was finally getting done, but there was always more to do. Always.&lt;br /&gt;
&lt;br /&gt;
Hence, it came as a bit of a surprise when one dwarf's eyes suddenly lit up. A blacksmith by trade, he had been pounding out iron bolts and weaponry for the new four-strong militia to use when he was struck by some sort of inspiration. Straight from the fey, the leader called it. He seized the outpost's only forge, and began to work furiously. He widthdrew from society, becoming secretive. The only thing he knew was to work. He never said a word to anybody. Metal bar after metal bar he brought inside. Then he stopped. To those that came by he desperately sketched pictures of stacked cloth. The dwarves brought him cloth and cloth aplenty, dyed and not, from caravan, silk and rope reed, but all were rejected. Soon his sketches of cloth filled the blacksmith's shop, and that spark of inspiration in his eyes faded to melancholy as he could not find what he needed.&lt;br /&gt;
&lt;br /&gt;
The dwarves kept trying. For month after month he remained cooped within that cramped workspace, sketching his ideas madly. Nothing was good enough. They thought perhaps he might need silk, but the elven caravan was gone and they had only traded for a single stack - not enough for the widthdrawn dwarf. When they finally told him that they didn't think they could get what he needed... something finally snapped within him. He rose up and charged around the workshops, straight up the stairs to the scorching hot surface after the sheriff, who remained blissfully unaware. While he was a skilled combat dwarf, the sheriff was schooled in marksmanship and shieldplay, not close combat. The strong hands of the blacksmith eventually overpowered him. On the stairs, he fell, slewn by another dwarf's bare hands.&lt;br /&gt;
&lt;br /&gt;
The insane dwarf charged back down the stairs as the dwarves laboring under the hot sun on the surface took pause and screamed as they realized one of their most trusted members of the community was dead. Surprising a peasant on the lower level, which was still under construction, the dwarf took a mighty swing at him. His chest was pummeled again and again, until a rib broke free and finally speared his heart. The peasant slumped, lifeless.&lt;br /&gt;
&lt;br /&gt;
Next came a dog, who struggled valiantly to no avail - nothing could stand in the way of this dwarf's steely, rough hands. A donkey foal was found easy prey. And finally, there came a miner, laboring away. He was heading to the mason's workshop, engraving the walls as he went in between mining duties. He saw the blacksmith's blood-drenched hands, and knew immediately what he had to do. His pick raised, crashed down, once, twice, three times. The insane blacksmith was mercifully no more.&lt;br /&gt;
&lt;br /&gt;
Screams came from the surface, and in the chaos the militia stepped in. Soon they realized what had happened. The poor blacksmith, the two pets, the sheriff and peasant were all buried with full Dwarf honors, all victims of something that nobody could have prevented. Rimrise was left without a sheriff. Another was quickly appointed from the militia, one schooled heavily in unarmed combat. And just in time - other dwarves had lost their pets. One, in fact, one Kol Ozzereg, a fishery worker, had lost her precious dog. That dog was the only thing that had kept her from going insane, she said. Upon discovering his broken body, she buried him - and returned to her room to sob. The expedition leader tried to comfort her, to no avail - he was a mechanic, and only a novice in the speaking arts. Soon her sorrow turned to rage, and she toppled the local fishery on the surface - before starting a fistfight with a dwarf who was unluckily enough in the wrong place at the wrong time.&lt;br /&gt;
&lt;br /&gt;
The sheriff responded alarmingly quickly, and seeing no other choice, tackled Kol to the ground. Blows rained down upon her. When it was over, her pelvis was nearly broken and her lower spine would be bruised for life. She received no prison term, however, since cages were few and far between and no metal ones had yet been made. She was dragged back to her bed, where she still rests for months on end - the fortress herbalists fear she may never walk the same. At last, however, she has forgotten about her poor dog.&lt;br /&gt;
&lt;br /&gt;
Another mood. This time, a mug was made - the most beautiful mug that any dwarf in the fortress had ever seen. Made of native platinum, with images of laboring dwarves all along it, stubs of dolomite stuck out of it at all edges, a testament to fine dwarven craftsmanship. Such an expensive artifact attracted the wrong kind of attention, and soon thieves and snatchers were everywhere - the militia grew apace with them.&lt;br /&gt;
&lt;br /&gt;
And alas, tragedy struck once again. The dwarf hamlet's oldest and wisest and most skilled miner was taken by a mood that none could predict. Once again, they could not satisfy his demands. Once again, they fear he will go insane.&lt;br /&gt;
&lt;br /&gt;
This time, the militia was there. If he were to go insane, they would end his suffering in the true Dwarven manner. Better to be dead than insane. That, however, did not make it any easier for the brave dwarves who must end their comrade's life.&lt;br /&gt;
&lt;br /&gt;
Some would say fortunately, his passing out of this world was not a violent one. He became melancholy and depressed, and took his own life. He was greatly missed by his compatriots, and was buried as a hero.&lt;br /&gt;
&lt;br /&gt;
The fortress would have further posthumous heroes very soon.&lt;br /&gt;
&lt;br /&gt;
A goblin ambush. Lashers and a spearman - five in total. They ambushed and slaughtered a woodsman, and then a hunter. Even his martial trance was unable to stop the goblins. Even as he sent bolts flying into the goblin ranks in every direction as they closed in on him, he was unable to stop them. They dragged him to the ground and a spear pierced his brain. He died a hero. Two of their strongest dwarves were now dead, and the fortress had no choice. Every single squad was drafted into one massive militia and readied. The defenses were readied, the main stairs sealed off with hatches, the barracks isolated and the bridges widthdrawn. The dwarves widthdrew inside, but even as they busily made preparations, the evil group crept through the bridges before they had a chance to retract them. A poor recruit was ambushed. His axe sang and danced through the goblin ranks like a warrior twice his age, beard, and skill, but he was dragged down and knocked unconcious. His blood stained the bridge where the dwarves fought valiantly, but even their touching display of valor could not save him. He died of exanguination as the battle was fought. A baby slipped from it's mother's screaming arms as she ran indoors, and drowned in the moat.&lt;br /&gt;
&lt;br /&gt;
The dwarves had had enough. One of the marksmen, the most skilled one in the fortress, ran straight into the tiny horde of goblins and sent bolts ricocheting in every direction. Lasher after lasher fell, and he stood a wounded hero in the end, an elite marksdwarf. The fortress was saved, but they had lost a dog and three dwarves - the goblins had only lost five goblins. A horrible price.&lt;br /&gt;
&lt;br /&gt;
Rumors circulate amongst the dwarves. Some think this site is cursed... That the strange moods that dwarves enter and never return to sanity are just the first step, the goblins the second, and something terrible the third and final event which will cripple the fortress before it could ever really become a fortress. Only time will tell...&lt;br /&gt;
&lt;br /&gt;
== Goblins from hell raiding Rocksbowed  ==&lt;br /&gt;
&lt;br /&gt;
This new fort of mine is a real piece of work! It has all the features (for now) it should have. On top of a high cliff facing some woodlands stands the keep of &amp;quot;Rocksbowed&amp;quot;, a smaller fort with defensive towers and an elevated drawbridge. The walls are thick and the drawbridge is always up, these dwarves are apparently cautious.&lt;br /&gt;
&lt;br /&gt;
Only selected trustable merchants are told of the hidden tunnel leading into the fortress. The call sign of this entrance is the statue formation on top and the moos of a chained muskox calf. When having passed the beast the tunnel leads across several bridges known too keep visitors from falling down a 50 meters deep chasm and exploding against the rock floor.&lt;br /&gt;
&lt;br /&gt;
After the bridges the road circles a sealed battlement with no access from the road, making the defenders inside impervious to possible melee invaders. The acecess point is said to be from deep inside the dwarven habitat. Following the road further ends in the Trade Depot shining in alunite against the gloomy felsite walls, this one also encircled with battlements. Sometimes you can even spot the dwarves standing behind those fortifications, aiming their bolts at the guards. Although a safe place to trade in, it feels creepy.&lt;br /&gt;
&lt;br /&gt;
I stayed behind after our caravan left this time, waiting for the dwarven broker to finish doing what he was doing. After trading he simply continued his chores ignoring me, leaving me by the depot to wait until he pleased to conduct our meeting.&lt;br /&gt;
&lt;br /&gt;
With an ecstatic look on his face, ecstitic for a dwarf that is and reeking of dwarven ale he finally showed climbing the broad staircase. Shaking my hand with a grip that could crush a rock into sand he greeted me, and told how he had been mining rubies. Also he added that he had finally been given some proper office furniture, and his complaints had made them exceed his expectations.&lt;br /&gt;
&lt;br /&gt;
We arrived in his office and i amazed at the office. Urist now had golden furniture encrusted with what i identified as heliodors. Two statues, a table and two chairs. Quite the improvement from the sloppishly made felsite table and chair as these new furniture items obviously had been put an effort into.&lt;br /&gt;
&lt;br /&gt;
My caravan long gone we sat and talked for awhile, and i immediatly expressed my interest in the rubies he had talked about, which made him frown quite badly. The dwarves have had a year of prosperity it seemed, as using currency for our trades was our main topic. The meeting carried on and we were served some delicious dwarven roasts of cave fish, plump helmets and cow cheese. Urist also brought some of the special ale reserve for us to enjoy, these dwarves really had a good last year.&lt;br /&gt;
&lt;br /&gt;
The meeting was done, and i took my leave from &amp;quot;Rocksbowed&amp;quot; glad of how the negotiations had proceeded. Urist even promised me some rubies next time we arrived.&lt;br /&gt;
&lt;br /&gt;
When passing the bridges on the way out, i noticed the silence in the entrance. The muskox always moos otherwise! This was when i saw the torches and the faded glimmer of grey iron armor on narrow silhouettes. Goblins!&lt;br /&gt;
&lt;br /&gt;
Standing still for a couple of seconds, paralyzed, i could hear chewing noises and see one of the narrow creatures feeding on what obviously was the muskox. Suddenly i snapped out of it, and began silently sprinting down the tunnel picking up the pace as i got further from the gobbos.&lt;br /&gt;
&lt;br /&gt;
INVADERS! I shouted at the top of my lungs when i arrived at the depot. The one guard standing there looked awfully calm, grinning at me. &amp;quot;It is taken care of, don't you worry&amp;quot; the stout warrior spoke. I noticed the bulk of the character, and the fact that he was wearing a full iron armor wielding an iron shield and spear. &amp;quot;I am assigned to guard you if you were to return here. They call me Battlegalley, i'm the strongest warrior here in Rocksbowed and that is not implying that my comrades are weak. You are safe, just relax&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly my shoulders dropped, and my body collapsed from the long sprint i had taken. Fear swept away as i remembered the dwarves formidable defences, and the fact that the goblins would probably not pass the battlement on the way. As i sat down i admired the huge warrior, proud and stout in his mighty armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Screams were heard from the tunnel and Battlegalley reacted, the screams were dwarven. Another dwarven soldier came up the staircase, and ran up to my guardian. &amp;quot;It's the Dreadshaft goblins, they passed the arrows with their mighty shields&amp;quot; the soldier spoke, and i noticed figures running towards us from the tunnel. Battlegalley and his comrade ran up shouting a mighty battlecry, charging the goblins head on. &lt;br /&gt;
&lt;br /&gt;
As i saw it, but i might be wrong as it happened in the blink of an eye, was like this. Battlegalley first thrusted at his adversary with a mighty blow, blocked by the goblins shield which then countered his attack instantly with a spear to the face, Battlegalley fell immediately. The other soldier fought defensively but bravely againt two opponents before falling, and as i turned and ran something got stuck in my back and i passed out.&lt;br /&gt;
&lt;br /&gt;
I woke up due to the amazing care of dwarven healthcare, they really do everything to care for those injured in terms of bringing food and water. Unfortunately i heard that this viscious gobin raid had been the death of 17 dwarves. The Dreadshaft gobins are no joking matter apparently.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
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&lt;br /&gt;
== The tale of General Kib ==&lt;br /&gt;
&lt;br /&gt;
Seven enterprising dwarves, tired of their old lives in the mountainhomes, decided to found their own settlement. It would be hard, they knew, but also very rewarding if they suceeded. They brought meat and alcohol, some pickaxes, an axe, an anvil, and a cat.&lt;br /&gt;
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The seven dwarves surveyed their surroundings upon their arrival. Sheer cliffs, 80 feet tall, stood to the west and south; to the other, was a river, and a great chasm cleft through the mountains. To the north was a grove of trees and some more cliffs. The only way to leave now, was to hack through the antmen at the chasm's mouth.&lt;br /&gt;
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The seven dwarves steeled their resolve, and set about making their home. One dwarf could administrate. One dwarf could mine. One dwarf could cut trees. One dwarf could work stone. One dwarf could cook, and gather plants. But none of these six dwarves are the hero of this tale; his name was Kib. And he could fish.&lt;br /&gt;
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While the other dwarves dug, chopped, and hauled, Kib sat on his own by the river and fished. All the time, stopping only to eat, drink, or consume alcohol. He was so preoccupied with his fishing he never even went to the refuse pile to deficate. But, as the first winter came and went, Kib proved himself valuable to his settlement; since the river never dried, Kib was able to supply meat to the others all year round. Since the crops had been late in planting, Kib's fish kept all seven dwarves alive through winter.&lt;br /&gt;
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Next year, the furnaces were running. The Furnace Operator pulled off a feat of magic: without any reagents or fuel, he produced a weapon of adamantine and armor of mithril. That day, there was a meeting in the fortress.&lt;br /&gt;
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&amp;quot;We must clear the pass of antmen,&amp;quot; declared the leader. Everyone had a reason not to be a warrior, but Kib's reason was weakest; since the crops were growing, Kib's fishing talents were no longer needed. So Kib put on his mithril plate mail, took up his mace, and marched towards the antmen blocking the pass.&lt;br /&gt;
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The antmen were a fearsome sight. With more legs than brains, and more chitin plating than legs, Kib knew that these were beasts to be reckoned with. Still, the advantage was his: he had &amp;lt;s&amp;gt; hacked&amp;lt;/s&amp;gt; wondrous metal equipment. He charged down the nearest antman, and struck in the leg with his mace, breaking it. It struck back, but its blow glanced off Kib's plate mail. Kib took out three more legs; then, with a grunt and a herculean swing, struck the beast and sent it flying against the cliff wall. He killed several more antmen in this fashion, clearing the pass to the fortress for traders and giving hope to his friends.&lt;br /&gt;
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Kib's title of 'recruit' was replaced with 'general', and is now known as &amp;quot;Kib Worktrot the Carnality of Droplets, general&amp;quot;. He has defended the fortress against dozens of ambushes, cleared the lining of a chasm of hostile beasts, and makes all residents feel safe.&lt;br /&gt;
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==The Legend of the Cursed River==&lt;br /&gt;
In the early years of the Squarebridged, fishing and hunting were grand professions. They worked together to keep a healthy supply of food coming in. The hunters would keep the land clean of terrible beasts, and the fisherdwarves would stay by the river and find the tastiest of all the fish. This was true for many years as the fortress prospered, until the hunters stopped hunting.&lt;br /&gt;
The hunters we're killed defending the fortress from the goblin ambushes and sieges of the time. At first the fisherdwarves didn't see a difference in the amount of fish they were able to get from the river. In fact they were catching more fish.&lt;br /&gt;
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&amp;quot;We don't need those silly hunters.&amp;quot; said Alath as he was fishing along the shores.&lt;br /&gt;
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&amp;quot;Of course we don't, we're doing just fine.&amp;quot; replied Tyr.&lt;br /&gt;
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Then one day, a fish they had never seen before appeared in the river.&lt;br /&gt;
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&amp;quot;Tyr, have you seen this fish before?&amp;quot; asked Dim.&lt;br /&gt;
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&amp;quot;No Dim, I haven't. Are you going to catch it?&amp;quot; inquired Tyr.&lt;br /&gt;
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&amp;quot;Of course I am!&amp;quot; proclaimed Dim.&lt;br /&gt;
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So Dim cast his lure into the water trying to entice this unseen fish. However this was no ordinary fish, It was not swayed by Dim's lure or any other lure in the river. This fish was a monster. Dim was patiently waiting for the fish to bite his lure when, It jumped out of the water and with force of three bears, knocked him into the river. This once seemingly innocent fish had shown it's fangs and now Dim was wrestling with it underwater. Dim struggled to get free from the monstrous fish, but it was too fast. It bit, struck, and killed dim quite quickly. But before Dim fell to the fish, he realized what kind it was. &amp;quot;Only the hunters spoke of this fish&amp;quot; thought Dim, &amp;quot;It's the legendary Carp!&amp;quot; On the surface, things were much different while Dim was losing his life.&lt;br /&gt;
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&amp;quot;Have you seen Dim?&amp;quot; asked Alath.&lt;br /&gt;
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&amp;quot;Nope. Maybe he went in for a drink.&amp;quot; replied Tyr.&lt;br /&gt;
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After the carp had finished killing Dim, it looked around for more prey. It saw Tyr's feet  dangling in the river.&lt;br /&gt;
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&amp;quot;Didn't Dim say he was going to catch this fish?&amp;quot; inquired Tyr.&lt;br /&gt;
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&amp;quot;Well he's not here, so why don't you catch it?&amp;quot; replied Alath.&lt;br /&gt;
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So Tyr cast his lure into the water hoping to entice the fish. The carp didn't care for the lure that had fallen in front of it. It quickly swam around and went straight for Tyr's feet, lazily dangling in the river. The carp revealed it's fangs yet again. It bit onto Tyr's feet and pulled him underwater before Tyr could even begin to scream. Tyr was now being bitten and having his feet ripped right off of him! Tyr was no match for this monster of a fish.&lt;br /&gt;
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On the surface, Alath looked around quite puzzled and asked &amp;quot;Where is everyone?&amp;quot;. He then went inside to check if they were on break, unknowing that his fellow fisherdwarves now rest at the bottom of a cursed river. Also unknowing, that if the hunters were still around, this would never have happened.&lt;br /&gt;
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More fisherdwarves came back to fish, and the carp was still there. This time one of fisherdwarves saw the legendary monster as it leaped out to claim it's next victim. He was so terrified that he ran to the mayor and told him of his finds. The mayor was so concerned, he stationed a squadron of archers along the shores to see if they could kill this demon. But the archers could not see this demon for what it was. They all thought it was a uncatchable salmon eluding all the lures of the fisherdwarves. The number of deaths increased as they were oblivious the dying dwarves right next to them. The mayor didn't know what to do. He thought and thought until he came to a solution. The mayor had banned all fishing in the fortress, and declared the river be built over. This way, the area could still be used, and there would be no deaths. Or so the Mayor thought. Masons came with stone and blocks to construct a floor over the river. But the demon carp was too tricky. It began to claim the lives of the Masons as they tried to build over the river. An elite sword dwarf also met his demise to the demon carp, though he did give the greatest fight. Some say he would have almost won.&lt;br /&gt;
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After the deaths of many Masons, Carpenters, Craftdwarves, Fisherdwarves, and even the &lt;br /&gt;
fortress' Trader, the Mayor was truly concerned. He didn't want to completely seal the room off because there were flood gates and gear assemblies that gave the fortress water. So he came to another solution. The room would be forbidden unless a dwarf would be pulling a lever. And it was so. To this day, no dwarf dares venture to the river, unless they have business. After the  &lt;br /&gt;
events that have unfolded here during a month, the river was renamed the 'Cursed River' for all of the problems that it gave.&lt;/div&gt;</summary>
		<author><name>Dakira</name></author>
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