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		<id>https://dwarffortresswiki.org/index.php?title=Talk:On_the_origins_of_dwarves&amp;diff=132965</id>
		<title>Talk:On the origins of dwarves</title>
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		<summary type="html">&lt;p&gt;KingAuggie: Created page with 'This page is utterly hilarious; an absolute masterpiece of dwarven humour. This guy should be a comedian. -- KingAuggie'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is utterly hilarious; an absolute masterpiece of dwarven humour. This guy should be a comedian. -- KingAuggie&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide&amp;diff=130457</id>
		<title>v0.31:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide&amp;diff=130457"/>
		<updated>2010-10-31T06:01:33Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Finding a good site */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
Much of the information in the [[40d:Quickstart_guide|guide for the previous version]] still applies. However, the save game is no longer of use and information on the [[military]] and [[healthcare]], as well as almost everything to do with the underground is most likely to be deprecated. Farming, for example, has been changed significantly since the last version. In order to construct a subterranean farm (the type required to grow the crops that you embark with), in addition to a dwarf with the Farming (Fields) labor enabled, the farm plot must be placed on [[Mud|muddied tiles]]. This makes it quite a bit harder to get started with a new fortress as food and alcohol are two of the primary concerns for a budding fortress, and both of them rely on farms to be produced. Keep this in mind when starting a new fortress.&lt;br /&gt;
&lt;br /&gt;
One noteworthy change is that Anvils now only cost 100 (one-tenth of the old cost), and battle axes on the embark screen can be made of copper rather than steel (cheaper but slower, and less useful as weapons).&lt;br /&gt;
&lt;br /&gt;
==New Quickstart Guide, In Progress==&lt;br /&gt;
So, you want to play Dwarf Fortress, but you have no idea what to do. That's understandable, in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out, that is not so hard to do! Here you will find some advice on how to set up a functioning fortress that will let you focus on doing the things you want to, whether that is killing Goblins, creating mega-projects, or just keeping your dwarfs happy and alive.&lt;br /&gt;
==Pre Embark==&lt;br /&gt;
Choosing a good embark site is crucial for beginners. Advanced players can create a functional fortress on a glacier, but for now, lets stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. &lt;br /&gt;
===Finding a good site===&lt;br /&gt;
For your first site, I recommend a site with sedimentary stone. You will only find coal in sedimentary stone. Even when you find magma to power your forges and smelters, you will need coal (or charcoal from wood) to forge steel. Sedimentary stone layers also have more iron deposits. Ideally, you want a site with chalk, limestone, or dolomite, which are not only sedimentary stones, but flux stones as well. Flux is used to remove carbon during the steel-making process, while coke and charcoal put it back in. The end result is steel: iron with just the right amount of carbon in it.&lt;br /&gt;
&lt;br /&gt;
You will want to avoid sites with aquifers, as these can be incredibly difficult to dig through, leaving you without stone of any sort until you manage it. Look for sites near mountains and hills, as these tend to have better drainage. Also, you will want to avoid sites that have no trees. Dwarfs like to sleep in beds, and beds are only made from wood. After the first Dwarven trade caravan arrives, you can tell them you would like a lot of wood, and the next time they show up, they will bring it. But that will be a year and a half after you first arrive, a long time to wait for beds. You could dig down to the first cavern level and chop down giant mushrooms for wood, but even the uppermost cavern level often contains far more [[fun]] than a newbie can handle.&lt;br /&gt;
&lt;br /&gt;
Having a river on your site will make things much easier. It isn't a necessity, there are other sources of water on most maps, but only oceans, lakes, rivers, streams and brooks contain unlimited quantities of the stuff. Speaking of water, take a look at the climate. In temperate or colder climes, above ground water will freeze during the colder months. This can be anything from a minor inconvenience to a major pain, depending on circumstances. Just be aware that it is one more thing you will have to deal with, and choose your climate accordingly.&lt;br /&gt;
&lt;br /&gt;
While searching your map for a good site, hit the 'Tab' key to change the display. You will notice that there are several informative screens besides the default screen showing the biomes and stone layers. One screen shows the relative distance to different races' civilizations. If &amp;quot;Goblins&amp;quot; are close by, you WILL suffer ambushes by your second spring. As a newbie, these Goblins will very likely destroy you. If you like seeing dead dwarfs and blood all over the map, go right ahead and pick a site next to a Goblin fortress. If you do, you will need to focus on defense immediately before doing nearly anything else. &lt;br /&gt;
&lt;br /&gt;
You can set up your fortress to keep the Goblins out, or kill them with traps, but do not expect your militia to fight off these first waves. They will die. And remember, keeping Goblins out means keeping traders out (or worse, stuck inside, wanting to get out.) Goblins will attack trade caravans, and YOU will be blamed if the caravans die. As a newbie, you may want to opt for a site far from Goblins. If you choose an island site, you will notice that no other races are listed. Only dwarfs will come to trade with you, but you won't be attacked by Goblins, or anyone else for that matter.&lt;br /&gt;
&lt;br /&gt;
Finally, you really, really do not want your first site to be in a sinister, haunted, or terrifying biome. As you might imagine, zombie whales can be difficult for even seasoned warrior dwarfs to handle.&lt;br /&gt;
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Okay, you've found a site with sedimentary flux stone, good drainage, a warm climate, some trees, a water source, and possibly far from Goblins. Now it is time to pick your Dwarfs!&lt;br /&gt;
&lt;br /&gt;
===Choosing your Dwarfs and equipment===&lt;br /&gt;
Since we know certain things about our first site, we can choose our Dwarfs and equipment knowing what to expect. Metal will be our primary industry. We won't be hit too hard by enemies right off the bat, so we can concentrate on civilian Dwarfs and supplies. Our starting location will have wood, so we don't need to bring a bunch with us. What should we bring, and what sorts of Dwarfs should we choose? Well, first we will need something to chop down trees, and something to dig with: picks and axes. We will need enough food and drink to see us through until we are producing our own, and to produce our own vegetables, we will need seeds. Ropes are useful to have, you need them to make a well and you can't produce your own until your have either metalworking or pig-tail farming and processing set up. They are also useful for chaining animals up near your entrance as a warning system. I recommend bringing an anvil, to set up your first forge. You could wait until the first caravan shows up, they will almost always bring one in the first fall, but that can be a long time to wait to start producing metal.&lt;br /&gt;
&lt;br /&gt;
Sixty drinks and forty food should be enough to see you through until you can produce your own, even if you get large waves of immigrants right off the bat. Skip dwarven wine, that is the very first sort of alcohol you will be producing, from plump helmets, and you will be making a lot of it. Five to ten of each sort of seed will be enough to start you off farming, though you may want additional plump helmet spawn. One copper axe, and two copper picks should suffice to start. You want three ropes, one for a well and two for chaining up animals. As for medical supplies, you can easily make your own crutches and splints, but you may want to bring along a small amount of fiber, cloth, and plaster powder for stitching up Dwarfs and making casts, as these are more difficult to produce initially. You also might want to take two or three dogs and a breeding pair of cats. The dogs can help you hunt and fight if you train them, and the cats catch vermin. Both make good pets which help keep Dwarfs happy. And in a pinch, they can both make a tasty snack.&lt;br /&gt;
&lt;br /&gt;
As for Dwarves, choosing certain skills will make your life much, much easier starting off. I recommend the following skills as essential to starting a fort: carpentry, masonry, architecture, mechanics, farming, cooking, and brewing. As most maps have tons of gems, the gem cutting skill can be an easy and quick source of early trade goods. If you chose a site with flowing water, fishing can help keep your fort fed early on. If not, hunting can do the same, but keep in mind that safe hunting requires a lot of micromanagement. Your hunters will happily stalk and attack elephants, cougars, and other dangerous animals before they have the skills necessary to deal with them. Fisherdwarfs, on the other hand, really only need to worry about alligators and crocodiles. Leatherworking can be another useful skill, especially if you hunt or raise animals. If not, your first caravan will likely show up with tons of cheap leather. Leather makes good armor for your marksdwarfs, as it is light weight and won't slow them down too much. Finally, as your economy will be centered around metals, you should choose a metalworking skill, probably armor working but weapon making is also a good choice. Some people say the best defense is a good offense, but dead Dwarfs won't fight, so I usually pick armoring as my first metalworking skill. You really don't need to pick mining as a skill, it is very easy to train up quickly if you have any kind of soil rather than just rock. Digging in soil trains up mining very, very quickly.&lt;br /&gt;
&lt;br /&gt;
You will probably want one dwarf with medical skills, and another with crucial social skills. For your doctor, put one point into each of diagnosis, surgery, setting bones, suturing and dressing wounds. For your leader-dwarf, put one point into appraisal, judge of intent, leader, organizer, and record keeper.&lt;br /&gt;
&lt;br /&gt;
==And So It Begins==&lt;br /&gt;
Okay, so you have a site picked out, you have chosen your dwarfs and equipment, and you have embarked. You will see your dwarfs clustered around your wagon full of supplies somewhere near the center of your map, with the game paused. Do not unpause the game just yet. Take a look around. Look up and down a few z-levels. Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site, the better off you will be. Remember that this is more of a simulation than a game, it is not 'play balanced,' and you can very easily find yourself in impossible situations. That is all part of the [fun] because even when you lose, you create an interesting story. But you don't want too much fun yet, do you? So, open up the unit screen and look at what other critters share the map with you. Your wagon functions as your initial meeting areas until you designate another, so if your wagon is parked next to a river full of crocodiles, or near other dangerous animals, you may want to designate another meeting area immediately.&lt;br /&gt;
&lt;br /&gt;
===First Steps===&lt;br /&gt;
Generally, you will want to get all your Dwarfs and supplies inside a protected area as quickly as possible. Getting your farming area constructed is your next priority, as you will need to flood it and then wait for it to dry. Next you will want to set up crucial industries such as masonry, carpentry, and mechanics. Then you can start making some traps to protect your entrance. After this, focus on creating some nice living quarters, a dining room, and kitchen complex. Next, you will want to set up your metal industry and begin mining for coal and metal ore. Finally, you will want a military. Even if you chose a site without enemies, it is good practice, and eventually you will need them to protect you from giant monsters.&lt;br /&gt;
&lt;br /&gt;
If your wagon is near a cliff, you can tunnel into the cliff to create an entryway. If you are on flat land, dig channels down and then tunnel over to create your entry. Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You may be tempted to make a short entry hall, so your dwarfs don't have to walk as far to get outside. Bad idea. You may also think it clever to have several entrances. It is not clever. &lt;br /&gt;
&lt;br /&gt;
Think about the difference between inside and outside. Outside does not necessarily mean outdoors, and inside does not mean underground. Outside means undefended. Inside means defended. You can have multiple entrances, for instance, as long as they all lead to the same well defended gateway. But if you have an undefended back door, that is where you will be attacked. Make sure that to get inside, into the defended areas of your fort, enemies must pass through your defenses. Initially, you will not have the resources to defend more than one entrance.&lt;br /&gt;
&lt;br /&gt;
Here is a list of first steps:&lt;br /&gt;
* First off, look over your dwarf's assigned labors. Besides the labor enabled from having the skill, ensure that someone has wood burning, furnace operating, wood cutting, plant gathering, gem setting, armoring, weaponsmithing, blacksmithing, metalcrafting, and stone finishing enabled, even if nobody has those skills. If you took hunting or fishing, disable those until you have your initial fort completed. &lt;br /&gt;
* Certain labors are crucial in setting up a fort. You may want to disable less important labors such as hauling for dwarfs with the crucial skills of masonry, architecture, carpentry, and mechanics. You want these dwarfs working on creating beds, doors, and trap components before hauling stone and cleaning. Enable mining for the other dwarves.&lt;br /&gt;
* Hit the 'n' key to open up the nobles and administrators screen. Your expedition leader should automatically be the one you gave the social skills to. Make your doctor the chief medical dwarf. Your militia leader should be anyone you do not want to actually be in the militia. This may sound counter-intuitive, but it will make setting up your squads less confusing later. You also need to designate a broker, record keeper and manager, if you followed this advice, that should be your expedition leader. Don't worry that it's just one guy doing all this, none of these jobs need take very long. While you are on this screen, highlight the record keeper and set him to work for maximum accuracy. You really don't need this level of accuracy, but it will ensure he trains up the record keeping skill early. Turn it down to medium after he has achieved total accuracy, which he can't even start on until you have built him an office.&lt;br /&gt;
* Decide where you will build your entryway. Unless you have a compelling reason to do otherwise, (such as a large deposit of valuable ores visible on a distant cliff face) put it near your wagon.&lt;br /&gt;
* Near your planned entry, create a storage area for refuse. It needn't be too large. Create another storage area for wood, again, it will only be temporary, don't make it too big, maybe five by three, or fifteen tiles total.&lt;br /&gt;
* Also near the entry, designate at least fourteen trees to be chopped down. You will turn these into seven beds and seven chests. Don't designate too many trees at the beginning, or your dwarves will spend all their time chopping them down and hauling them rather than making things out of them.&lt;br /&gt;
* Find a nearby murky pool. Count the number of squares it takes up. Multiply this number by seven. Dig stairs down next to the pool, and dig out a room with at least that number of squares in it. You should not dig out the walls of the pool from inside the room, your dwarf might drown. Rather, after the room is dug out, channel away the wall of the pool from above, letting the water in without the risk of drowned dwarfs.&lt;br /&gt;
* Next to this farming area, dig a separate hallway three tiles wide and at least ten long. This will be your entryway. At the end of the hall, dig a five by five room for your trade depot, a stairwell, and a storage area at least ten by ten tiles. Designate this as a storage area that will accept any and all items you brought with you. Using the 'q' key, set your wagon to be deconstructed. Using the &amp;quot;i&amp;quot; key, create an activity area, at least three by three, near the stairwell. Set this as a meeting area.&lt;br /&gt;
* On this first level, build a five by five room connected to the stairwell or the storage area, but not directly connected to the main hall. Put in a wood burner. Hopefully, you will find enough coal that you will only need to use it once, in order to create enough charcoal to jump-start the coal production. Without magma, you need to burn coal (or charcoal) to make coke. Unprocessed coal is not a fuel, only refined coke or charcoal.&lt;br /&gt;
* Once your farmland has begun to dry, connect it to your entryway and place a three by three farm plot. Set it to grow plump helmets during all seasons. Create a storage area, preferably on non muddy ground if there is any left in the farming area, and set it to accept food, but disable every food except for seeds. Obviously, you want your seeds stored near your farmland and not down in your dining area.&lt;br /&gt;
* Dig down one level and off the stairwell create four five by five rooms. These will hold your mechanics, masons, carpenters, and jewelry workshops. Put the workshop in the center, and use the remaining space for the appropriate type of storage (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler.)&lt;br /&gt;
* Continue digging down seven more levels. Just create the stairwells for now, you want your living quarters nine levels the surface as felling trees creates a lot of noise that will keep your dwarfs from sleeping soundly. Dwarfs don't need much space for living quarters, in fact, you can turn a one by three room into decent quarters by smoothing the stone and filling it with a high quality bed, chest, and cabinet. Designing living quarters is a matter of personal preference and aesthetic sense, I will leave the actual design as an exercise for the player. Just try to keep the bedrooms close tot the stairs, and make your access hallways at least two tiles wide so your dwarfs don't have to crawl over and under each other to get where they are going. Higher traffic corridors can be larger, while low use corridors can be only a tile wide if you want to save construction time, and space. I prefer wider corridors, but again, that is more a matter of preference. You will want to create at least eight rooms: seven for your bedrooms, and one as an office for your bookkeeper, which rather than a chest, bed and cabinet, will contain a chair and table.&lt;br /&gt;
* Press d-b-d to get to the mass dump/forbid screen and select the 'dump' option. With 'dump' selected, create a rectangle over all the looses stone cluttering up your living area. This will designate this stone to be transported to an activity area marked as 'garbage dump' Note that garbage is not the same thing as refuse. Refuse is rotting stuff. Garbage is anything you designate to be hauled to a garbage area, even important things that aren't really garbage. Think of your garbage areas as a way to specify that objects you select will be brought to a specific area. Unlike storage areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much garbage as you like. Designate a one tile garbage area near your masons and mechanics workshops. Once the stone from your living area has been moved there, it will be set as forbidden. You will need to unforbid it using the same 'd-b' screen, hitting 'c' to claim it instead of 'd' to dump it.&lt;br /&gt;
* Congratulations, knowing how to use garbage zones and dump commands puts you head and shoulders above most newbs. It took me weeks to figure that part out. &lt;br /&gt;
* Now would be a good time to start building some furniture and trap components. You could queue up all these items directly from your workshops, but why not give your manager a little practice, and ask him to queue up those jobs? Using the manager screen ('j'-'m') hit 'q' to queue up a new job, and type 'bed' select 'construct bed.' Set the quantity to seven. Next, queue up seven beds, seven wooden chests, eight  doors, seven cabinets, two tables and two chairs.&lt;br /&gt;
* Above the living quarters, and right off the main stairwell, create another four rooms. One will be for food storage, one a dining hall, one a kitchen, and one a still. Make the kitchen and still five by five. The storage area and dining hall should be larger. Create storage areas in the remaining space in the kitchen and still. For the still, customize this storage to accept food and furniture, then turn off all food except plants, (not seeds, or leaves. Just plants. If you want to get fancy, make sure that it only accepts plants that can be turned into booze, not, for instance, dimple cups.) and all furniture except barrels. Make sure prepared food is turned off for this storage area. If you set your first initial storage area to accept furniture, disable barrels for it now. For the kitchen storage area, turn off prepared foods, plants (you want your brewers to get first shot at those, the kitchen staff will still take them from the still if nothing is closer.) and seeds. For the main food storage room, just turn off seeds.&lt;br /&gt;
* Once your furnishings are complete, you need to place them in the rooms using the 'build' screen. Make sure each room gets a door, each bedroom gets a chest, bed and cabinet, and the office gets a chair and table. Put the other chair and table in the dining room. After the furniture has been placed, you can use the 'q' key to turn it into actual, defined rooms. Don't worry about assigning the bedrooms, the dwarves will pick their own. You will need to assign the office to your bookkeeper, though. &lt;br /&gt;
* Designate someplace close to the bottom of the stairwell as a meeting area. It could be the dining room, or just the stairwell itself if you've made it big enough. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers.&lt;br /&gt;
===Checkpoint===&lt;br /&gt;
By this point, you should have your entryway created, along with a farm, initial storage area, trade depot, and wood burner on the first underground level. Below that, you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles. A stairwell connects to the lower levels, where you have your kitchen complex and below that, bedrooms and an office. You should have selected your administrators, designated a refuse pile (for trash) and a garbage area (for excess stone.) Your bedrooms and office should be furnished. At this point, you have all the components of a minimal but functional fortress. Your next steps will be to make it safer and better protected, to set up your metal industry, and to start your militia.&lt;br /&gt;
&lt;br /&gt;
* Use the 'z' screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you. If you are running low on food, you can designate gathering some outdoor plants, turn on fishing, or turn on hunting. Before turning on either hunting or fishing, examine the units ('u') screen to see if there are any dangerous critters your hunter/fishers need worry about. With hunting especially, be prepared to check this screen frequently.&lt;br /&gt;
* Designate some more trees to be chopped down.&lt;br /&gt;
* Start producing mechanisms at your mechanic's shop. Queue up ten. After they are built, use them to create stone traps near the start of your entry hall. Queue up some cages, and more mechanisms, and use these to create some cage traps right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from thieves and kidnappers, who will almost always bypass them. &lt;br /&gt;
* Build two restraints (use the ropes you brought) near the beginning of your entryway, one on either side. Using the 'q' query key, assign an animal to each of them. These animals will spot thieves and raiders before they gain entrance to your fortress. Try to pick disposable animals, as they WILL be slaughtered by the first ambush raiders. Don't assign female animals, you want them safe for breeding.&lt;br /&gt;
* Continue to fill up your entry hall with alternating rows of stone and cage traps.&lt;br /&gt;
* Now, below your first workshop level (3 levels down), dig out four more five by five rooms around the stairwell. Three of these will be smelters, one a smithy. Designate storage for coke only around the smelters, for coke and metal bars around the smithy. You will not be storing metal ore or economic stones in storage areas, you will be storing these in 1x1 stacks on your garbage zone, which gives you much greater control and takes up FAR less space than you would need to store these items in conventional storage areas. You may want to create another garbage dump on your forge level. You can turn activity areas on and off using the 'a' active/inactive control from the 'i' activity area screen. Haulers will generally take items to the nearest active garbage zone.&lt;br /&gt;
* You don't have anything but a stairwell on levels 4-7. These will be where you dig exploratory tunnels looking for ores, minerals, and gems. While digging creates as much noise as felling trees and initially may keep your dwarfs from sleeping soundly, unlike trees, stones don't grow back. Once you've mined out the area directly above the bedrooms, your mining should be far enough away not to bother your sleepy dwarfs.&lt;br /&gt;
* Once you find some coal, start your smelters out processing it into coke. Put these jobs on repeat. Only use one smelter to begin with, but you should be getting a group of immigrants fairly soon, and you can put them to work in the other smelters.&lt;br /&gt;
* When you do get a group of immigrants, take a headcount and queue up enough beds, doors, cabinets and chests to make bedrooms for them all. Examine their skills. Be sure to enable any labors that they have skills in, but aren't active. Turn any useless dwarfs into furnace operators.&lt;br /&gt;
* Metalsmithing will be our primary economic activity. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of these four things. For instance, say one of your new immigrants turns out to be a talented weaver. Should you plant some pig tails and create a loom for him? No! Put him to work smelting metal even though he has no skill at it. Do not split your efforts yet. &lt;br /&gt;
* You should have uncovered some gems by now, put your jeweler to work cutting them. These will be the only thing you trade in the first year, and only for things you absolutely need and can't produce enough of yourself.&lt;br /&gt;
* You may have struck gold, and you may be tempted to put your furnaces and smiths to work created valuable gold crafts. Do not do this! Until you have your militia formed and fully equipped with steel armor and weaponry, your smelters and smithy should be doing nothing else but smelting coal &amp;amp; iron, making pig iron and steel, and making weapons and armor. In my experience, creating a lot of wealth initially is a sure fire method of pulling down a Goblin ambush you are ill-equipped to deal with. If you chose a starting location without Goblins, feel free to disregard this advice and go hog wild smelting gold right off the bat. &lt;br /&gt;
* For the same reason, spend no time smoothing or engraving anything yet. The only wealth you want to be creating in the beginning is the sharp pointy kind of wealth.&lt;br /&gt;
* Once your first crop of plump helmets starts to come in, you will want to start brewing as a repeating task. Also, now would be a good time to start cooking actual meals rather than forcing your dwarfs to eat raw food. I have not found a reason to bother with anything but lavish meals. &lt;br /&gt;
* In order to keep the booze flowing, you will need to create some barrels. Your dwarfs should have emptied a few by now to get you started, but you will definitely need more. A lot more.&lt;br /&gt;
* Keep checking your food and drink stock levels on the 'z' screen periodically. While cooked food and alcohol don't spoil, there is really no need to stock two thousand barrels of dwarven wine. Id say, ten times the number of drinks and meals as you have dwarfs is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, start hunting or fishing, or start more farms.&lt;br /&gt;
* In fact, now would be a fine time to make another three by three farm. Set it to produce sweet pods in the spring and summer, cave wheat or pig tails (your choice) in the fall, and plump helmets in the winter.&lt;br /&gt;
* Keep up on your exploratory mining, and keep those metalworks stocked with coal, iron ore, and flux stone.&lt;br /&gt;
* Build a drawbridge to seal off your entryway. Put it after the hall-o-traps, but before the trade depot, to help keep traders safe. Build a lever near your meeting area and connect it to the drawbridge. In case of an ambush, you will want to close up your fort, keeping the Goblins out until your squads have formed up and are in position. If you've done things right, the traps should take care of most of them and your militia will be for mopping up.&lt;br /&gt;
* Speaking of your militia, once you have gotten your first wave of immigrants, you should have enough dwarfs to start a small training program.&lt;br /&gt;
===Pointy Things and You!===&lt;br /&gt;
* Look over all your dwarfs. I have not mentioned it, but Dwarf Therapist, a separate utility program, makes administrating your dwarfs about a million times easier than using the in game interface.&lt;br /&gt;
* You are looking for any dwarfs with military skills, or at the very least, without useful civilian skills. These guys will be your military. Shoot for an initial squad of five, but look to increase that to ten by the end of the second spring.&lt;br /&gt;
* First, go back to your nobles screen. You should see a new position listed that was not there initially, militia captain. Appoint either your leader-dwarf or the best fighter to this position.&lt;br /&gt;
* Now open up your military screen. Highlight your militia captain (not commander) and 'c'reate a squad. Choose 'metal armor' as their uniform. You can adjust their assigned equipment later.&lt;br /&gt;
* Enjoy a hearty laugh at the delightful name your dwarfs come up with for their squad. All tremble before the might of the fearsome Geared Warthogs! No, you can't change it.&lt;br /&gt;
* Your militia captain will already be assigned to position one. Pick four more dwarfs for positions two through four. Try not to pick moms with babies, they will carry those babies right into combat.&lt;br /&gt;
* Queue up an armor rack and a weapon stand, wood or metal, it doesn't matter.&lt;br /&gt;
* Pick a location for your training grounds. It should be near the entrance, but still in a defended area. Having it outside will keep your military dwarfs from getting cave adaptation, but it will also leave them vulnerable to sneak attack. Is your mason busy? If not, you can have him make a little walled fort around your entryway and training grounds. Put in a drawbridge and a lever to control it. Remember to make it a drawbridge, not a retracting bridge, and be sure it raises towards your gateway, so it will create a wall when raised. Build your weapon rack and armor stand where you want your dwarfs to train. Designate it is a barracks. Your squad should now be listed. Hit 't' to tell them to train there.&lt;br /&gt;
* Your squad is now ready, but inactive. Unless you activate them, they will only engage in individual practice and will not train as a squad. &lt;br /&gt;
* Before activating your squad, you need to adjust their training schedule. You only have give squaddies, but the default order is to train ten, at a minimum. Go to the military screen, then the scheduling screen. Highlight the first cell marked &amp;quot;Train&amp;quot; and hit 'e' to edit it. Set it to train four minimum: you want to let squaddies go off duty to eat and drink, otherwise they will literally train themselves to death. After editing this order, hit 'c' to copy it, and paste it into the remaining months.&lt;br /&gt;
* Now hit 's' for squad. Your squad will be highlighted, as they are the only ones. Hit 't' to toggle their active status.&lt;br /&gt;
* If you've done everything right, you should see some messages about Urist McGoblinFodder has become a recruit and they should report to the training grounds you have set up. Keep an eye on them using the units screen. Their tasks will initially be something like 'Waiting for (training session)' but they should actually start the session after a while. The graphics won't look any different, but it will say somethign like 'at (training session)' instead of 'waiting for.' The usual cause of not progressing beyond the 'waiting for' stage is having orders to train more dwarfs than there are in your squad. They will wait forever for that tenth dwarf to show up.&lt;br /&gt;
* Do you have any marksdwarves or archers ar the like? If so, you will need to take additional steps to have them train correctly. You will need to create archery targets, you will need to go to the 'e'quip page and assign them an archer's 'U'niform, you will need to ensure that quivers are available, and you will need to assign them 'f ammunition. If you have done everything right here, eventually you will see piles of broken bolts at the base of your archery targets, a sure sign your marksdwarfs are actually practicing. &lt;br /&gt;
* Speaking of ammunition, have you created any? Wooden ammunition will do just fine for training purposes, but can only be created at a craftsdwarfs workshop. Build one now and queue up some wooden bolts if you'd like to train marksdwarfs. &lt;br /&gt;
* Also, many of your military dwarfs will initially not have any weapons skills. The uniform we assigned them consists of metal armor and 'individual choice' weapons. Your untrained dwarfs won't have a preference, and will choose 'none' meaning they will train in unarmed combat, which is lame. Create some training weapons of the type you'd like them to use in your carpenter's shop, then use the 'e'quip screen to assign those specific training weapons to the untrained dwarfs you want to learn that weapon skill.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=130169</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=130169"/>
		<updated>2010-10-26T04:03:54Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Please limit quotes to ~135 characters or less (longest below are longer than that, but remain as &amp;quot;legacy&amp;quot; from Toady etc.). Longer quotes may be deleted.&lt;br /&gt;
&lt;br /&gt;
Do not use equals signs or vertical bars in your quotes or they will break.&lt;br /&gt;
&lt;br /&gt;
When adding a quote, be sure to update the {{tl|rand|###}} number.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{#switch:{{rand|119}}|&lt;br /&gt;
|1=I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|2=Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|3=Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|4=[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|5=[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|6=[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|7=The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|8=&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|9=Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|10=[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|11=My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|12=I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|13=Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|14=Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|15=The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|16=Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|17=&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|18=(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|19=[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|20=&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|21=&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|22=&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|23=&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|24=Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|25=The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|26=[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|27=Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|28=&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|29=&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|30=&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|31=&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|32=&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|33=&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|34=&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|35=&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|36=&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|37=&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|38=&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|39=Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|40=Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|41=Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|42=&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|43=&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|44=&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|45=Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|46=Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|47=Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|48=Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|49=There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|50=There is nothing to catch in the magma pipe.&lt;br /&gt;
|51=Bug #563: mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
|52=If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|53=Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|54=&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|55='''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|56=An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|57=Bug #597: Flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
|58='''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
|59=&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
|60=&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
|61=&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
|62=Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
|63=Dwarf Fortress: Because burning elves are funny.&lt;br /&gt;
|64=The carp has drowned.&lt;br /&gt;
|65=There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
|66=&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
|67=Urist McRandy has been ecstatic lately. He brought somebody to bed lately.&lt;br /&gt;
|68=&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; --Toady One&lt;br /&gt;
|69=Bug #871: babies fall to death when born on stairs&lt;br /&gt;
|70=Bug #1031: a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
|71=&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
|72=You can't yet strangle people with the exposed guts, though I suppose that's now within reach. --[[Toady One]]&lt;br /&gt;
|73=Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
|74=...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
|75=Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
|76=&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- Toady the Great One&lt;br /&gt;
|77=Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
|78=I added two levers.  One opens the magma.  The other sets free all the cats.  --Someone in Headshoots&lt;br /&gt;
|79=&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot; &amp;quot;Muskox has gone stark raving mad!&amp;quot; I think something is wrong with the human caravan...&lt;br /&gt;
|80=&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; --Boksi&lt;br /&gt;
|81=It has stats. It can be killed.&lt;br /&gt;
|82=Bug #432: Bones pop out of coffins.&lt;br /&gt;
|83=Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
|84=If I &amp;lt;em&amp;gt;remembered&amp;lt;/em&amp;gt; what the damn lever did, I'd &amp;lt;em&amp;gt;pull&amp;lt;/em&amp;gt; it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
|85=Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
|86=&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
|87=Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
|88=Once saw a water skin with red beryl spikes.  I still wonder how you would drink from that. &lt;br /&gt;
|89=Watching a kobold thief be chased by batman is very satisfying.&lt;br /&gt;
|90=Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
|91=You haven't embarked on a quest - you've joined a religion. --Quietust &lt;br /&gt;
|92=The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with user defined [[scheduling]].&lt;br /&gt;
|93=There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay.  --[[Toady One]]&lt;br /&gt;
|94=Mew? &amp;lt;br /&amp;gt;Chop!&lt;br /&gt;
|95=&amp;quot;If Dwarf Fortress geology is to be believed, then the Earth's core is made of microline and demons.&amp;quot;&lt;br /&gt;
|96='They're firing arrows at us! Quickly! Raise the babies!!' -Urdim McSquadLeader, mother of 8&lt;br /&gt;
|97=It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.&lt;br /&gt;
|98=It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.&lt;br /&gt;
|99=Bug introduced in the latest version: Firemen can have their flames severed. These flames then just lie around the place.&lt;br /&gt;
|100=You stab Iron Man in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!&amp;lt;br&amp;gt;The Beak Dog is caught in a burst of Iron Man gas!&amp;lt;br&amp;gt;Beak Dog vomits into the Iron Man gas.&lt;br /&gt;
|101=Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature&lt;br /&gt;
|102=Ildomushat, Fish Cleaner, cancels Clean Self: Could not find path.&lt;br /&gt;
|103=Losing is [[Fun]]!!!&amp;lt;br&amp;gt;--The Motto of Dwarf Fortress&lt;br /&gt;
|104=I hate walking under dwarven archways. You never know how many mechanized crossbows they have hidden underneath those damn things.&lt;br /&gt;
|105=&amp;quot;bibo ergo sum, I drink, therefore I am.&amp;quot;&amp;lt;br /&amp;gt;-- Dwarven Philosopher&lt;br /&gt;
|106=This is a menacing iron spike. This object menaces with spikes of iron.&lt;br /&gt;
|107=Kogsak is a deity of The Helpful Diamond. Kogsak most often takes the form of a dwarf and is associated with fortresses.&lt;br /&gt;
|108=The Forgotten Beast pushes The Wrestler in the head, bruising the muscle, driving the skull through the brain, and tearing apart the brain! The Wrestler has been struck down!&lt;br /&gt;
|109=Goblin Chops at the Diagnostician in the right leg, damaging the muscle! Urist McHouse is Unconscious!&lt;br /&gt;
|110=Limul Itebdesis, trader has been Possessed. Limul Itebdesis, trader has created Stodir Isethlolor, a Mortgage-Backed Security!&lt;br /&gt;
|111=The heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest. &lt;br /&gt;
|112=Giant mole has stolen a preserved prepared giant mole lung!&amp;lt;br&amp;gt;''&amp;quot;Hey, I want my grandfather back!&amp;quot;''&lt;br /&gt;
|113=&amp;quot;You must construct additional barrels!&amp;quot; - [[User:Speed112]]&lt;br /&gt;
|114=All I want is a major river next to a volcano with flux, sand and bituminous coal.&lt;br /&gt;
|115=Do not taunt magma.&lt;br /&gt;
|116=I bury my pets in gold coffins and my nobles in wood coffins. Pets before people, I say.--[[KingAuggie]]&lt;br /&gt;
|117=[the cavern] is basically like the surface, except underground&lt;br /&gt;
|118=The fortress' randomly generated name was &amp;quot;Greatestfailure&amp;quot;. &lt;br /&gt;
|119=&amp;quot;You stab the Human Thresher in the mouth with your large copper dagger, tearing the left cheek!&amp;quot; &amp;quot;The large copper dagger has lodged firmly in the wound!&amp;quot;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129944</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129944"/>
		<updated>2010-10-21T06:28:25Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: Blanked the page&lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:KingAuggie&amp;diff=129943</id>
		<title>User talk:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:KingAuggie&amp;diff=129943"/>
		<updated>2010-10-21T06:28:09Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: Blanked the page&lt;/p&gt;
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		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129720</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129720"/>
		<updated>2010-10-17T06:55:30Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Spring Year 2 */&lt;/p&gt;
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&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
== Winter Year 1 ==&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;br /&gt;
== Autumn Year 1 ==&lt;br /&gt;
As the tree leaves turn yellow, we make a structure to pump water from the lake fifteen levels above, down to our own floor for a well. I am unsure of the construction, but the other dwarves feel it safe.&lt;br /&gt;
Our stocks of food and drink are depleted now, and when monkeys steal our goods, something in me snaps and I dash outside, smashing apart monkeys without care. To get food, we slaughter a male donkey and that provides us with much food. As autumn closes, the well nears completion and traders arrive. Regretfully, we have but gems to trade with, so I take the role as broker and carry us into our second winter.&lt;br /&gt;
'''End Autumn Year 1'''&lt;br /&gt;
== Winter Year 2 ==&lt;br /&gt;
The merchants leave us with all our gems and I regretfully put away the few seeds we bargained for. The well is taking far too long for my liking and I have doubts about it working. It is essentially one big staircase from the lake 7 stories above us. The water will go down into a large resevoir, which we are smoothing to prevent mud from forming. The floor above has a single hole for the well itself and a long passage back to our main chambers. Two stone doors guard the entrance in case of flooding.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The liason left today, after we made arrangments. I asked for food, he asked for crutches, hammers and other items. A sudden thought struck me. The water could very well freeze over, and we may be without drink for the next few days. Hurriedly we plants our seeds -- hoping to make ale, with the few barrels we have.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
I regret our choice of locations now.&lt;br /&gt;
As I feared, the lake froze over -- we were too slow with the well.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:FrozenLake.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With nothing left to do, we smooth and engrave our home to perfection during the cold winter. As the wind howls through the fort, I remember tales of caverns full of gold guarded by forgotten beasts. I order my men to make iron armour and weapons -- come the summer, we shall turn our backs to the sun and dig with a fury unmatched. We shall not be abandonded by the gods! Damn the nay-sayers! We shall dig deep! Deep! Let us find metals of great lustre and magma so hot in will fuel smelters of unrivaled quality!&amp;lt;br /&amp;gt;'''For Icemire!'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A shock ran through the fort today as Libash, a tanner, died of thirst. We made a casket and buried him. Bembul and Rimtar followed. Why do the gods hate us??&lt;br /&gt;
Four more of our dwarves died today, also of thirst. My throat is parched as I give a drink to a friend. The cruel ice stares at us.&lt;br /&gt;
Sarvesh died today, just as the ice melted. I fear it is not enough now. It is too late.&lt;br /&gt;
'''End Winter Year 2'''&lt;br /&gt;
== Spring Year 2 ==&lt;br /&gt;
Spring came today, but it could do nothing to cheer up my dwarves. All were thirsty, the well had not worked and was muddy, and because we had drained the lake, we could not drink.  The stream below is still an option, yet I feel travelling up and down the mountain will kill us all anyway.  I count the time by minutes, and days now, until this fortress dies.&lt;br /&gt;
My grand plans of cavern diving are gone, I am a terrible leader and I should be hung for my crimes against dwarfkind, yet I shall persevere.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129719</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129719"/>
		<updated>2010-10-17T06:54:54Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Spring Year 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
== Winter Year 1 ==&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;br /&gt;
== Autumn Year 1 ==&lt;br /&gt;
As the tree leaves turn yellow, we make a structure to pump water from the lake fifteen levels above, down to our own floor for a well. I am unsure of the construction, but the other dwarves feel it safe.&lt;br /&gt;
Our stocks of food and drink are depleted now, and when monkeys steal our goods, something in me snaps and I dash outside, smashing apart monkeys without care. To get food, we slaughter a male donkey and that provides us with much food. As autumn closes, the well nears completion and traders arrive. Regretfully, we have but gems to trade with, so I take the role as broker and carry us into our second winter.&lt;br /&gt;
'''End Autumn Year 1'''&lt;br /&gt;
== Winter Year 2 ==&lt;br /&gt;
The merchants leave us with all our gems and I regretfully put away the few seeds we bargained for. The well is taking far too long for my liking and I have doubts about it working. It is essentially one big staircase from the lake 7 stories above us. The water will go down into a large resevoir, which we are smoothing to prevent mud from forming. The floor above has a single hole for the well itself and a long passage back to our main chambers. Two stone doors guard the entrance in case of flooding.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The liason left today, after we made arrangments. I asked for food, he asked for crutches, hammers and other items. A sudden thought struck me. The water could very well freeze over, and we may be without drink for the next few days. Hurriedly we plants our seeds -- hoping to make ale, with the few barrels we have.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
I regret our choice of locations now.&lt;br /&gt;
As I feared, the lake froze over -- we were too slow with the well.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:FrozenLake.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With nothing left to do, we smooth and engrave our home to perfection during the cold winter. As the wind howls through the fort, I remember tales of caverns full of gold guarded by forgotten beasts. I order my men to make iron armour and weapons -- come the summer, we shall turn our backs to the sun and dig with a fury unmatched. We shall not be abandonded by the gods! Damn the nay-sayers! We shall dig deep! Deep! Let us find metals of great lustre and magma so hot in will fuel smelters of unrivaled quality!&amp;lt;br /&amp;gt;'''For Icemire!'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A shock ran through the fort today as Libash, a tanner, died of thirst. We made a casket and buried him. Bembul and Rimtar followed. Why do the gods hate us??&lt;br /&gt;
Four more of our dwarves died today, also of thirst. My throat is parched as I give a drink to a friend. The cruel ice stares at us.&lt;br /&gt;
Sarvesh died today, just as the ice melted. I fear it is not enough now. It is too late.&lt;br /&gt;
'''End Winter Year 2'''&lt;br /&gt;
== Spring Year 2 ==&lt;br /&gt;
Spring came today, but it could do nothing to cheer up my dwarves. All were thirsty, the well had not worked and was muddy, and because we had drained the lake, we could not drink.  The stream below is still an option, yet I feel travelling up and down the mountain will kill us all anyway.  I count the time by minutes, and days now, until this fortress dies.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129718</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129718"/>
		<updated>2010-10-17T06:53:15Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
== Winter Year 1 ==&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;br /&gt;
== Autumn Year 1 ==&lt;br /&gt;
As the tree leaves turn yellow, we make a structure to pump water from the lake fifteen levels above, down to our own floor for a well. I am unsure of the construction, but the other dwarves feel it safe.&lt;br /&gt;
Our stocks of food and drink are depleted now, and when monkeys steal our goods, something in me snaps and I dash outside, smashing apart monkeys without care. To get food, we slaughter a male donkey and that provides us with much food. As autumn closes, the well nears completion and traders arrive. Regretfully, we have but gems to trade with, so I take the role as broker and carry us into our second winter.&lt;br /&gt;
'''End Autumn Year 1'''&lt;br /&gt;
== Winter Year 2 ==&lt;br /&gt;
The merchants leave us with all our gems and I regretfully put away the few seeds we bargained for. The well is taking far too long for my liking and I have doubts about it working. It is essentially one big staircase from the lake 7 stories above us. The water will go down into a large resevoir, which we are smoothing to prevent mud from forming. The floor above has a single hole for the well itself and a long passage back to our main chambers. Two stone doors guard the entrance in case of flooding.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The liason left today, after we made arrangments. I asked for food, he asked for crutches, hammers and other items. A sudden thought struck me. The water could very well freeze over, and we may be without drink for the next few days. Hurriedly we plants our seeds -- hoping to make ale, with the few barrels we have.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
I regret our choice of locations now.&lt;br /&gt;
As I feared, the lake froze over -- we were too slow with the well.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:FrozenLake.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With nothing left to do, we smooth and engrave our home to perfection during the cold winter. As the wind howls through the fort, I remember tales of caverns full of gold guarded by forgotten beasts. I order my men to make iron armour and weapons -- come the summer, we shall turn our backs to the sun and dig with a fury unmatched. We shall not be abandonded by the gods! Damn the nay-sayers! We shall dig deep! Deep! Let us find metals of great lustre and magma so hot in will fuel smelters of unrivaled quality!&amp;lt;br /&amp;gt;'''For Icemire!'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A shock ran through the fort today as Libash, a tanner, died of thirst. We made a casket and buried him. Bembul and Rimtar followed. Why do the gods hate us??&lt;br /&gt;
Four more of our dwarves died today, also of thirst. My throat is parched as I give a drink to a friend. The cruel ice stares at us.&lt;br /&gt;
Sarvesh died today, just as the ice melted. I fear it is not enough now. It is too late.&lt;br /&gt;
'''End Winter Year 2'''&lt;br /&gt;
== Spring Year 2 ==&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129717</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129717"/>
		<updated>2010-10-17T06:52:56Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Winter Year 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
== Winter Year 1 ==&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;br /&gt;
== Autumn Year 1 ==&lt;br /&gt;
As the tree leaves turn yellow, we make a structure to pump water from the lake fifteen levels above, down to our own floor for a well. I am unsure of the construction, but the other dwarves feel it safe.&lt;br /&gt;
Our stocks of food and drink are depleted now, and when monkeys steal our goods, something in me snaps and I dash outside, smashing apart monkeys without care. To get food, we slaughter a male donkey and that provides us with much food. As autumn closes, the well nears completion and traders arrive. Regretfully, we have but gems to trade with, so I take the role as broker and carry us into our second winter.&lt;br /&gt;
'''End Autumn Year 1'''&lt;br /&gt;
== Winter Year 2 ==&lt;br /&gt;
The merchants leave us with all our gems and I regretfully put away the few seeds we bargained for. The well is taking far too long for my liking and I have doubts about it working. It is essentially one big staircase from the lake 7 stories above us. The water will go down into a large resevoir, which we are smoothing to prevent mud from forming. The floor above has a single hole for the well itself and a long passage back to our main chambers. Two stone doors guard the entrance in case of flooding.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The liason left today, after we made arrangments. I asked for food, he asked for crutches, hammers and other items. A sudden thought struck me. The water could very well freeze over, and we may be without drink for the next few days. Hurriedly we plants our seeds -- hoping to make ale, with the few barrels we have.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
I regret our choice of locations now.&lt;br /&gt;
As I feared, the lake froze over -- we were too slow with the well.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:FrozenLake.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With nothing left to do, we smooth and engrave our home to perfection during the cold winter. As the wind howls through the fort, I remember tales of caverns full of gold guarded by forgotten beasts. I order my men to make iron armour and weapons -- come the summer, we shall turn our backs to the sun and dig with a fury unmatched. We shall not be abandonded by the gods! Damn the nay-sayers! We shall dig deep! Deep! Let us find metals of great lustre and magma so hot in will fuel smelters of unrivaled quality!&amp;lt;br /&amp;gt;'''For Icemire!'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A shock ran through the fort today as Libash, a tanner, died of thirst. We made a casket and buried him. Bembul and Rimtar followed. Why do the gods hate us??&lt;br /&gt;
Four more of our dwarves died today, also of thirst. My throat is parched as I give a drink to a friend. The cruel ice stares at us.&lt;br /&gt;
Sarvesh died today, just as the ice melted. I fear it is not enough now. It is too late.&lt;br /&gt;
'''End Winter Year 2'''&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129716</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129716"/>
		<updated>2010-10-17T06:46:18Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Winter Year 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
== Winter Year 1 ==&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;br /&gt;
== Autumn Year 1 ==&lt;br /&gt;
As the tree leaves turn yellow, we make a structure to pump water from the lake fifteen levels above, down to our own floor for a well. I am unsure of the construction, but the other dwarves feel it safe.&lt;br /&gt;
Our stocks of food and drink are depleted now, and when monkeys steal our goods, something in me snaps and I dash outside, smashing apart monkeys without care. To get food, we slaughter a male donkey and that provides us with much food. As autumn closes, the well nears completion and traders arrive. Regretfully, we have but gems to trade with, so I take the role as broker and carry us into our second winter.&lt;br /&gt;
'''End Autumn Year 1'''&lt;br /&gt;
== Winter Year 2 ==&lt;br /&gt;
The merchants leave us with all our gems and I regretfully put away the few seeds we bargained for. The well is taking far too long for my liking and I have doubts about it working. It is essentially one big staircase from the lake 7 stories above us. The water will go down into a large resevoir, which we are smoothing to prevent mud from forming. The floor above has a single hole for the well itself and a long passage back to our main chambers. Two stone doors guard the entrance in case of flooding.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The liason left today, after we made arrangments. I asked for food, he asked for crutches, hammers and other items. A sudden thought struck me. The water could very well freeze over, and we may be without drink for the next few days. Hurriedly we plants our seeds -- hoping to make ale, with the few barrels we have.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
I regret our choice of locations now.&lt;br /&gt;
As I feared, the lake froze over -- we were too slow with the well.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:FrozenLake.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With nothing left to do, we smooth and engrave our home to perfection during the cold winter. As the wind howls through the fort, I remember tales of caverns full of gold guarded by forgotten beasts. I order my men to make iron armour and weapons -- come the summer, we shall turn our backs to the sun and dig with a fury unmatched. We shall not be abandonded by the gods! Damn the nay-sayers! We shall dig deep! Deep! Let us find metals of great lustre and magma so hot in will fuel smelters of unrivaled quality!&amp;lt;br /&amp;gt;'''For Icemire!'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A shock ran through the fort today as Libash, a tanner, died of thirst. We made a casket and buried him. Bembul and Rimtar followed. Why do the gods hate us??&lt;br /&gt;
Four more of our dwarves died today, also of thirst. My throat is parched as I give a drink to a friend. The cruel ice stares at us.&lt;br /&gt;
Sarvesh died today, just as the ice melted. I fear it is not enough now. It is too late.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129715</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129715"/>
		<updated>2010-10-17T06:44:10Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Winter Year 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
== Winter Year 1 ==&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;br /&gt;
== Autumn Year 1 ==&lt;br /&gt;
As the tree leaves turn yellow, we make a structure to pump water from the lake fifteen levels above, down to our own floor for a well. I am unsure of the construction, but the other dwarves feel it safe.&lt;br /&gt;
Our stocks of food and drink are depleted now, and when monkeys steal our goods, something in me snaps and I dash outside, smashing apart monkeys without care. To get food, we slaughter a male donkey and that provides us with much food. As autumn closes, the well nears completion and traders arrive. Regretfully, we have but gems to trade with, so I take the role as broker and carry us into our second winter.&lt;br /&gt;
'''End Autumn Year 1'''&lt;br /&gt;
== Winter Year 2 ==&lt;br /&gt;
The merchants leave us with all our gems and I regretfully put away the few seeds we bargained for. The well is taking far too long for my liking and I have doubts about it working. It is essentially one big staircase from the lake 7 stories above us. The water will go down into a large resevoir, which we are smoothing to prevent mud from forming. The floor above has a single hole for the well itself and a long passage back to our main chambers. Two stone doors guard the entrance in case of flooding.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The liason left today, after we made arrangments. I asked for food, he asked for crutches, hammers and other items. A sudden thought struck me. The water could very well freeze over, and we may be without drink for the next few days. Hurriedly we plants our seeds -- hoping to make ale, with the few barrels we have.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
I regret our choice of locations now.&lt;br /&gt;
As I feared, the lake froze over -- we were too slow with the well.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:FrozenLake.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With nothing left to do, we smooth and engrave our home to perfection during the cold winter. As the wind howls through the fort, I remember tales of caverns full of gold guarded by forgotten beasts. I order my men to make iron armour and weapons -- come the summer, we shall turn our backs to the sun and dig with a fury unmatched. We shall not be abandonded by the gods! Damn the nay-sayers! We shall dig deep! Deep! Let us find metals of great lustre and magma so hot in will fuel smelters of unrivaled quality!&amp;lt;br /&amp;gt;'''For Icemire!'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A shock ran through the fort today as Libash, a tanner, died of thirst. We made a casket and buried him. Bembul and Rimtar followed. Why do the gods hate us??&lt;br /&gt;
Four more of our dwarves died today, also of thirst. My throat is parched as I give a drink to a friend. The cruel ice stares at us.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129714</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129714"/>
		<updated>2010-10-17T06:42:43Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Winter Year 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
== Winter Year 1 ==&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;br /&gt;
== Autumn Year 1 ==&lt;br /&gt;
As the tree leaves turn yellow, we make a structure to pump water from the lake fifteen levels above, down to our own floor for a well. I am unsure of the construction, but the other dwarves feel it safe.&lt;br /&gt;
Our stocks of food and drink are depleted now, and when monkeys steal our goods, something in me snaps and I dash outside, smashing apart monkeys without care. To get food, we slaughter a male donkey and that provides us with much food. As autumn closes, the well nears completion and traders arrive. Regretfully, we have but gems to trade with, so I take the role as broker and carry us into our second winter.&lt;br /&gt;
'''End Autumn Year 1'''&lt;br /&gt;
== Winter Year 2 ==&lt;br /&gt;
The merchants leave us with all our gems and I regretfully put away the few seeds we bargained for. The well is taking far too long for my liking and I have doubts about it working. It is essentially one big staircase from the lake 7 stories above us. The water will go down into a large resevoir, which we are smoothing to prevent mud from forming. The floor above has a single hole for the well itself and a long passage back to our main chambers. Two stone doors guard the entrance in case of flooding.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The liason left today, after we made arrangments. I asked for food, he asked for crutches, hammers and other items. A sudden thought struck me. The water could very well freeze over, and we may be without drink for the next few days. Hurriedly we plants our seeds -- hoping to make ale, with the few barrels we have.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
I regret our choice of locations now.&lt;br /&gt;
As I feared, the lake froze over -- we were too slow with the well.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:FrozenLake.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With nothing left to do, we smooth and engrave our home to perfection during the cold winter. As the wind howls through the fort, I remember tales of caverns full of gold guarded by forgotten beasts. I order my men to make iron armour and weapons -- come the summer, we shall turn our backs to the sun and dig with a fury unmatched. We shall not be abandonded by the gods! Damn the nay-sayers! We shall dig deep! Deep! Let us find metals of great lustre and magma so hot in will fuel smelters of unrivaled quality!&amp;lt;br /&amp;gt;'''For Icemire!'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A shock ran through the fort today as Libash, a tanner, died of thirst. We made a casket and buried him. Bembul and Rimtar followed. Why do the gods hate us??&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129713</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129713"/>
		<updated>2010-10-17T06:40:43Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Winter Year 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
== Winter Year 1 ==&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;br /&gt;
== Autumn Year 1 ==&lt;br /&gt;
As the tree leaves turn yellow, we make a structure to pump water from the lake fifteen levels above, down to our own floor for a well. I am unsure of the construction, but the other dwarves feel it safe.&lt;br /&gt;
Our stocks of food and drink are depleted now, and when monkeys steal our goods, something in me snaps and I dash outside, smashing apart monkeys without care. To get food, we slaughter a male donkey and that provides us with much food. As autumn closes, the well nears completion and traders arrive. Regretfully, we have but gems to trade with, so I take the role as broker and carry us into our second winter.&lt;br /&gt;
'''End Autumn Year 1'''&lt;br /&gt;
== Winter Year 2 ==&lt;br /&gt;
The merchants leave us with all our gems and I regretfully put away the few seeds we bargained for. The well is taking far too long for my liking and I have doubts about it working. It is essentially one big staircase from the lake 7 stories above us. The water will go down into a large resevoir, which we are smoothing to prevent mud from forming. The floor above has a single hole for the well itself and a long passage back to our main chambers. Two stone doors guard the entrance in case of flooding.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The liason left today, after we made arrangments. I asked for food, he asked for crutches, hammers and other items. A sudden thought struck me. The water could very well freeze over, and we may be without drink for the next few days. Hurriedly we plants our seeds -- hoping to make ale, with the few barrels we have.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
I regret our choice of locations now.&lt;br /&gt;
As I feared, the lake froze over -- we were too slow with the well.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:FrozenLake.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With nothing left to do, we smooth and engrave our home to perfection during the cold winter. As the wind howls through the fort, I remember tales of caverns full of gold guarded by forgotten beasts. I order my men to make iron armour and weapons -- come the summer, we shall turn our backs to the sun and dig with a fury unmatched. We shall not be abandonded by the gods! Damn the nay-sayers! We shall dig deep! Deep! Let us find metals of great lustre and magma so hot in will fuel smelters of unrivaled quality!&amp;lt;br /&amp;gt;'''For Icemire!'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A shock ran through the fort today as Libash, a tanner, died of thirst. We made a casket and buried him. I fear more shall follow.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129712</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129712"/>
		<updated>2010-10-17T06:36:07Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Winter Year 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
== Winter Year 1 ==&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;br /&gt;
== Autumn Year 1 ==&lt;br /&gt;
As the tree leaves turn yellow, we make a structure to pump water from the lake fifteen levels above, down to our own floor for a well. I am unsure of the construction, but the other dwarves feel it safe.&lt;br /&gt;
Our stocks of food and drink are depleted now, and when monkeys steal our goods, something in me snaps and I dash outside, smashing apart monkeys without care. To get food, we slaughter a male donkey and that provides us with much food. As autumn closes, the well nears completion and traders arrive. Regretfully, we have but gems to trade with, so I take the role as broker and carry us into our second winter.&lt;br /&gt;
'''End Autumn Year 1'''&lt;br /&gt;
== Winter Year 2 ==&lt;br /&gt;
The merchants leave us with all our gems and I regretfully put away the few seeds we bargained for. The well is taking far too long for my liking and I have doubts about it working. It is essentially one big staircase from the lake 7 stories above us. The water will go down into a large resevoir, which we are smoothing to prevent mud from forming. The floor above has a single hole for the well itself and a long passage back to our main chambers. Two stone doors guard the entrance in case of flooding.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The liason left today, after we made arrangments. I asked for food, he asked for crutches, hammers and other items. A sudden thought struck me. The water could very well freeze over, and we may be without drink for the next few days. Hurriedly we plants our seeds -- hoping to make ale, with the few barrels we have.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
I regret our choice of locations now.&lt;br /&gt;
As I feared, the lake froze over -- we were too slow with the well.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:FrozenLake.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With nothing left to do, we smooth and engrave our home to perfection during the cold winter. As the wind howls through the fort, I remember tales of caverns full of gold guarded by forgotten beasts. I order my men to make iron armour and weapons -- come the summer, we shall turn our backs to the sun and dig with a fury unmatched. We shall not be abandonded by the gods! Damn the nay-sayers! We shall dig deep! Deep! Let us find metals of great lustre and magma so hot in will fuel smelters of unrivaled quality!&amp;lt;br /&amp;gt;'''For Icemire!'''&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129711</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129711"/>
		<updated>2010-10-17T06:26:24Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Winter Year 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
== Winter Year 1 ==&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;br /&gt;
== Autumn Year 1 ==&lt;br /&gt;
As the tree leaves turn yellow, we make a structure to pump water from the lake fifteen levels above, down to our own floor for a well. I am unsure of the construction, but the other dwarves feel it safe.&lt;br /&gt;
Our stocks of food and drink are depleted now, and when monkeys steal our goods, something in me snaps and I dash outside, smashing apart monkeys without care. To get food, we slaughter a male donkey and that provides us with much food. As autumn closes, the well nears completion and traders arrive. Regretfully, we have but gems to trade with, so I take the role as broker and carry us into our second winter.&lt;br /&gt;
'''End Autumn Year 1'''&lt;br /&gt;
== Winter Year 2 ==&lt;br /&gt;
The merchants leave us with all our gems and I regretfully put away the few seeds we bargained for. The well is taking far too long for my liking and I have doubts about it working. It is essentially one big staircase from the lake 7 stories above us. The water will go down into a large resevoir, which we are smoothing to prevent mud from forming. The floor above has a single hole for the well itself and a long passage back to our main chambers. Two stone doors guard the entrance in case of flooding.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The liason left today, after we made arrangments. I asked for food, he asked for crutches, hammers and other items. A sudden thought struck me. The water could very well freeze over, and we may be without drink for the next few days. Hurriedly we plants our seeds -- hoping to make ale, with the few barrels we have.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
I regret our choice of locations now.&lt;br /&gt;
As I feared, the lake froze over -- we were too slow with the well.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:FrozenLake.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
With nothing left to do, we smooth and engrave our home to perfection during the cold winter.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:FrozenLake.gif&amp;diff=129710</id>
		<title>File:FrozenLake.gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:FrozenLake.gif&amp;diff=129710"/>
		<updated>2010-10-17T06:25:29Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129709</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129709"/>
		<updated>2010-10-17T06:19:59Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Winter Year 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
== Winter Year 1 ==&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;br /&gt;
== Autumn Year 1 ==&lt;br /&gt;
As the tree leaves turn yellow, we make a structure to pump water from the lake fifteen levels above, down to our own floor for a well. I am unsure of the construction, but the other dwarves feel it safe.&lt;br /&gt;
Our stocks of food and drink are depleted now, and when monkeys steal our goods, something in me snaps and I dash outside, smashing apart monkeys without care. To get food, we slaughter a male donkey and that provides us with much food. As autumn closes, the well nears completion and traders arrive. Regretfully, we have but gems to trade with, so I take the role as broker and carry us into our second winter.&lt;br /&gt;
'''End Autumn Year 1'''&lt;br /&gt;
== Winter Year 2 ==&lt;br /&gt;
The merchants leave us with all our gems and I regretfully put away the few seeds we bargained for. The well is taking far too long for my liking and I have doubts about it working. It is essentially one big staircase from the lake 7 stories above us. The water will go down into a large resevoir, which we are smoothing to prevent mud from forming. The floor above has a single hole for the well itself and a long passage back to our main chambers. Two stone doors guard the entrance in case of flooding.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The liason left today, after we made arrangments. I asked for food, he asked for crutches, hammers and other items. A sudden thought struck me. The water could very well freeze over, and we may be without drink for the next few days. Hurriedly we plants our seeds -- hoping to make ale, with the few barrels we have.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
I regret our choice of locations now.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129708</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129708"/>
		<updated>2010-10-17T06:19:17Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Winter Year 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
== Winter Year 1 ==&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;br /&gt;
== Autumn Year 1 ==&lt;br /&gt;
As the tree leaves turn yellow, we make a structure to pump water from the lake fifteen levels above, down to our own floor for a well. I am unsure of the construction, but the other dwarves feel it safe.&lt;br /&gt;
Our stocks of food and drink are depleted now, and when monkeys steal our goods, something in me snaps and I dash outside, smashing apart monkeys without care. To get food, we slaughter a male donkey and that provides us with much food. As autumn closes, the well nears completion and traders arrive. Regretfully, we have but gems to trade with, so I take the role as broker and carry us into our second winter.&lt;br /&gt;
'''End Autumn Year 1'''&lt;br /&gt;
== Winter Year 2 ==&lt;br /&gt;
The merchants leave us with all our gems and I regretfully put away the few seeds we bargained for. The well is taking far too long for my liking and I have doubts about it working. It is essentially one big staircase from the lake 7 stories above us. The water will go down into a large resevoir. The floor above has a single hole for the well itself and a long passage back to our main chambers. Two stone doors guard the entrance in case of flooding.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The liason left today, after we made arrangments. I asked for food, he asked for crutches, hammers and other items. A sudden thought struck me. The water could very well freeze over, and we may be without drink for the next few days. Hurriedly we plants our seeds -- hoping to make ale, with the few barrels we have.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
I regret our choice of locations now.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129706</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129706"/>
		<updated>2010-10-17T06:08:31Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
== Winter Year 1 ==&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;br /&gt;
== Autumn Year 1 ==&lt;br /&gt;
As the tree leaves turn yellow, we make a structure to pump water from the lake fifteen levels above, down to our own floor for a well. I am unsure of the construction, but the other dwarves feel it safe.&lt;br /&gt;
Our stocks of food and drink are depleted now, and when monkeys steal our goods, something in me snaps and I dash outside, smashing apart monkeys without care. To get food, we slaughter a male donkey and that provides us with much food. As autumn closes, the well nears completion and traders arrive. Regretfully, we have but gems to trade with, so I take the role as broker and carry us into our second winter.&lt;br /&gt;
'''End Autumn Year 1'''&lt;br /&gt;
== Winter Year 2 ==&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129705</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129705"/>
		<updated>2010-10-17T06:08:02Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Autumn Year 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
== Winter Year 1 ==&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;br /&gt;
== Autumn Year 1 ==&lt;br /&gt;
As the tree leaves turn yellow, we make a structure to pump water from the lake fifteen levels above, down to our own floor for a well. I am unsure of the construction, but the other dwarves feel it safe.&lt;br /&gt;
Our stocks of food and drink are depleted now, and when monkeys steal our goods, something in me snaps and I dash outside, smashing apart monkeys without care. To get food, we slaughter a male donkey and that provides us with much food. As autumn closes, the well nears completion and traders arrive. Regretfully, we have but gems to trade with, so I take the role as broker and carry us into our second winter.&lt;br /&gt;
'''End Autumn Year 1'''&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129704</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129704"/>
		<updated>2010-10-17T05:36:31Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
== Winter Year 1 ==&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;br /&gt;
== Autumn Year 1 ==&lt;br /&gt;
As the tree leaves turn yellow, we make a structure to pump water from the lake fifteen levels above, down to our own floor for a well. I am unsure of the construction, but the other dwarves feel it safe.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129703</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129703"/>
		<updated>2010-10-17T05:35:22Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Summer Year 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''End Summer, Year 1'''&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129702</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129702"/>
		<updated>2010-10-17T05:33:40Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;br /&gt;
We craft a meeting hall for the dwarves to congregate.&lt;br /&gt;
[[File:IcemireMeeting.gif]].&lt;br /&gt;
'''End Summer, Year 1'''&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:IcemireMeeting.gif&amp;diff=129701</id>
		<title>File:IcemireMeeting.gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:IcemireMeeting.gif&amp;diff=129701"/>
		<updated>2010-10-17T05:32:37Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129700</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129700"/>
		<updated>2010-10-17T05:10:00Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;br /&gt;
Our prayers are answered! Migrants from the homelands come to stay with us.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mud&amp;diff=129699</id>
		<title>v0.31:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mud&amp;diff=129699"/>
		<updated>2010-10-17T05:05:01Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
'''Mud''' is a {{l|contaminant}} produced when you flood an area with {{l|water}}. It is needed for underground {{l|farming}}. Mud piles up against items, coloring the tile brown.&lt;br /&gt;
&lt;br /&gt;
Mud also occurs naturally in deep {{l|cavern|caverns}}.&lt;br /&gt;
&lt;br /&gt;
''Note: Upon reclaiming a fortress, '''every single bit of mud will disappear.'''''&lt;br /&gt;
&lt;br /&gt;
Mud can be removed by constructing something over the mud, then deconstructing it.&lt;br /&gt;
&lt;br /&gt;
One common way of creating mud is to flood a good sized area from a lake, thus making mud. &lt;br /&gt;
Another way is to use a pit/pond from the [[Activity Zones|activity zone menu]] and have a dwarf through water over a channeled area into a dug-out area below.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=129698</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=129698"/>
		<updated>2010-10-17T05:02:52Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Pit/Pond */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:37, 14 September 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which {{l|dwarf|dwarves}} are instructed to perform specific tasks, such as {{l|fishing}}, dumping objects, or collecting {{l|water}}. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help keep dwarves out of {{l|fun|danger}}.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any {{l|revealed tile}}, including in {{l|open space}} or over a {{l|river}} or on top of a {{l|building}} or {{l|stockpile}}. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones {{l|menu}}, ({{K|i}})Pressing {{K|e}} in the Zones menu cycles through each method, and pressing {{K|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{K|+}}/{{K|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ({{l|healthcare|hospital}}, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Note that the {{l|wagon (embark)|wagon}} you {{l|embark|arrive with}} constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
== Water Source ==&lt;br /&gt;
:Shortcut {{k|w}} &lt;br /&gt;
In order for your dwarves to use this zone correctly, some part of this zone must include the solid ground that is next to the water. For example, make half of your zone cover a brook and the other half cover the bank next to the brook.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
The same above advice for '''water source''' zones is applicable to fishing zones. You cannot fish through a {{L|grate}} or {{L|well}}, it must be an open source of water.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as {{l|Refuse#Refuse|refuse}} stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal {{l|corpse}}s or {{l|bones}}, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;{{l|forbid}}den&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
Probably due to a bug, dwarves periodically ignore items that are meant to be dumped.  Viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again {{k|f}}-&amp;gt;{{k|f}}-&amp;gt;{{k|d}}-&amp;gt;{{k|d}} seems to correct this problem.&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a {{L|ramp}} or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.&lt;br /&gt;
&lt;br /&gt;
Animals can be assigned to a pit through the {{k|P}} menu.  A dwarf will lead the beast to the pit and leave it there. (If the pit is a ramp rather than a hole, the animal will then wander off)&lt;br /&gt;
&lt;br /&gt;
Dwarves will attempt to fill a pond with {{L|water}}, carried by {{L|bucket}} from a water-gathering zone.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the pond by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.&lt;br /&gt;
&lt;br /&gt;
Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7.&lt;br /&gt;
&lt;br /&gt;
This is one technique used for [[Farming|farming]], in order to make [[Mud|mud]].&lt;br /&gt;
&lt;br /&gt;
*bug notified .35* : to fill a large pond fast, you can create a zone on each tiles as a pond (or several zones overlapping the same area), so one dwarf will be filling one pond tile, but if you select the ponds as watersource, the dwarves will endlessly fill the ponds with the other adjacent ponds water, making a loop of useless duty.&lt;br /&gt;
&lt;br /&gt;
== Sand Collection ==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
&lt;br /&gt;
Sand collection zones are important in the {{L|glass industry}}. They may be placed anywhere, but are only useful when actually placed on {{L|sand}}.&lt;br /&gt;
&lt;br /&gt;
== Meeting Area ==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate on their free time, similar to meeting halls.  Additionally, immigrants will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall. The preferred method is to use an Activity zone; type i, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;. Statue gardens and zoos are intrinsically meeting halls, as are rooms defined from a well. However, you can also create a Meeting Hall.&lt;br /&gt;
&lt;br /&gt;
A meeting area filled with dwarves increases the social skills of idlers.  It makes idle dwarves a little less idle, and makes selecting a replacement broker easier.  Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting hall exposed to sunlight will prevent dwarves from becoming cave-adapted.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will often result in them becoming [[friends]] (or forming a [[grudge]]).&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
&lt;br /&gt;
A Hospital zone is an area designated for the {{L|Healthcare|care and treatment}} of sick and {{L|Wound|wounded}} dwarves. &lt;br /&gt;
&lt;br /&gt;
===Setting up a Hospital===&lt;br /&gt;
&lt;br /&gt;
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain {{l|furniture}} and supplies to function properly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bed|Beds}}&lt;br /&gt;
| Allow sick dwarves to {{L|Rest|rest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Table|Tables}}&lt;br /&gt;
| Used in surgery{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Traction bench|Traction benches}}&lt;br /&gt;
| Immobilize dwarves who need to stay still to heal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Container|Boxes/Bags}}&lt;br /&gt;
| Storage for medical supplies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical equipment&lt;br /&gt;
! Function&lt;br /&gt;
! Unit quantity*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Thread}}&lt;br /&gt;
| Required for suturing wounds &lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} &lt;br /&gt;
| Required for bandages &lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Splint|Splints}} &lt;br /&gt;
| Used to bind broken bones{{verify}} &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crutch|Crutches}}&lt;br /&gt;
| Walking aid for dwarves with leg injuries &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gypsum plaster|Powder for casts}} &lt;br /&gt;
| Used to make plaster casts for setting bones{{Verify}}&lt;br /&gt;
| 150{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bucket|Buckets }}&lt;br /&gt;
| &lt;br /&gt;
*Used by doctors to carry water for cleaning patients&lt;br /&gt;
*Used by dwarves with the Feed Patients/Prisoners labor to water patients&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap }}&lt;br /&gt;
| Used to reduce infections when washing patients &lt;br /&gt;
| 150{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''&lt;br /&gt;
&lt;br /&gt;
In addition to furniture and medical supplies, a {{L|Water|source of water}} is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.&lt;br /&gt;
&lt;br /&gt;
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.&lt;br /&gt;
&lt;br /&gt;
===Hospital Beds===&lt;br /&gt;
&lt;br /&gt;
When a dwarf becomes sick or {{l|wound}}ed, he will be carried to a {{l|bed}} in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a {{L|barracks}} or {{L|dormitory}}, or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.{{verify}}&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well&amp;diff=129697</id>
		<title>v0.31 Talk:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well&amp;diff=129697"/>
		<updated>2010-10-17T05:01:00Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Through a stairway or ramp==&lt;br /&gt;
&lt;br /&gt;
Is this confirmed? I've built a well over a downward ramp and it seems to be working fine. [[User:Haruspex Pariah|Haruspex Pariah]] 02:04, 15 April 2010 (UTC)&lt;br /&gt;
:Just confirmed that it works through a ramp, but not through a stairwell --[[User:Kuroneko|Kuroneko]] 02:49, 15 April 2010 (UTC)&lt;br /&gt;
::When you say it works ''through'' a ramp, do you mean it can reach the bottom part of the ramp through the top one, or do you mean it can reach below the bottom part of the ramp? [[User:VengefulDonut|VengefulDonut]] 03:27, 15 April 2010 (UTC)&lt;br /&gt;
:::I don't really understand your question, but where the ramp points upward it is sharing space with the water source. The source is only a square deep. [[User:Haruspex Pariah|Haruspex Pariah]] 03:33, 15 April 2010 (UTC)&lt;br /&gt;
::::Yes, the tile above a ramp counts as open space.  You can build wells, grates, hatches etc on downward ramps, even if there's water below.&lt;br /&gt;
:::::Yes, a well will work over top of a ramp. Ramps act like an empty tile with a special function applied. So if all you have is a hole in the ground with a ramp in it, full of water, the well will still work there. But because a ramp requires ground to be built upon, you can't dig out anywhere below said ramp, so you can't exactly have much of a reservoir if you do that. Basically all it means is that having a ramp at the bottom of your well does nothing to the functionality of a well. But staircases still interrupt functionality should they be at or above the water level. --Kydo 15:05, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can creatures come up through wells? ==&lt;br /&gt;
&lt;br /&gt;
I've just created a fortress the bowels of a cavern - the only way to make a well would be to siphon some water from the bottom of it.. I don't want any Giant Olm's or anything rushing up through my well :P What I'll do for now is place some bars in the tunnel that leads under the well to the water. But for future reference, can anyone tell me if a creature has ever come up through their well?&lt;br /&gt;
:Yes, it can happen, but only under certain circumstances. If you put two sets of bars or two fortifications in the passage, that'll stop creatures from getting into your reservoir. Mind you, if you use a pump/stack, you won't need to worry about that. As for creatures getting out of the wells, I've never had that happen in any of my fortresses. I'm certain it's possible if your well has a staircxase or some other escape method and an amphibious creature from the deeps or some zombified fish got in, but I've never done anything that would allow such things access to my well. And the water level in my wells is rarely right to the top. (That cuts it too close, as far as flooding potential goes, in my mind) --Kydo 15:04, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: At least as of .12 and later, bars, grates, and fortifications all turn the well to 'Dry'. Probably because they all block the bucket. Also, a pumpstack isn't feasible if your ground water is an expanse below many z-levels of open space. [[User:Uzu Bash|Uzu Bash]] 02:40, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I meant in the filling passage, the aqueduct, leading to the well. Not inside the well itself. Look, just go to my user page and look at the work I'm doing on the well guide. You'll see what I mean. --Kydo 07:24, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I see. Well, the simple question: can creatures come up the well? Simple answer: yes. If you can block access to the well's source, it won't be a problem, but if that's not possible, or not immediately feasible, then the well shaft is an easy access for flying creatures. [[User:Uzu Bash|Uzu Bash]] 18:31, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-freezing wells? ==&lt;br /&gt;
How do you make a well so that it doesn't freeze in winter?&lt;br /&gt;
:You put it underground. Also, '''sign your comments'''. --[[User:Quietust|Quietust]] 02:07, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verified Well Fishers ==&lt;br /&gt;
&lt;br /&gt;
Because a well is not an obstructing object, it's possible to designate a well as a fishing zone. The game basically reads it as a fancy hole in the ground full of water. Fisherdwarves can and will fish from a well, which could be a good thing if the well is over some underground water source. However, the water level must be right up under the well, or the available tiles for fishing will be reduced to 0. --Kydo 15:04, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Muddy water from a well. ==&lt;br /&gt;
&lt;br /&gt;
I had a well built about 100 levels above 1 level-deep underground pools and the water from these was always &amp;quot;muddy&amp;quot; when used to clean hospital patients (It was muddy already in the bucket on its &amp;lt;s&amp;gt;long&amp;lt;/s&amp;gt; you-may-die-of-thirst-waiting-long way up). Water from a 2 levels-deep water source was never &amp;quot;muddy&amp;quot;. It may be related to &amp;quot;muddy floor&amp;quot; of the tile the bucket reaches to fill with water. It may have a minor effect on thirsty dwarven thoughts and infection chances. Some dedicated experiments may clarify this more.--[[User:Another|Another]] 17:50, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifying Happy Thoughts ==&lt;br /&gt;
Dwarves always think happy thoughts for well-crafted goods, no matter what they are. The thought is ''&amp;quot;(dwarf name) recently admired a (quality eg &amp;quot;Fine&amp;quot;) well lately&amp;quot;'' --[[KingAuggie]]&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Well_guide&amp;diff=129696</id>
		<title>v0.31:Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Well_guide&amp;diff=129696"/>
		<updated>2010-10-17T04:58:38Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* The Well Itself */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|04:49, 17 October 2010 (UTC)}}{{av}}&lt;br /&gt;
''This guide assumes you've read the main article on '''{{L|well}}s''' and are familiar with the basic information found in that article, of what a well does and what is required to build one.''&lt;br /&gt;
&lt;br /&gt;
A well can be vital to any fortress, but deciding that you need one and building one are two different things. Draining water from the surface can flood your fortress if you aren't careful, and building a well only to see the water source dry up or freeze is beyond frustrating. This guide will walk you through a number of different situations, and explain solutions that have been found for these problems.&lt;br /&gt;
If you are looking for the step by step guide: [http://df.magmawiki.com/index.php/DF2010:Well_guide#Step_by_Step]&lt;br /&gt;
&lt;br /&gt;
== Why Build a Well? ==&lt;br /&gt;
&lt;br /&gt;
Honestly, not every fortress NEEDS a well. But they all need some form of safe ''water source'' to bring water to patients and prisoners. If they do not have this and you find yourself in a siege with six injured dwarves, you're in trouble... But a hole full of water can be just as good for that as a well.&lt;br /&gt;
&lt;br /&gt;
=== Why You Might Not ===&lt;br /&gt;
&lt;br /&gt;
1. Wells are currently a little wonky, like everything else, but in a not-so-friendly way. There are plenty of opportunities to flood a fortress through a well, and even if you don't, dwarves and animals might still occasionally fall in.&lt;br /&gt;
&lt;br /&gt;
2. They take a lot of time and effort to construct, especially when compared to alternatives.&lt;br /&gt;
&lt;br /&gt;
3. Because of the way wells are, a single hole in a flat ceiling, it makes it more difficult for creatures to get out, should they find themselves in your water source.&lt;br /&gt;
&lt;br /&gt;
4. Technically, a trench full of water can be designated as a water source just as easily as a well, and dwarves will sanely path around such a thing, as well as bathe in it more easily.&lt;br /&gt;
&lt;br /&gt;
5. If you do make a shallow pool as a water source, and have a meeting hall designated therein, unoccupied dwarves will hang out in the water, gaining swiming skill.&lt;br /&gt;
&lt;br /&gt;
=== Why You Might ===&lt;br /&gt;
&lt;br /&gt;
1. While a trench full of water can be used as a water source, a well can draw water from a source that is 30+ levels below. Also, a trench water source can only be one level deep, dwarves will not draw water from any level deeper than that. A well will.&lt;br /&gt;
&lt;br /&gt;
2. Wells can be made to have extraordinarily high value, due to the various skills and materials, each with their own quality levels, which go into it's construction. Thus, as the center piece for a meeting room, even if they have no water, wells can be very handy in making dwarves very happy.&lt;br /&gt;
&lt;br /&gt;
3. As far as the well itself goes, they take up very little space in your actual fortress. With a water-filled channel, the reservoir is equivalent to the floor space occupied.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Location ==&lt;br /&gt;
&lt;br /&gt;
Once you've decided it's time to construct a well, you need to consider where the well needs to be. It helps if you've been planning for this while building the rest of your fortress, and have made room for it.&lt;br /&gt;
&lt;br /&gt;
You want a well central to your dwarfs, so they'll all get good thoughts from seeing it, and near any {{L|Health_care_(labor)|hospital}} beds you have, but you want it off the main traffic routs.  You can have more than one well, which solves that problem, but raises the one of engineering water to feed them all.  If it's indoors (or behind walls), then there's little threat from {{L|carp}}, {{L|goblins}}, or {{L|animal}}s, and it can provide a safe source of drinking water during a {{L|siege}}. &lt;br /&gt;
&lt;br /&gt;
Depending on your start location, you may already have a pre-existing water source, such as a flooded cavern, which you can just build a well over. Or, as is usually the case, you may need to transport water from some other location to where you want your well to be. This is where things get complicated.&lt;br /&gt;
&lt;br /&gt;
== Water sources ==&lt;br /&gt;
&lt;br /&gt;
A well needs a water source of at least 3/7 depth, at least 1 {{L|z-level}} somewhere directly below it's opening, with no obstructions between itself and said water.  Pre-existing water is safe because it's the most predictable - what you see is what you've got, no surprises. You can instead use dwarven engineering to bring water from a distant source to beneath your well, with a safety factor based on your experience and the complexity of the project. (See {{L|flood}}.)&lt;br /&gt;
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The important part about the well is to make sure that you don't create a situation where the water will {{L|flood}} your fortress, due to {{L|Water_pressure|pressure}} from a source at a higher level. If the water is stable before you build the well above it, it will be safe (unless your dwarfs change things), but if you are introducing a flow, make sure you understand how pressure works and will not fall victim to its surprises. (See {{L|Water_pressure|pressure}}.)&lt;br /&gt;
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=== Pre-existing sources ===&lt;br /&gt;
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A {{L|brook}}, {{L|river}}, {{L|murky pool}}, or flooded {{L|cavern}} can provide water under a well.  The surface of a brook tile will have to be channeled out, but it works just fine.  Murky pools can dry up in warm seasons, and the well will be useless until they refill from {{L|rain}}.  On hot maps, this may never happen - it's quite possible to see your murky pools (which are always full at {{L|embark}}) {{L|evaporate}} away before you ever get a chance to build a well.&lt;br /&gt;
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Using stagnant water directly from murky pools or brooks is not optimal, as it will give dwarves negative thoughts, &amp;quot;Has complained about the nasty water lately&amp;quot;. To avoid this, moving water from these places on to floor tiles that are not identified as riverbeds or ponds, and building a well over ''that'' will work just fine, so long as the final depth is 3/7 or greater.&lt;br /&gt;
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=== {{L|Aquifer|Aquifers}} ===&lt;br /&gt;
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If you have an aquifer, just channel a 1x1 square in any open stretch of floor above it and build the well. It will automatically fill and never flood. You'll have other construction projects to worry about.&lt;br /&gt;
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=== {{L|Ocean|Oceans}} ===&lt;br /&gt;
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Oceans and aquifers near oceans carry salty water. This is normally unpleasant to dwarves, but for some reason, drinking that water through a well is perfectly fine. This is a bug. But, if you really want to, it is possible to desalinate water by running it through a pump, (This is ''also'' a bug.) BUT, if that water touches any natural surfaces it will turn salty again. The floor, walls and ceiling of the aqueduct and reservoir all need to be constructed.&lt;br /&gt;
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=== {{L|Reservoir|Reservoirs}} ===&lt;br /&gt;
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If you need to move water to your well, you need to dig/build a reservoir. A reservoir is basically a big hole intended for the storage of large quantities of water.&lt;br /&gt;
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When digging a reservoir, you need to consider your needs and the space you have available. Do you really need a 20x20x20 reservoir, holding 56,000 tiles of water, requiring 560,000 uses of the well to fully dry up? Frequently, in well-managed fortresses, wells are really only used for the care of sick or imprisoned dwarves and animals. As a result, it doesn't really need to be anything special, unless it's a meeting hall, in which case dwarves will drink from it at random.&lt;br /&gt;
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Another consideration is safety. (See Below) Specifically, dwarves can fall into wells. You may wish to place some sort of escape rout from the well, should anyone do so. At the least, this just needs to be a staircase going up the side of the well to the surface. The shorter the distance they need to go, the better off they are. Keep in mind, of course, that if any wildlife is able to access your reservoir, and if any of them are able to leave the water, they may wander into your fortress through the escape rout. If they're particularly malicious, they may even path their way in to attack your dwarves.&lt;br /&gt;
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If you are filling the reservoir by aqueduct, consider the fill point. If you are using only gravity to fill the well, but the water needs to flow up to do so, you may experience problems when it comes time to refill your well. Specifically, water floods upwards into empty space very easily, but for some reason doesn't like to flood through still water. Thus, it may be more appropriate to have the reservoir fill from it's top, though keep in mind that this is a very fast fill method and can flood a bit if you aren't watching and have a small reservoir. (As a side note on that, it is possible to fill a well by pouring water directly through the well opening itself)&lt;br /&gt;
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Finally, you may find some circumstance where you'd wish to make changes to the well. For example, building a statue in it's reservoir, or recovering a lost loved one who fell in and cracked his skull open. In these instances, you may wish to construct a manual drain. All it requires is a hatch or floodgate at the bottom of the well, connected to a lever, covering a tunnel leading to an appropriate dump site... Like your subterranean farming operation. Or your obsidian factory. Or a room full of captured &amp;lt;s&amp;gt;nobles&amp;lt;/s&amp;gt; goblins. If you already have a drain for the aqueduct, you can easily connect the two.&lt;br /&gt;
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== Filling the Well ==&lt;br /&gt;
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If you've had to construct a well separate from a pre-existing water source, you need to move that water to the well itself. There's two main ways to go about this.&lt;br /&gt;
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=== Bucket Filling a Well ===&lt;br /&gt;
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If you designate your well as a pit/pond and have empty buckets, dwarves will fill the well manually. Keep in mind that this is slow, time-consuming and occupies dwarves who could be doing something else. Of course, for particularly small wells, it may be of no concern. If the walking distance is quite far, (Like STUPIDLY far- your fortress would need to be a truly tangled maze for this to happen) the water may evaporate faster than dwarves can fill the well.&lt;br /&gt;
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=== Piping water to your reservoir ===&lt;br /&gt;
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If the water is not where you want to build the well, you can dig a tunnel or channel and/or otherwise create an {{L|aqueduct}} to bring it to where you want it. You should consider adding a door or floodgate somewhere near the water source so that you can dry out your tunnels for future projects, repair, or recovery of lost items.&lt;br /&gt;
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Channels are open to the sky, and if not done properly, (taking advantage of some weird quirks in game functionality) they are subject to evaporation and freezing. As a result, they aren't normally an optimal method of moving water. Of course, there's nothing stopping you from digging a moat, then filling your well from that. Keep in mind, however, that open water frequently becomes a random hazard, as dwarves can be quite careless at times. If you do have open water set up somewhere, make sure your dwarves have some way out of it. You never know when a random goblin will kick your elite stonecrafter into your moat.&lt;br /&gt;
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Digging tunnels, then, is generally a better way of moving water from place to place. You need to be careful about how you dig such aqueducts. Water can move through diagonal openings, so be sure to avoid flooding nearby rooms from accidental corner intersections. Make sure that any unnecessary access points to your aqueduct are properly sealed before letting the water flow.&lt;br /&gt;
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The generally accepted method for digging an aqueduct has five steps.&lt;br /&gt;
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1. Dig out the reservoir where you want to store the water.&lt;br /&gt;
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2. From the reservoir, dig a tunnel up to your water source, but leave one space of earth to prevent water from flooding in and killing your dwarf.&lt;br /&gt;
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3. Build a door or floodgate in the aqueduct, either at the end of the tunnel or at the entrance to the reservoir. Or both if you're fancy. (Doors are better, because the dwarf can walk through it if he builds it from the wrong side)&lt;br /&gt;
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4. Connect the door/floodgate to a lever, and make sure any dwarves stuck in the tunnel are safely evicted.&lt;br /&gt;
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5. Channel out the final tile from above, pull the lever. Let the water fill the reservoir, then pull the lever again, sealing the water source.&lt;br /&gt;
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Keep in mind, when you command the lever to be pulled to end filling, it may take some time for an available dwarf to actually do it. Even then, there is some lag time between the lever pull and the action it causes. Finally, if your plug is at some point in the aqueduct, but not at the entrance of the reservoir, any water in the aqueduct above the water level in the reservoir will continue to pour in.&lt;br /&gt;
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If you want to empty the aqueduct, use a similar method to build a drain to some reasonable dumping location, like a carvern. Make sure you can control it with levers, however, or it will constantly drain instead of filling your well.&lt;br /&gt;
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== Safety ==&lt;br /&gt;
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A well is not an obstructing object. That is to say, it doesn't stop things from passing through it's space. This is why wells can function through other wells, why water will flood out of them, why a (very) few monsters may be able to climb out through them if you're tremendously unlucky, and why dwarves and animals frequently fall in.&lt;br /&gt;
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=== Flooding ===&lt;br /&gt;
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More fortresses have fallen at the hands of a flooding well than they have to megabeasts, seiges or demons. If you are going to be shifting water around in any form other than buckets, be prepared for the worst.&lt;br /&gt;
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There are several solutions to the flooding problem.&lt;br /&gt;
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1. Overflow Drainage. At the top of a reservoir, dig a tunnel to drain water out the side, and have it dump out into some appropriate sump, like a cavern full of armok-knows-what.&lt;br /&gt;
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2. Emergency auto-plug. You can make pressure plates sense water. If you set up a pressure plate beside your well, and connect it to a hatch or door blocking your reservoir, it will automatically seal the reservoir off from it's flow source, should the thing flood.&lt;br /&gt;
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3. No Exits. The safest and easiest way to do it, is to dig out the reservoir, ''but not the opening for the well itself''. This way, you can fill the reservoir completely, and because there's nowhere for it to flood out to, it simply WON'T! Then you can seal off the reservoir at your leisure and dig the opening without concern! (Though not without caution. Make sure you turned the taps off first.)&lt;br /&gt;
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=== Falling ===&lt;br /&gt;
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The main problem is that while dwarves will normally walk around random holes in the ground, a well is treated as a &amp;quot;passable&amp;quot; tile. It's what allows them to use the well itself. However, this doesn't stop them from simply walking across it's space and falling through the hole it was built over. And because there's no such thing as buoyancy or water resistance yet, dwarves fall through water at the same rate they would through air. Meaning the deeper your reservoir, the bigger the splatter they make at the bottom. The following are all suggestions which decrease the likelyhood of anyone falling into a well. Keep in mind what you want to use the well for, however. There's little point of making a high value well if nobody will ever see it.&lt;br /&gt;
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1. Put it somewhere out of the way. If your dwarves don't have any reason to path over it, they won't fall into it. &lt;br /&gt;
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2. Surround it with restricted traffic control. Then dwarves will be less likely to actually walk over it, even if they do go through that area. &lt;br /&gt;
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3. Don't make it a meeting hall, or people will throw parties at it, and dwarves don't really care about traffic, when they're on break/partying/nojob, because they aren't trying to find the fastest rout to their task, because they don't have a task. Also, animals like to ignore traffic control. &lt;br /&gt;
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4. For the same reasons, don't put it ''in'' a meeting hall. &lt;br /&gt;
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5. Don't put it in a barracks, or around other places where dwarves may be fighting for any reason, as dwarves don't look before they leap. &lt;br /&gt;
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6. Making a well so it's at the end of a hall, with only one tile dwarves can stand on next to it, will dramatically decrease the chances of anything ever falling in. because then the only reason anything could have to go there, is to use the well, which does not involve standing ON the well. &lt;br /&gt;
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7. Making a well's reservoir shallow, but wide, is also a good idea, I think. A wider reservoir holds a LOT of water, and takes a LONG time to dry out. If a reservoir is shallow, that means a dwarf will only fall one level or so, which can only cause momentary unconsciousness at the worst. That means your dwarves won't fall down the well, break their leg and drown. &lt;br /&gt;
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8. Making an escape rout from a well is probably also a good idea.&lt;br /&gt;
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=== Monsters ===&lt;br /&gt;
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You don't need to worry too much about monsters crawling out of your well to gobble down your hairy friends these days, but that doesn't mean it's impossible. It all depends on what beasts may be lurking around- and how you build your well.&lt;br /&gt;
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First off, if you're bucket-filling a well, you need to make sure that their inital water source is safe. Make sure it isn't full of crocodiles or carp. (Or other dangerous fishy things)&lt;br /&gt;
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If you are draining water through an aqueduct, and you know there may be dangerous animals (Or even just unwanted regular animals) living in it, there is a way to stop them from wandering in. You can place upright bars or fortifications in the aqueduct. These allow water to pass through, but animals cannot. It has been observed that in very rare occasions, animal may be pushed through. If you're that concerned about it (Or have HORDES of angry crocodiles in your river) putting two stoppers in a row pretty much eliminates any chance of this happening.&lt;br /&gt;
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Even if monsters do get into your well, they're rarely a genuine threat, and at worst can give your dwarves an unhappy thought by scaring them. However, if your reservoir is filled right to the brim, carp and other fish CAN attack your dwarves, just as they would from a river. Also, any amphibious creatures may be able to use an escape passage to make their way into your fortress and make a mess. (Keep in mind, zombified fish are amphibious) And, of course, anyone who falls into a well full of predators is pretty much doomed.&lt;br /&gt;
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To prevent amphibians from getting out of your well, should they somehow get there, simply put a lockable hatch over the escape rout.&lt;br /&gt;
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Finally, if you are drawing directly from a flooded cavern, and have simply opened a hole in it's ceiling for the well, any flying creatures in the cavern may be able to use the well as an access point to your fortress. So, though it may be easy, and kinda' cool, it isn't exactly the safest option.&lt;br /&gt;
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== Above Ground ==&lt;br /&gt;
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The previous sections focused mostly on subterranean wells and gravity-filling reservoirs. Now we need to consider the special circumstances of wells built at ground level, above ground level, and simply outdoors.&lt;br /&gt;
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The main problem is that anything above what was ground level at embark is considered &amp;quot;above ground&amp;quot; and has different behavior, even if enclosed to be indoors. In particular, it will freeze and evaporate according to the temperature. This includes everything on level 0 and -1, unless there is something about them preventing the temperature from removing them, like rivers flowing faster than the water can evaporate out of them.&lt;br /&gt;
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Enclosing the water, so that it is &amp;quot;indoors&amp;quot; will decrease the rate of evaporation, but there isn't much you can do to prevent water from freezing above ground. (There is a way, but if you're new, you may not enjoy the prospects of actually constructing it. See below in style and design.)&lt;br /&gt;
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=== Outdoor Wells ===&lt;br /&gt;
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There are plenty of good reasons to build a well outdoors. First and foremost, to be decorative or thematic. The wells don't necessarily need to be functional if this is your intent. But another use would be as a functional source for an outdoor meeting hall... Or in other words, a vomitorium. Because dwarves will clean themselves in a well, having one in such a vomitorium would just make things more efficient!&lt;br /&gt;
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Of course, as with any outdoor meeting place, you need to be certain that it is a safe place, where goblins and giant eagles are unlikely to descend upon your sickly party-goers.&lt;br /&gt;
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=== On The Level ===&lt;br /&gt;
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Now, about ground level, or specifically, the place where &amp;quot;above ground&amp;quot; and &amp;quot;below ground&amp;quot; meet. Z-levels 0 and -1 on flat maps. If you are on a very cold or very hot map, any water open to the sky on these levels will freeze or evaporate very quickly. As said before, you can minimize this by simply roofing in the water and making it &amp;quot;indoors&amp;quot;.&lt;br /&gt;
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Also keep in mind the floor type. Murky pools, even when roofed over, will behave as though they are open to the sky. This is because murky pools, rivers, oceans, etc. all have a special floor tile which modifies the behavior of any water above it. Simply putting floor tiles on the basin of a murky pool can minimize evaporation, but it will eliminate rain refill.&lt;br /&gt;
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If you dig a channel down to z-2, the water in it will not evaporate very quickly at all, as it's &amp;quot;under ground&amp;quot;.&lt;br /&gt;
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=== In the Sky ===&lt;br /&gt;
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And now for the final type of well, and this one is very uncommon, you may wish to build a well high above ground. A well tower may indeed be a cool, though completely non-functional idea. Be aware what the environmental conditions are before you do this, of course, as the only real way of dealing with ice involves pumping magma up the tower as well.&lt;br /&gt;
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In all honesty, a sky well would be built and function pretty much the same as a subterrranean well. The only diference is that it is very difficult to get the water up there. You need to build a pumpstack, lifting the water, level by level, pump by pump, up to your reservoir. And you need to lift the water to the top of your reservoir, as pumps will not pump upward naturally.&lt;br /&gt;
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== Step by Step ==&lt;br /&gt;
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A guide explaining the exact processes to go through when building the main well types and their infrastructure.&lt;br /&gt;
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=== The Well Itself ===&lt;br /&gt;
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So you're really new, you've read the well page, and you're still a little lost? Well, not to worry! We like our newbies! So we're gonna' show you exactly what needs to be done to just build a well from scratch. Keep in mind that a lot of this can be sped up by buying the materials at embark or from a caravan, rather than making them yourself. This is especially true with the restraint component.&lt;br /&gt;
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Essentially, the components are: '''Rope | Bucket | Block | Mechanism'''&lt;br /&gt;
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1. Start digging up stone. You need a dwarf with the miner skill enabled and a pickaxe. You need to dig through stone layers to get stone, as dirt yeilds nothing. The miner will leave rubble behind him. These are your primary building materials.&lt;br /&gt;
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2. Start chopping down trees. You need a dwarf with the woodcutter skill enabled and a  battle axe to do this. Each tree chopped down leaves a log. You'll need this for other components.&lt;br /&gt;
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3. Set up an underground farm plot and cover it in water. It only needs a dusting of 1/7. Once it's been covered, drain it. It should now be muddy and will allow you to plant things on it. In order to plant seeds and make the farm plot, you'll need a dwarf with the grower skill enabled. Make sure you have pig tail seeds.&lt;br /&gt;
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4. The pig tail seeds grow into pig tails, which can be processed into thread and turned into ropes for the well. Alternatively, if you run into metal ore, you can make a chain. But that process is even more complex, and there are plenty better uses for chains, so we'll stick with the rope.&lt;br /&gt;
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5. Now you need a dwarf with the thresher skill enabled and a farmer's workshop set up. Set it to process plants. He will take any available pig tails and turn them into thread.&lt;br /&gt;
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6. Next you need a weaver and a loom. The weaver will automatically turn thread into fabric at a loom. Yes, you need to make sheets of fabric into ropes, no it doesn't make much sense.&lt;br /&gt;
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7. Now you need a dwarf with the clothier skill and a clothier's shop. Have the clothier make ropes. He'll use whatever fabric is available to him.&lt;br /&gt;
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8. Have a mason make a stone block at the mason's workshop.&lt;br /&gt;
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9. Have a carpenter make a bucket at the carpenter's workshop.&lt;br /&gt;
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10. Have a mechanic make a mechanism at the mechanic's workshop.&lt;br /&gt;
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11. Channel out a one-square hole in the ground. This is an example location, to show how a well is to be oriented to actually be built.&lt;br /&gt;
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12. Build the well. It needs to be placed on the hole. Not in the hole, not above the hole, but directly on it. A well needs at least one adjacent floor tile, and must be built over empty space. Select your block, bucket, mechanism and rope. (Or chain if you went that rout)&lt;br /&gt;
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13. Once that's done, the well designation will just sit there. You need a dwarf with the architect skill to design it. Once he's done, the appropriate worker will drop in and finish building the thing.&lt;br /&gt;
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It takes 10 skilled dwarves and 6 workshops to build the base materials for one well from scratch. Of course, all of it's materials can simply be bought, speeding the process up a fair bit. However, keep in mind that all of it's components have value. Value which can be increased. A gem-encrusted masterpiece bucket with a gem encrusted masterpiece platinum chain, with a gem encrusted masterpiece mechanism, with legendary architectural skill and legendary construction, can be of insanely high value. As a result, you can engineer them to artificially increase the value of your fortress very quickly, once you have the infrastructure to do so.&lt;br /&gt;
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=== Murky Pools ===&lt;br /&gt;
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The pitfalls of using murky pools directly. We'll show you how to do it right and keep your dwarves smiling.&lt;br /&gt;
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=== Brooks ===&lt;br /&gt;
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Brooks are nice. We'll show you why!&lt;br /&gt;
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=== Rivers ===&lt;br /&gt;
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Rivers are different from brooks, in that they have things living in them and are a little more dangerous to be around.&lt;br /&gt;
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=== Oceans ===&lt;br /&gt;
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This explains the salinity glitch with oceans again, and discusses how to safely draw water from an ocean.&lt;br /&gt;
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=== Aquifers ===&lt;br /&gt;
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This section explains why the only thing aquifers are good for, are wells.&lt;br /&gt;
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=== Flooded Caverns ===&lt;br /&gt;
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This will discuss different methods of utilizing water from flooded caverns, specifically for the construction of a well, safely.&lt;br /&gt;
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=== Water Falls ===&lt;br /&gt;
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If you have a waterfall on your map, you are truly lucky. You can do so many cool things with waterfalls, it's enough to make a dwarf consider crying, just this once, maybe, if nobody's looking. But, here, we'll show some step-by-step ideas for how to use waterfalls to make awesome wells.&lt;br /&gt;
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=== Reservoirs ===&lt;br /&gt;
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So, you've decided you need to store water elsewhere, eh? Well, I can't blame you. Here's some discussion about the traits a reservoir can have, how to build them without trapping your dwarves, safety concerns, escape routs, and a discussion on effective filling methods.&lt;br /&gt;
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=== Bucket Filling ===&lt;br /&gt;
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This talks about how to go about bucket filling a well, the benefits of doing so, and the problems therein.&lt;br /&gt;
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=== Aqueducts ===&lt;br /&gt;
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This talks about how to build several generic aqueducts, drawing from different types of sources. Specifically, gravity-draining above-ground sources and pumping upward from subterranean sources.&lt;br /&gt;
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=== Drainage ===&lt;br /&gt;
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This talks about what drains are used for, why you might want them, and then how to build several types of functional drain mechanisms.&lt;br /&gt;
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== Style and Design ==&lt;br /&gt;
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This section discusses purely aesthetic and functional decisions people have made in the past with their wells, as well as advanced designs.&lt;br /&gt;
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=== Fighting the Ice ===&lt;br /&gt;
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So you have a frozen well, and you want to know how to keep it liquid do ya? You're going to need to build a heated reservoir.&lt;br /&gt;
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First, have magma on your map. If you don't, dig deeper and be prepared for demons.&lt;br /&gt;
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Next, you need some magma-safe materials. You'll need this to build floodgates and pumps.&lt;br /&gt;
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Now, you need to pipe and pump the magma with the magma-safe pumping equipment. Be sure to use mechanical power for these, as dwarves are too likely to kill themselves.&lt;br /&gt;
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The magma needs to be piped under your reservoir. That is to say, there needs to be just one floor tile between the two, just enough to keep them from touching and turning into an accidental obsidian factory.&lt;br /&gt;
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The magma needs to be piped around under your water, it needs to keep on moving or the water will freeze again. That means it needs an infinite, cyclical flow.&lt;br /&gt;
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And even if you get all of this built and working, it will only melt one level. Which means the reservoir can only be 1 level deep.&lt;br /&gt;
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That's a lot of work to have an above-ground well in a frozen environment. Probably easier to melt a pool and drain it.&lt;br /&gt;
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=== Ultimate Party Machine ===&lt;br /&gt;
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It is possible to pour water through the mouth of a well from above. This frequently causes water to spray out in a mist, which pleases dwarves. If you power it, you could have a pump stack draw water from beneath the well and pour it back in from above, turning your fancy meeting hall into a FANCIER meeting hall! Throw in some platinum statues while you're at it.&lt;br /&gt;
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=== Well Stacking ===&lt;br /&gt;
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Have you ever needed to have more than one well on multiple z-levels and disliked the work of setting up multiple reservoirs? Well fret no more!&lt;br /&gt;
&lt;br /&gt;
Because a well can function through the opening of another well, it's possible to stack well openings through z-levels! So long as they're all in a perfectly straight line above each other, and there's at least 3/7 tiles of water somewhere directly below them, they will all be perfectly functional!&lt;br /&gt;
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Of course, if you go too far, this may become something of a safety concern, as dwarves would plummet mile after mile, through dozens of well openings before finally hitting the bottom.&lt;br /&gt;
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=== Multitasking Wells ===&lt;br /&gt;
&lt;br /&gt;
Because wells aren't actually USED all that often, and are usually more valuable as decorations, there isn't really any reason to keep it's reservoir completely full all the time. So, what can you do with a giant bucket of water in the middle of your fortress? Well, luckily, there are a few other reasons you could have for piping water around.&lt;br /&gt;
&lt;br /&gt;
First, you need to &amp;quot;irrigate&amp;quot; underground floors before you can actually farm on them. Instead of making a separate, elaborate irrigation system for just one use, (To my knowledge, mud doesn't dry) why not just drain it out of your well?&lt;br /&gt;
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You could also use your well as a water reservoir for an obsidian factory. Fill a chamber with a single layer of magma, then pour your well's contents over it!&lt;br /&gt;
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You could use your well to dispose of unwanted life forms, such as siegers, elves, goblins, nobles and other miscellaneous things that wandered into your cage traps. (This only works on non-amphibious creatures)&lt;br /&gt;
&lt;br /&gt;
=== The Dwarven Toilet ===&lt;br /&gt;
&lt;br /&gt;
I built this in an experiment. At the top of the reservoir is a platform with a pressure plate on it. When the pressure plate senses 5/7 water, it triggers, closing the fill pipe, and opening the drain. So, when you pull the lever to fill the thing, it fills up to the top, then drains. Just like a giant toilet. I have not found any functional use for this. In all honesty, it was a simple accident I made, connecting the pressure plate to the drain as well as the plug. But, hey, what the heck, I made a giant toilet. There ya' go. Perhaps you could use this to get rid of the crud that accumulates in a well as dwarves clean themselves in it?&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Well_guide&amp;diff=129695</id>
		<title>v0.31:Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Well_guide&amp;diff=129695"/>
		<updated>2010-10-17T04:56:24Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
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&lt;div&gt;{{quality|Exceptional|04:49, 17 October 2010 (UTC)}}{{av}}&lt;br /&gt;
''This guide assumes you've read the main article on '''{{L|well}}s''' and are familiar with the basic information found in that article, of what a well does and what is required to build one.''&lt;br /&gt;
&lt;br /&gt;
A well can be vital to any fortress, but deciding that you need one and building one are two different things. Draining water from the surface can flood your fortress if you aren't careful, and building a well only to see the water source dry up or freeze is beyond frustrating. This guide will walk you through a number of different situations, and explain solutions that have been found for these problems.&lt;br /&gt;
If you are looking for the step by step guide: [http://df.magmawiki.com/index.php/DF2010:Well_guide#Step_by_Step]&lt;br /&gt;
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== Why Build a Well? ==&lt;br /&gt;
&lt;br /&gt;
Honestly, not every fortress NEEDS a well. But they all need some form of safe ''water source'' to bring water to patients and prisoners. If they do not have this and you find yourself in a siege with six injured dwarves, you're in trouble... But a hole full of water can be just as good for that as a well.&lt;br /&gt;
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=== Why You Might Not ===&lt;br /&gt;
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1. Wells are currently a little wonky, like everything else, but in a not-so-friendly way. There are plenty of opportunities to flood a fortress through a well, and even if you don't, dwarves and animals might still occasionally fall in.&lt;br /&gt;
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2. They take a lot of time and effort to construct, especially when compared to alternatives.&lt;br /&gt;
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3. Because of the way wells are, a single hole in a flat ceiling, it makes it more difficult for creatures to get out, should they find themselves in your water source.&lt;br /&gt;
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4. Technically, a trench full of water can be designated as a water source just as easily as a well, and dwarves will sanely path around such a thing, as well as bathe in it more easily.&lt;br /&gt;
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5. If you do make a shallow pool as a water source, and have a meeting hall designated therein, unoccupied dwarves will hang out in the water, gaining swiming skill.&lt;br /&gt;
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=== Why You Might ===&lt;br /&gt;
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1. While a trench full of water can be used as a water source, a well can draw water from a source that is 30+ levels below. Also, a trench water source can only be one level deep, dwarves will not draw water from any level deeper than that. A well will.&lt;br /&gt;
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2. Wells can be made to have extraordinarily high value, due to the various skills and materials, each with their own quality levels, which go into it's construction. Thus, as the center piece for a meeting room, even if they have no water, wells can be very handy in making dwarves very happy.&lt;br /&gt;
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3. As far as the well itself goes, they take up very little space in your actual fortress. With a water-filled channel, the reservoir is equivalent to the floor space occupied.&lt;br /&gt;
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== Choosing a Location ==&lt;br /&gt;
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Once you've decided it's time to construct a well, you need to consider where the well needs to be. It helps if you've been planning for this while building the rest of your fortress, and have made room for it.&lt;br /&gt;
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You want a well central to your dwarfs, so they'll all get good thoughts from seeing it, and near any {{L|Health_care_(labor)|hospital}} beds you have, but you want it off the main traffic routs.  You can have more than one well, which solves that problem, but raises the one of engineering water to feed them all.  If it's indoors (or behind walls), then there's little threat from {{L|carp}}, {{L|goblins}}, or {{L|animal}}s, and it can provide a safe source of drinking water during a {{L|siege}}. &lt;br /&gt;
&lt;br /&gt;
Depending on your start location, you may already have a pre-existing water source, such as a flooded cavern, which you can just build a well over. Or, as is usually the case, you may need to transport water from some other location to where you want your well to be. This is where things get complicated.&lt;br /&gt;
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== Water sources ==&lt;br /&gt;
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A well needs a water source of at least 3/7 depth, at least 1 {{L|z-level}} somewhere directly below it's opening, with no obstructions between itself and said water.  Pre-existing water is safe because it's the most predictable - what you see is what you've got, no surprises. You can instead use dwarven engineering to bring water from a distant source to beneath your well, with a safety factor based on your experience and the complexity of the project. (See {{L|flood}}.)&lt;br /&gt;
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The important part about the well is to make sure that you don't create a situation where the water will {{L|flood}} your fortress, due to {{L|Water_pressure|pressure}} from a source at a higher level. If the water is stable before you build the well above it, it will be safe (unless your dwarfs change things), but if you are introducing a flow, make sure you understand how pressure works and will not fall victim to its surprises. (See {{L|Water_pressure|pressure}}.)&lt;br /&gt;
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=== Pre-existing sources ===&lt;br /&gt;
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A {{L|brook}}, {{L|river}}, {{L|murky pool}}, or flooded {{L|cavern}} can provide water under a well.  The surface of a brook tile will have to be channeled out, but it works just fine.  Murky pools can dry up in warm seasons, and the well will be useless until they refill from {{L|rain}}.  On hot maps, this may never happen - it's quite possible to see your murky pools (which are always full at {{L|embark}}) {{L|evaporate}} away before you ever get a chance to build a well.&lt;br /&gt;
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Using stagnant water directly from murky pools or brooks is not optimal, as it will give dwarves negative thoughts, &amp;quot;Has complained about the nasty water lately&amp;quot;. To avoid this, moving water from these places on to floor tiles that are not identified as riverbeds or ponds, and building a well over ''that'' will work just fine, so long as the final depth is 3/7 or greater.&lt;br /&gt;
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=== {{L|Aquifer|Aquifers}} ===&lt;br /&gt;
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If you have an aquifer, just channel a 1x1 square in any open stretch of floor above it and build the well. It will automatically fill and never flood. You'll have other construction projects to worry about.&lt;br /&gt;
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=== {{L|Ocean|Oceans}} ===&lt;br /&gt;
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Oceans and aquifers near oceans carry salty water. This is normally unpleasant to dwarves, but for some reason, drinking that water through a well is perfectly fine. This is a bug. But, if you really want to, it is possible to desalinate water by running it through a pump, (This is ''also'' a bug.) BUT, if that water touches any natural surfaces it will turn salty again. The floor, walls and ceiling of the aqueduct and reservoir all need to be constructed.&lt;br /&gt;
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=== {{L|Reservoir|Reservoirs}} ===&lt;br /&gt;
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If you need to move water to your well, you need to dig/build a reservoir. A reservoir is basically a big hole intended for the storage of large quantities of water.&lt;br /&gt;
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When digging a reservoir, you need to consider your needs and the space you have available. Do you really need a 20x20x20 reservoir, holding 56,000 tiles of water, requiring 560,000 uses of the well to fully dry up? Frequently, in well-managed fortresses, wells are really only used for the care of sick or imprisoned dwarves and animals. As a result, it doesn't really need to be anything special, unless it's a meeting hall, in which case dwarves will drink from it at random.&lt;br /&gt;
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Another consideration is safety. (See Below) Specifically, dwarves can fall into wells. You may wish to place some sort of escape rout from the well, should anyone do so. At the least, this just needs to be a staircase going up the side of the well to the surface. The shorter the distance they need to go, the better off they are. Keep in mind, of course, that if any wildlife is able to access your reservoir, and if any of them are able to leave the water, they may wander into your fortress through the escape rout. If they're particularly malicious, they may even path their way in to attack your dwarves.&lt;br /&gt;
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If you are filling the reservoir by aqueduct, consider the fill point. If you are using only gravity to fill the well, but the water needs to flow up to do so, you may experience problems when it comes time to refill your well. Specifically, water floods upwards into empty space very easily, but for some reason doesn't like to flood through still water. Thus, it may be more appropriate to have the reservoir fill from it's top, though keep in mind that this is a very fast fill method and can flood a bit if you aren't watching and have a small reservoir. (As a side note on that, it is possible to fill a well by pouring water directly through the well opening itself)&lt;br /&gt;
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Finally, you may find some circumstance where you'd wish to make changes to the well. For example, building a statue in it's reservoir, or recovering a lost loved one who fell in and cracked his skull open. In these instances, you may wish to construct a manual drain. All it requires is a hatch or floodgate at the bottom of the well, connected to a lever, covering a tunnel leading to an appropriate dump site... Like your subterranean farming operation. Or your obsidian factory. Or a room full of captured &amp;lt;s&amp;gt;nobles&amp;lt;/s&amp;gt; goblins. If you already have a drain for the aqueduct, you can easily connect the two.&lt;br /&gt;
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== Filling the Well ==&lt;br /&gt;
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If you've had to construct a well separate from a pre-existing water source, you need to move that water to the well itself. There's two main ways to go about this.&lt;br /&gt;
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=== Bucket Filling a Well ===&lt;br /&gt;
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If you designate your well as a pit/pond and have empty buckets, dwarves will fill the well manually. Keep in mind that this is slow, time-consuming and occupies dwarves who could be doing something else. Of course, for particularly small wells, it may be of no concern. If the walking distance is quite far, (Like STUPIDLY far- your fortress would need to be a truly tangled maze for this to happen) the water may evaporate faster than dwarves can fill the well.&lt;br /&gt;
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=== Piping water to your reservoir ===&lt;br /&gt;
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If the water is not where you want to build the well, you can dig a tunnel or channel and/or otherwise create an {{L|aqueduct}} to bring it to where you want it. You should consider adding a door or floodgate somewhere near the water source so that you can dry out your tunnels for future projects, repair, or recovery of lost items.&lt;br /&gt;
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Channels are open to the sky, and if not done properly, (taking advantage of some weird quirks in game functionality) they are subject to evaporation and freezing. As a result, they aren't normally an optimal method of moving water. Of course, there's nothing stopping you from digging a moat, then filling your well from that. Keep in mind, however, that open water frequently becomes a random hazard, as dwarves can be quite careless at times. If you do have open water set up somewhere, make sure your dwarves have some way out of it. You never know when a random goblin will kick your elite stonecrafter into your moat.&lt;br /&gt;
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Digging tunnels, then, is generally a better way of moving water from place to place. You need to be careful about how you dig such aqueducts. Water can move through diagonal openings, so be sure to avoid flooding nearby rooms from accidental corner intersections. Make sure that any unnecessary access points to your aqueduct are properly sealed before letting the water flow.&lt;br /&gt;
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The generally accepted method for digging an aqueduct has five steps.&lt;br /&gt;
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1. Dig out the reservoir where you want to store the water.&lt;br /&gt;
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2. From the reservoir, dig a tunnel up to your water source, but leave one space of earth to prevent water from flooding in and killing your dwarf.&lt;br /&gt;
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3. Build a door or floodgate in the aqueduct, either at the end of the tunnel or at the entrance to the reservoir. Or both if you're fancy. (Doors are better, because the dwarf can walk through it if he builds it from the wrong side)&lt;br /&gt;
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4. Connect the door/floodgate to a lever, and make sure any dwarves stuck in the tunnel are safely evicted.&lt;br /&gt;
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5. Channel out the final tile from above, pull the lever. Let the water fill the reservoir, then pull the lever again, sealing the water source.&lt;br /&gt;
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Keep in mind, when you command the lever to be pulled to end filling, it may take some time for an available dwarf to actually do it. Even then, there is some lag time between the lever pull and the action it causes. Finally, if your plug is at some point in the aqueduct, but not at the entrance of the reservoir, any water in the aqueduct above the water level in the reservoir will continue to pour in.&lt;br /&gt;
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If you want to empty the aqueduct, use a similar method to build a drain to some reasonable dumping location, like a carvern. Make sure you can control it with levers, however, or it will constantly drain instead of filling your well.&lt;br /&gt;
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== Safety ==&lt;br /&gt;
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A well is not an obstructing object. That is to say, it doesn't stop things from passing through it's space. This is why wells can function through other wells, why water will flood out of them, why a (very) few monsters may be able to climb out through them if you're tremendously unlucky, and why dwarves and animals frequently fall in.&lt;br /&gt;
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=== Flooding ===&lt;br /&gt;
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More fortresses have fallen at the hands of a flooding well than they have to megabeasts, seiges or demons. If you are going to be shifting water around in any form other than buckets, be prepared for the worst.&lt;br /&gt;
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There are several solutions to the flooding problem.&lt;br /&gt;
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1. Overflow Drainage. At the top of a reservoir, dig a tunnel to drain water out the side, and have it dump out into some appropriate sump, like a cavern full of armok-knows-what.&lt;br /&gt;
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2. Emergency auto-plug. You can make pressure plates sense water. If you set up a pressure plate beside your well, and connect it to a hatch or door blocking your reservoir, it will automatically seal the reservoir off from it's flow source, should the thing flood.&lt;br /&gt;
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3. No Exits. The safest and easiest way to do it, is to dig out the reservoir, ''but not the opening for the well itself''. This way, you can fill the reservoir completely, and because there's nowhere for it to flood out to, it simply WON'T! Then you can seal off the reservoir at your leisure and dig the opening without concern! (Though not without caution. Make sure you turned the taps off first.)&lt;br /&gt;
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=== Falling ===&lt;br /&gt;
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The main problem is that while dwarves will normally walk around random holes in the ground, a well is treated as a &amp;quot;passable&amp;quot; tile. It's what allows them to use the well itself. However, this doesn't stop them from simply walking across it's space and falling through the hole it was built over. And because there's no such thing as buoyancy or water resistance yet, dwarves fall through water at the same rate they would through air. Meaning the deeper your reservoir, the bigger the splatter they make at the bottom. The following are all suggestions which decrease the likelyhood of anyone falling into a well. Keep in mind what you want to use the well for, however. There's little point of making a high value well if nobody will ever see it.&lt;br /&gt;
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1. Put it somewhere out of the way. If your dwarves don't have any reason to path over it, they won't fall into it. &lt;br /&gt;
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2. Surround it with restricted traffic control. Then dwarves will be less likely to actually walk over it, even if they do go through that area. &lt;br /&gt;
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3. Don't make it a meeting hall, or people will throw parties at it, and dwarves don't really care about traffic, when they're on break/partying/nojob, because they aren't trying to find the fastest rout to their task, because they don't have a task. Also, animals like to ignore traffic control. &lt;br /&gt;
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4. For the same reasons, don't put it ''in'' a meeting hall. &lt;br /&gt;
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5. Don't put it in a barracks, or around other places where dwarves may be fighting for any reason, as dwarves don't look before they leap. &lt;br /&gt;
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6. Making a well so it's at the end of a hall, with only one tile dwarves can stand on next to it, will dramatically decrease the chances of anything ever falling in. because then the only reason anything could have to go there, is to use the well, which does not involve standing ON the well. &lt;br /&gt;
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7. Making a well's reservoir shallow, but wide, is also a good idea, I think. A wider reservoir holds a LOT of water, and takes a LONG time to dry out. If a reservoir is shallow, that means a dwarf will only fall one level or so, which can only cause momentary unconsciousness at the worst. That means your dwarves won't fall down the well, break their leg and drown. &lt;br /&gt;
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8. Making an escape rout from a well is probably also a good idea.&lt;br /&gt;
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=== Monsters ===&lt;br /&gt;
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You don't need to worry too much about monsters crawling out of your well to gobble down your hairy friends these days, but that doesn't mean it's impossible. It all depends on what beasts may be lurking around- and how you build your well.&lt;br /&gt;
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First off, if you're bucket-filling a well, you need to make sure that their inital water source is safe. Make sure it isn't full of crocodiles or carp. (Or other dangerous fishy things)&lt;br /&gt;
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If you are draining water through an aqueduct, and you know there may be dangerous animals (Or even just unwanted regular animals) living in it, there is a way to stop them from wandering in. You can place upright bars or fortifications in the aqueduct. These allow water to pass through, but animals cannot. It has been observed that in very rare occasions, animal may be pushed through. If you're that concerned about it (Or have HORDES of angry crocodiles in your river) putting two stoppers in a row pretty much eliminates any chance of this happening.&lt;br /&gt;
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Even if monsters do get into your well, they're rarely a genuine threat, and at worst can give your dwarves an unhappy thought by scaring them. However, if your reservoir is filled right to the brim, carp and other fish CAN attack your dwarves, just as they would from a river. Also, any amphibious creatures may be able to use an escape passage to make their way into your fortress and make a mess. (Keep in mind, zombified fish are amphibious) And, of course, anyone who falls into a well full of predators is pretty much doomed.&lt;br /&gt;
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To prevent amphibians from getting out of your well, should they somehow get there, simply put a lockable hatch over the escape rout.&lt;br /&gt;
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Finally, if you are drawing directly from a flooded cavern, and have simply opened a hole in it's ceiling for the well, any flying creatures in the cavern may be able to use the well as an access point to your fortress. So, though it may be easy, and kinda' cool, it isn't exactly the safest option.&lt;br /&gt;
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== Above Ground ==&lt;br /&gt;
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The previous sections focused mostly on subterranean wells and gravity-filling reservoirs. Now we need to consider the special circumstances of wells built at ground level, above ground level, and simply outdoors.&lt;br /&gt;
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The main problem is that anything above what was ground level at embark is considered &amp;quot;above ground&amp;quot; and has different behavior, even if enclosed to be indoors. In particular, it will freeze and evaporate according to the temperature. This includes everything on level 0 and -1, unless there is something about them preventing the temperature from removing them, like rivers flowing faster than the water can evaporate out of them.&lt;br /&gt;
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Enclosing the water, so that it is &amp;quot;indoors&amp;quot; will decrease the rate of evaporation, but there isn't much you can do to prevent water from freezing above ground. (There is a way, but if you're new, you may not enjoy the prospects of actually constructing it. See below in style and design.)&lt;br /&gt;
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=== Outdoor Wells ===&lt;br /&gt;
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There are plenty of good reasons to build a well outdoors. First and foremost, to be decorative or thematic. The wells don't necessarily need to be functional if this is your intent. But another use would be as a functional source for an outdoor meeting hall... Or in other words, a vomitorium. Because dwarves will clean themselves in a well, having one in such a vomitorium would just make things more efficient!&lt;br /&gt;
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Of course, as with any outdoor meeting place, you need to be certain that it is a safe place, where goblins and giant eagles are unlikely to descend upon your sickly party-goers.&lt;br /&gt;
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=== On The Level ===&lt;br /&gt;
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Now, about ground level, or specifically, the place where &amp;quot;above ground&amp;quot; and &amp;quot;below ground&amp;quot; meet. Z-levels 0 and -1 on flat maps. If you are on a very cold or very hot map, any water open to the sky on these levels will freeze or evaporate very quickly. As said before, you can minimize this by simply roofing in the water and making it &amp;quot;indoors&amp;quot;.&lt;br /&gt;
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Also keep in mind the floor type. Murky pools, even when roofed over, will behave as though they are open to the sky. This is because murky pools, rivers, oceans, etc. all have a special floor tile which modifies the behavior of any water above it. Simply putting floor tiles on the basin of a murky pool can minimize evaporation, but it will eliminate rain refill.&lt;br /&gt;
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If you dig a channel down to z-2, the water in it will not evaporate very quickly at all, as it's &amp;quot;under ground&amp;quot;.&lt;br /&gt;
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=== In the Sky ===&lt;br /&gt;
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And now for the final type of well, and this one is very uncommon, you may wish to build a well high above ground. A well tower may indeed be a cool, though completely non-functional idea. Be aware what the environmental conditions are before you do this, of course, as the only real way of dealing with ice involves pumping magma up the tower as well.&lt;br /&gt;
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In all honesty, a sky well would be built and function pretty much the same as a subterrranean well. The only diference is that it is very difficult to get the water up there. You need to build a pumpstack, lifting the water, level by level, pump by pump, up to your reservoir. And you need to lift the water to the top of your reservoir, as pumps will not pump upward naturally.&lt;br /&gt;
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== Step by Step ==&lt;br /&gt;
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A guide explaining the exact processes to go through when building the main well types and their infrastructure.&lt;br /&gt;
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=== The Well Itself ===&lt;br /&gt;
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So you're really new, you've read the well page, and you're still a little lost? Well, not to worry! We like our newbies! So we're gonna' show you exactly what needs to be done to just build a well from scratch. Keep in mind that a lot of this can be sped up by buying the materials at embark or from a caravan, rather than making them yourself. This is especially true with the restraint component.&lt;br /&gt;
&lt;br /&gt;
1. Start digging up stone. You need a dwarf with the miner skill enabled and a pickaxe. You need to dig through stone layers to get stone, as dirt yeilds nothing. The miner will leave rubble behind him. These are your primary building materials.&lt;br /&gt;
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2. Start chopping down trees. You need a dwarf with the woodcutter skill enabled and a  battle axe to do this. Each tree chopped down leaves a log. You'll need this for other components.&lt;br /&gt;
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3. Set up an underground farm plot and cover it in water. It only needs a dusting of 1/7. Once it's been covered, drain it. It should now be muddy and will allow you to plant things on it. In order to plant seeds and make the farm plot, you'll need a dwarf with the grower skill enabled. Make sure you have pig tail seeds.&lt;br /&gt;
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4. The pig tail seeds grow into pig tails, which can be processed into thread and turned into ropes for the well. Alternatively, if you run into metal ore, you can make a chain. But that process is even more complex, and there are plenty better uses for chains, so we'll stick with the rope.&lt;br /&gt;
&lt;br /&gt;
5. Now you need a dwarf with the thresher skill enabled and a farmer's workshop set up. Set it to process plants. He will take any available pig tails and turn them into thread.&lt;br /&gt;
&lt;br /&gt;
6. Next you need a weaver and a loom. The weaver will automatically turn thread into fabric at a loom. Yes, you need to make sheets of fabric into ropes, no it doesn't make much sense.&lt;br /&gt;
&lt;br /&gt;
7. Now you need a dwarf with the clothier skill and a clothier's shop. Have the clothier make ropes. He'll use whatever fabric is available to him.&lt;br /&gt;
&lt;br /&gt;
8. Have a mason make a stone block at the mason's workshop.&lt;br /&gt;
&lt;br /&gt;
9. Have a carpenter make a bucket at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
10. Have a mechanic make a mechanism at the mechanic's workshop.&lt;br /&gt;
&lt;br /&gt;
11. Channel out a one-square hole in the ground. This is an example location, to show how a well is to be oriented to actually be built.&lt;br /&gt;
&lt;br /&gt;
12. Build the well. It needs to be placed on the hole. Not in the hole, not above the hole, but directly on it. A well needs at least one adjacent floor tile, and must be built over empty space. Select your block, bucket, mechanism and rope. (Or chain if you went that rout)&lt;br /&gt;
&lt;br /&gt;
13. Once that's done, the well designation will just sit there. You need a dwarf with the architect skill to design it. Once he's done, the appropriate worker will drop in and finish building the thing.&lt;br /&gt;
&lt;br /&gt;
It takes 10 skilled dwarves and 6 workshops to build the base materials for one well from scratch. Of course, all of it's materials can simply be baught, speeding the process up a fair bit. However, keep in mind that all of it's components have value. Value which can be increased. A gem-encrusted masterpiece bucket with a gem encrusted masterpiece platinum chain, with a gem encrusted masterpiece mechanism, with legendary architectural skill and legendary construction, can be of insanely high value. As a result, you can engineer them to artificially increase the value of your fortress very quickly, once you have the infrastructure to do so.&lt;br /&gt;
&lt;br /&gt;
=== Murky Pools ===&lt;br /&gt;
&lt;br /&gt;
The pitfalls of using murky pools directly. We'll show you how to do it right and keep your dwarves smiling.&lt;br /&gt;
&lt;br /&gt;
=== Brooks ===&lt;br /&gt;
&lt;br /&gt;
Brooks are nice. We'll show you why!&lt;br /&gt;
&lt;br /&gt;
=== Rivers ===&lt;br /&gt;
&lt;br /&gt;
Rivers are different from brooks, in that they have things living in them and are a little more dangerous to be around.&lt;br /&gt;
&lt;br /&gt;
=== Oceans ===&lt;br /&gt;
&lt;br /&gt;
This explains the salinity glitch with oceans again, and discusses how to safely draw water from an ocean.&lt;br /&gt;
&lt;br /&gt;
=== Aquifers ===&lt;br /&gt;
&lt;br /&gt;
This section explains why the only thing aquifers are good for, are wells.&lt;br /&gt;
&lt;br /&gt;
=== Flooded Caverns ===&lt;br /&gt;
&lt;br /&gt;
This will discuss different methods of utilizing water from flooded caverns, specifically for the construction of a well, safely.&lt;br /&gt;
&lt;br /&gt;
=== Water Falls ===&lt;br /&gt;
&lt;br /&gt;
If you have a waterfall on your map, you are truly lucky. You can do so many cool things with waterfalls, it's enough to make a dwarf consider crying, just this once, maybe, if nobody's looking. But, here, we'll show some step-by-step ideas for how to use waterfalls to make awesome wells.&lt;br /&gt;
&lt;br /&gt;
=== Reservoirs ===&lt;br /&gt;
&lt;br /&gt;
So, you've decided you need to store water elsewhere, eh? Well, I can't blame you. Here's some discussion about the traits a reservoir can have, how to build them without trapping your dwarves, safety concerns, escape routs, and a discussion on effective filling methods.&lt;br /&gt;
&lt;br /&gt;
=== Bucket Filling ===&lt;br /&gt;
&lt;br /&gt;
This talks about how to go about bucket filling a well, the benefits of doing so, and the problems therein.&lt;br /&gt;
&lt;br /&gt;
=== Aqueducts ===&lt;br /&gt;
&lt;br /&gt;
This talks about how to build several generic aqueducts, drawing from different types of sources. Specifically, gravity-draining above-ground sources and pumping upward from subterranean sources.&lt;br /&gt;
&lt;br /&gt;
=== Drainage ===&lt;br /&gt;
&lt;br /&gt;
This talks about what drains are used for, why you might want them, and then how to build several types of functional drain mechanisms.&lt;br /&gt;
&lt;br /&gt;
== Style and Design ==&lt;br /&gt;
&lt;br /&gt;
This section discusses purely aesthetic and functional decisions people have made in the past with their wells, as well as advanced designs.&lt;br /&gt;
&lt;br /&gt;
=== Fighting the Ice ===&lt;br /&gt;
&lt;br /&gt;
So you have a frozen well, and you want to know how to keep it liquid do ya? You're going to need to build a heated reservoir.&lt;br /&gt;
&lt;br /&gt;
First, have magma on your map. If you don't, dig deeper and be prepared for demons.&lt;br /&gt;
&lt;br /&gt;
Next, you need some magma-safe materials. You'll need this to build floodgates and pumps.&lt;br /&gt;
&lt;br /&gt;
Now, you need to pipe and pump the magma with the magma-safe pumping equipment. Be sure to use mechanical power for these, as dwarves are too likely to kill themselves.&lt;br /&gt;
&lt;br /&gt;
The magma needs to be piped under your reservoir. That is to say, there needs to be just one floor tile between the two, just enough to keep them from touching and turning into an accidental obsidian factory.&lt;br /&gt;
&lt;br /&gt;
The magma needs to be piped around under your water, it needs to keep on moving or the water will freeze again. That means it needs an infinite, cyclical flow.&lt;br /&gt;
&lt;br /&gt;
And even if you get all of this built and working, it will only melt one level. Which means the reservoir can only be 1 level deep.&lt;br /&gt;
&lt;br /&gt;
That's a lot of work to have an above-ground well in a frozen environment. Probably easier to melt a pool and drain it.&lt;br /&gt;
&lt;br /&gt;
=== Ultimate Party Machine ===&lt;br /&gt;
&lt;br /&gt;
It is possible to pour water through the mouth of a well from above. This frequently causes water to spray out in a mist, which pleases dwarves. If you power it, you could have a pump stack draw water from beneath the well and pour it back in from above, turning your fancy meeting hall into a FANCIER meeting hall! Throw in some platinum statues while you're at it.&lt;br /&gt;
&lt;br /&gt;
=== Well Stacking ===&lt;br /&gt;
&lt;br /&gt;
Have you ever needed to have more than one well on multiple z-levels and disliked the work of setting up multiple reservoirs? Well fret no more!&lt;br /&gt;
&lt;br /&gt;
Because a well can function through the opening of another well, it's possible to stack well openings through z-levels! So long as they're all in a perfectly straight line above each other, and there's at least 3/7 tiles of water somewhere directly below them, they will all be perfectly functional!&lt;br /&gt;
&lt;br /&gt;
Of course, if you go too far, this may become something of a safety concern, as dwarves would plummet mile after mile, through dozens of well openings before finally hitting the bottom.&lt;br /&gt;
&lt;br /&gt;
=== Multitasking Wells ===&lt;br /&gt;
&lt;br /&gt;
Because wells aren't actually USED all that often, and are usually more valuable as decorations, there isn't really any reason to keep it's reservoir completely full all the time. So, what can you do with a giant bucket of water in the middle of your fortress? Well, luckily, there are a few other reasons you could have for piping water around.&lt;br /&gt;
&lt;br /&gt;
First, you need to &amp;quot;irrigate&amp;quot; underground floors before you can actually farm on them. Instead of making a separate, elaborate irrigation system for just one use, (To my knowledge, mud doesn't dry) why not just drain it out of your well?&lt;br /&gt;
&lt;br /&gt;
You could also use your well as a water reservoir for an obsidian factory. Fill a chamber with a single layer of magma, then pour your well's contents over it!&lt;br /&gt;
&lt;br /&gt;
You could use your well to dispose of unwanted life forms, such as siegers, elves, goblins, nobles and other miscellaneous things that wandered into your cage traps. (This only works on non-amphibious creatures)&lt;br /&gt;
&lt;br /&gt;
=== The Dwarven Toilet ===&lt;br /&gt;
&lt;br /&gt;
I built this in an experiment. At the top of the reservoir is a platform with a pressure plate on it. When the pressure plate senses 5/7 water, it triggers, closing the fill pipe, and opening the drain. So, when you pull the lever to fill the thing, it fills up to the top, then drains. Just like a giant toilet. I have not found any functional use for this. In all honesty, it was a simple accident I made, connecting the pressure plate to the drain as well as the plug. But, hey, what the heck, I made a giant toilet. There ya' go. Perhaps you could use this to get rid of the crud that accumulates in a well as dwarves clean themselves in it?&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Well_guide&amp;diff=129693</id>
		<title>v0.31:Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Well_guide&amp;diff=129693"/>
		<updated>2010-10-17T04:55:56Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|04:49, 17 October 2010 (UTC)}}{{av}}&lt;br /&gt;
''This guide assumes you've read the main article on '''{{L|well}}s''' and are familiar with the basic information found in that article, of what a well does and what is required to build one.''&lt;br /&gt;
&lt;br /&gt;
A well can be vital to any fortress, but deciding that you need one and building one are two different things. Draining water from the surface can flood your fortress if you aren't careful, and building a well only to see the water source dry up or freeze is beyond frustrating. This guide will walk you through a number of different situations, and explain solutions that have been found for these problems.&lt;br /&gt;
If you are looking for the step by step guide: [http://df.magmawiki.com/index.php/DF2010:Well_guide#Step_by_Step|Step By Step Guide]&lt;br /&gt;
&lt;br /&gt;
== Why Build a Well? ==&lt;br /&gt;
&lt;br /&gt;
Honestly, not every fortress NEEDS a well. But they all need some form of safe ''water source'' to bring water to patients and prisoners. If they do not have this and you find yourself in a siege with six injured dwarves, you're in trouble... But a hole full of water can be just as good for that as a well.&lt;br /&gt;
&lt;br /&gt;
=== Why You Might Not ===&lt;br /&gt;
&lt;br /&gt;
1. Wells are currently a little wonky, like everything else, but in a not-so-friendly way. There are plenty of opportunities to flood a fortress through a well, and even if you don't, dwarves and animals might still occasionally fall in.&lt;br /&gt;
&lt;br /&gt;
2. They take a lot of time and effort to construct, especially when compared to alternatives.&lt;br /&gt;
&lt;br /&gt;
3. Because of the way wells are, a single hole in a flat ceiling, it makes it more difficult for creatures to get out, should they find themselves in your water source.&lt;br /&gt;
&lt;br /&gt;
4. Technically, a trench full of water can be designated as a water source just as easily as a well, and dwarves will sanely path around such a thing, as well as bathe in it more easily.&lt;br /&gt;
&lt;br /&gt;
5. If you do make a shallow pool as a water source, and have a meeting hall designated therein, unoccupied dwarves will hang out in the water, gaining swiming skill.&lt;br /&gt;
&lt;br /&gt;
=== Why You Might ===&lt;br /&gt;
&lt;br /&gt;
1. While a trench full of water can be used as a water source, a well can draw water from a source that is 30+ levels below. Also, a trench water source can only be one level deep, dwarves will not draw water from any level deeper than that. A well will.&lt;br /&gt;
&lt;br /&gt;
2. Wells can be made to have extraordinarily high value, due to the various skills and materials, each with their own quality levels, which go into it's construction. Thus, as the center piece for a meeting room, even if they have no water, wells can be very handy in making dwarves very happy.&lt;br /&gt;
&lt;br /&gt;
3. As far as the well itself goes, they take up very little space in your actual fortress. With a water-filled channel, the reservoir is equivalent to the floor space occupied.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Location ==&lt;br /&gt;
&lt;br /&gt;
Once you've decided it's time to construct a well, you need to consider where the well needs to be. It helps if you've been planning for this while building the rest of your fortress, and have made room for it.&lt;br /&gt;
&lt;br /&gt;
You want a well central to your dwarfs, so they'll all get good thoughts from seeing it, and near any {{L|Health_care_(labor)|hospital}} beds you have, but you want it off the main traffic routs.  You can have more than one well, which solves that problem, but raises the one of engineering water to feed them all.  If it's indoors (or behind walls), then there's little threat from {{L|carp}}, {{L|goblins}}, or {{L|animal}}s, and it can provide a safe source of drinking water during a {{L|siege}}. &lt;br /&gt;
&lt;br /&gt;
Depending on your start location, you may already have a pre-existing water source, such as a flooded cavern, which you can just build a well over. Or, as is usually the case, you may need to transport water from some other location to where you want your well to be. This is where things get complicated.&lt;br /&gt;
&lt;br /&gt;
== Water sources ==&lt;br /&gt;
&lt;br /&gt;
A well needs a water source of at least 3/7 depth, at least 1 {{L|z-level}} somewhere directly below it's opening, with no obstructions between itself and said water.  Pre-existing water is safe because it's the most predictable - what you see is what you've got, no surprises. You can instead use dwarven engineering to bring water from a distant source to beneath your well, with a safety factor based on your experience and the complexity of the project. (See {{L|flood}}.)&lt;br /&gt;
&lt;br /&gt;
The important part about the well is to make sure that you don't create a situation where the water will {{L|flood}} your fortress, due to {{L|Water_pressure|pressure}} from a source at a higher level. If the water is stable before you build the well above it, it will be safe (unless your dwarfs change things), but if you are introducing a flow, make sure you understand how pressure works and will not fall victim to its surprises. (See {{L|Water_pressure|pressure}}.)&lt;br /&gt;
&lt;br /&gt;
=== Pre-existing sources ===&lt;br /&gt;
&lt;br /&gt;
A {{L|brook}}, {{L|river}}, {{L|murky pool}}, or flooded {{L|cavern}} can provide water under a well.  The surface of a brook tile will have to be channeled out, but it works just fine.  Murky pools can dry up in warm seasons, and the well will be useless until they refill from {{L|rain}}.  On hot maps, this may never happen - it's quite possible to see your murky pools (which are always full at {{L|embark}}) {{L|evaporate}} away before you ever get a chance to build a well.&lt;br /&gt;
&lt;br /&gt;
Using stagnant water directly from murky pools or brooks is not optimal, as it will give dwarves negative thoughts, &amp;quot;Has complained about the nasty water lately&amp;quot;. To avoid this, moving water from these places on to floor tiles that are not identified as riverbeds or ponds, and building a well over ''that'' will work just fine, so long as the final depth is 3/7 or greater.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Aquifer|Aquifers}} ===&lt;br /&gt;
&lt;br /&gt;
If you have an aquifer, just channel a 1x1 square in any open stretch of floor above it and build the well. It will automatically fill and never flood. You'll have other construction projects to worry about.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Ocean|Oceans}} ===&lt;br /&gt;
&lt;br /&gt;
Oceans and aquifers near oceans carry salty water. This is normally unpleasant to dwarves, but for some reason, drinking that water through a well is perfectly fine. This is a bug. But, if you really want to, it is possible to desalinate water by running it through a pump, (This is ''also'' a bug.) BUT, if that water touches any natural surfaces it will turn salty again. The floor, walls and ceiling of the aqueduct and reservoir all need to be constructed.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Reservoir|Reservoirs}} ===&lt;br /&gt;
&lt;br /&gt;
If you need to move water to your well, you need to dig/build a reservoir. A reservoir is basically a big hole intended for the storage of large quantities of water.&lt;br /&gt;
&lt;br /&gt;
When digging a reservoir, you need to consider your needs and the space you have available. Do you really need a 20x20x20 reservoir, holding 56,000 tiles of water, requiring 560,000 uses of the well to fully dry up? Frequently, in well-managed fortresses, wells are really only used for the care of sick or imprisoned dwarves and animals. As a result, it doesn't really need to be anything special, unless it's a meeting hall, in which case dwarves will drink from it at random.&lt;br /&gt;
&lt;br /&gt;
Another consideration is safety. (See Below) Specifically, dwarves can fall into wells. You may wish to place some sort of escape rout from the well, should anyone do so. At the least, this just needs to be a staircase going up the side of the well to the surface. The shorter the distance they need to go, the better off they are. Keep in mind, of course, that if any wildlife is able to access your reservoir, and if any of them are able to leave the water, they may wander into your fortress through the escape rout. If they're particularly malicious, they may even path their way in to attack your dwarves.&lt;br /&gt;
&lt;br /&gt;
If you are filling the reservoir by aqueduct, consider the fill point. If you are using only gravity to fill the well, but the water needs to flow up to do so, you may experience problems when it comes time to refill your well. Specifically, water floods upwards into empty space very easily, but for some reason doesn't like to flood through still water. Thus, it may be more appropriate to have the reservoir fill from it's top, though keep in mind that this is a very fast fill method and can flood a bit if you aren't watching and have a small reservoir. (As a side note on that, it is possible to fill a well by pouring water directly through the well opening itself)&lt;br /&gt;
&lt;br /&gt;
Finally, you may find some circumstance where you'd wish to make changes to the well. For example, building a statue in it's reservoir, or recovering a lost loved one who fell in and cracked his skull open. In these instances, you may wish to construct a manual drain. All it requires is a hatch or floodgate at the bottom of the well, connected to a lever, covering a tunnel leading to an appropriate dump site... Like your subterranean farming operation. Or your obsidian factory. Or a room full of captured &amp;lt;s&amp;gt;nobles&amp;lt;/s&amp;gt; goblins. If you already have a drain for the aqueduct, you can easily connect the two.&lt;br /&gt;
&lt;br /&gt;
== Filling the Well ==&lt;br /&gt;
&lt;br /&gt;
If you've had to construct a well separate from a pre-existing water source, you need to move that water to the well itself. There's two main ways to go about this.&lt;br /&gt;
&lt;br /&gt;
=== Bucket Filling a Well ===&lt;br /&gt;
&lt;br /&gt;
If you designate your well as a pit/pond and have empty buckets, dwarves will fill the well manually. Keep in mind that this is slow, time-consuming and occupies dwarves who could be doing something else. Of course, for particularly small wells, it may be of no concern. If the walking distance is quite far, (Like STUPIDLY far- your fortress would need to be a truly tangled maze for this to happen) the water may evaporate faster than dwarves can fill the well.&lt;br /&gt;
&lt;br /&gt;
=== Piping water to your reservoir ===&lt;br /&gt;
&lt;br /&gt;
If the water is not where you want to build the well, you can dig a tunnel or channel and/or otherwise create an {{L|aqueduct}} to bring it to where you want it. You should consider adding a door or floodgate somewhere near the water source so that you can dry out your tunnels for future projects, repair, or recovery of lost items.&lt;br /&gt;
&lt;br /&gt;
Channels are open to the sky, and if not done properly, (taking advantage of some weird quirks in game functionality) they are subject to evaporation and freezing. As a result, they aren't normally an optimal method of moving water. Of course, there's nothing stopping you from digging a moat, then filling your well from that. Keep in mind, however, that open water frequently becomes a random hazard, as dwarves can be quite careless at times. If you do have open water set up somewhere, make sure your dwarves have some way out of it. You never know when a random goblin will kick your elite stonecrafter into your moat.&lt;br /&gt;
&lt;br /&gt;
Digging tunnels, then, is generally a better way of moving water from place to place. You need to be careful about how you dig such aqueducts. Water can move through diagonal openings, so be sure to avoid flooding nearby rooms from accidental corner intersections. Make sure that any unnecessary access points to your aqueduct are properly sealed before letting the water flow.&lt;br /&gt;
&lt;br /&gt;
The generally accepted method for digging an aqueduct has five steps.&lt;br /&gt;
&lt;br /&gt;
1. Dig out the reservoir where you want to store the water.&lt;br /&gt;
&lt;br /&gt;
2. From the reservoir, dig a tunnel up to your water source, but leave one space of earth to prevent water from flooding in and killing your dwarf.&lt;br /&gt;
&lt;br /&gt;
3. Build a door or floodgate in the aqueduct, either at the end of the tunnel or at the entrance to the reservoir. Or both if you're fancy. (Doors are better, because the dwarf can walk through it if he builds it from the wrong side)&lt;br /&gt;
&lt;br /&gt;
4. Connect the door/floodgate to a lever, and make sure any dwarves stuck in the tunnel are safely evicted.&lt;br /&gt;
&lt;br /&gt;
5. Channel out the final tile from above, pull the lever. Let the water fill the reservoir, then pull the lever again, sealing the water source.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, when you command the lever to be pulled to end filling, it may take some time for an available dwarf to actually do it. Even then, there is some lag time between the lever pull and the action it causes. Finally, if your plug is at some point in the aqueduct, but not at the entrance of the reservoir, any water in the aqueduct above the water level in the reservoir will continue to pour in.&lt;br /&gt;
&lt;br /&gt;
If you want to empty the aqueduct, use a similar method to build a drain to some reasonable dumping location, like a carvern. Make sure you can control it with levers, however, or it will constantly drain instead of filling your well.&lt;br /&gt;
&lt;br /&gt;
== Safety ==&lt;br /&gt;
&lt;br /&gt;
A well is not an obstructing object. That is to say, it doesn't stop things from passing through it's space. This is why wells can function through other wells, why water will flood out of them, why a (very) few monsters may be able to climb out through them if you're tremendously unlucky, and why dwarves and animals frequently fall in.&lt;br /&gt;
&lt;br /&gt;
=== Flooding ===&lt;br /&gt;
&lt;br /&gt;
More fortresses have fallen at the hands of a flooding well than they have to megabeasts, seiges or demons. If you are going to be shifting water around in any form other than buckets, be prepared for the worst.&lt;br /&gt;
&lt;br /&gt;
There are several solutions to the flooding problem.&lt;br /&gt;
&lt;br /&gt;
1. Overflow Drainage. At the top of a reservoir, dig a tunnel to drain water out the side, and have it dump out into some appropriate sump, like a cavern full of armok-knows-what.&lt;br /&gt;
&lt;br /&gt;
2. Emergency auto-plug. You can make pressure plates sense water. If you set up a pressure plate beside your well, and connect it to a hatch or door blocking your reservoir, it will automatically seal the reservoir off from it's flow source, should the thing flood.&lt;br /&gt;
&lt;br /&gt;
3. No Exits. The safest and easiest way to do it, is to dig out the reservoir, ''but not the opening for the well itself''. This way, you can fill the reservoir completely, and because there's nowhere for it to flood out to, it simply WON'T! Then you can seal off the reservoir at your leisure and dig the opening without concern! (Though not without caution. Make sure you turned the taps off first.)&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
&lt;br /&gt;
The main problem is that while dwarves will normally walk around random holes in the ground, a well is treated as a &amp;quot;passable&amp;quot; tile. It's what allows them to use the well itself. However, this doesn't stop them from simply walking across it's space and falling through the hole it was built over. And because there's no such thing as buoyancy or water resistance yet, dwarves fall through water at the same rate they would through air. Meaning the deeper your reservoir, the bigger the splatter they make at the bottom. The following are all suggestions which decrease the likelyhood of anyone falling into a well. Keep in mind what you want to use the well for, however. There's little point of making a high value well if nobody will ever see it.&lt;br /&gt;
&lt;br /&gt;
1. Put it somewhere out of the way. If your dwarves don't have any reason to path over it, they won't fall into it. &lt;br /&gt;
&lt;br /&gt;
2. Surround it with restricted traffic control. Then dwarves will be less likely to actually walk over it, even if they do go through that area. &lt;br /&gt;
&lt;br /&gt;
3. Don't make it a meeting hall, or people will throw parties at it, and dwarves don't really care about traffic, when they're on break/partying/nojob, because they aren't trying to find the fastest rout to their task, because they don't have a task. Also, animals like to ignore traffic control. &lt;br /&gt;
&lt;br /&gt;
4. For the same reasons, don't put it ''in'' a meeting hall. &lt;br /&gt;
&lt;br /&gt;
5. Don't put it in a barracks, or around other places where dwarves may be fighting for any reason, as dwarves don't look before they leap. &lt;br /&gt;
&lt;br /&gt;
6. Making a well so it's at the end of a hall, with only one tile dwarves can stand on next to it, will dramatically decrease the chances of anything ever falling in. because then the only reason anything could have to go there, is to use the well, which does not involve standing ON the well. &lt;br /&gt;
&lt;br /&gt;
7. Making a well's reservoir shallow, but wide, is also a good idea, I think. A wider reservoir holds a LOT of water, and takes a LONG time to dry out. If a reservoir is shallow, that means a dwarf will only fall one level or so, which can only cause momentary unconsciousness at the worst. That means your dwarves won't fall down the well, break their leg and drown. &lt;br /&gt;
&lt;br /&gt;
8. Making an escape rout from a well is probably also a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
You don't need to worry too much about monsters crawling out of your well to gobble down your hairy friends these days, but that doesn't mean it's impossible. It all depends on what beasts may be lurking around- and how you build your well.&lt;br /&gt;
&lt;br /&gt;
First off, if you're bucket-filling a well, you need to make sure that their inital water source is safe. Make sure it isn't full of crocodiles or carp. (Or other dangerous fishy things)&lt;br /&gt;
&lt;br /&gt;
If you are draining water through an aqueduct, and you know there may be dangerous animals (Or even just unwanted regular animals) living in it, there is a way to stop them from wandering in. You can place upright bars or fortifications in the aqueduct. These allow water to pass through, but animals cannot. It has been observed that in very rare occasions, animal may be pushed through. If you're that concerned about it (Or have HORDES of angry crocodiles in your river) putting two stoppers in a row pretty much eliminates any chance of this happening.&lt;br /&gt;
&lt;br /&gt;
Even if monsters do get into your well, they're rarely a genuine threat, and at worst can give your dwarves an unhappy thought by scaring them. However, if your reservoir is filled right to the brim, carp and other fish CAN attack your dwarves, just as they would from a river. Also, any amphibious creatures may be able to use an escape passage to make their way into your fortress and make a mess. (Keep in mind, zombified fish are amphibious) And, of course, anyone who falls into a well full of predators is pretty much doomed.&lt;br /&gt;
&lt;br /&gt;
To prevent amphibians from getting out of your well, should they somehow get there, simply put a lockable hatch over the escape rout.&lt;br /&gt;
&lt;br /&gt;
Finally, if you are drawing directly from a flooded cavern, and have simply opened a hole in it's ceiling for the well, any flying creatures in the cavern may be able to use the well as an access point to your fortress. So, though it may be easy, and kinda' cool, it isn't exactly the safest option.&lt;br /&gt;
&lt;br /&gt;
== Above Ground ==&lt;br /&gt;
&lt;br /&gt;
The previous sections focused mostly on subterranean wells and gravity-filling reservoirs. Now we need to consider the special circumstances of wells built at ground level, above ground level, and simply outdoors.&lt;br /&gt;
&lt;br /&gt;
The main problem is that anything above what was ground level at embark is considered &amp;quot;above ground&amp;quot; and has different behavior, even if enclosed to be indoors. In particular, it will freeze and evaporate according to the temperature. This includes everything on level 0 and -1, unless there is something about them preventing the temperature from removing them, like rivers flowing faster than the water can evaporate out of them.&lt;br /&gt;
&lt;br /&gt;
Enclosing the water, so that it is &amp;quot;indoors&amp;quot; will decrease the rate of evaporation, but there isn't much you can do to prevent water from freezing above ground. (There is a way, but if you're new, you may not enjoy the prospects of actually constructing it. See below in style and design.)&lt;br /&gt;
&lt;br /&gt;
=== Outdoor Wells ===&lt;br /&gt;
&lt;br /&gt;
There are plenty of good reasons to build a well outdoors. First and foremost, to be decorative or thematic. The wells don't necessarily need to be functional if this is your intent. But another use would be as a functional source for an outdoor meeting hall... Or in other words, a vomitorium. Because dwarves will clean themselves in a well, having one in such a vomitorium would just make things more efficient!&lt;br /&gt;
&lt;br /&gt;
Of course, as with any outdoor meeting place, you need to be certain that it is a safe place, where goblins and giant eagles are unlikely to descend upon your sickly party-goers.&lt;br /&gt;
&lt;br /&gt;
=== On The Level ===&lt;br /&gt;
&lt;br /&gt;
Now, about ground level, or specifically, the place where &amp;quot;above ground&amp;quot; and &amp;quot;below ground&amp;quot; meet. Z-levels 0 and -1 on flat maps. If you are on a very cold or very hot map, any water open to the sky on these levels will freeze or evaporate very quickly. As said before, you can minimize this by simply roofing in the water and making it &amp;quot;indoors&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Also keep in mind the floor type. Murky pools, even when roofed over, will behave as though they are open to the sky. This is because murky pools, rivers, oceans, etc. all have a special floor tile which modifies the behavior of any water above it. Simply putting floor tiles on the basin of a murky pool can minimize evaporation, but it will eliminate rain refill.&lt;br /&gt;
&lt;br /&gt;
If you dig a channel down to z-2, the water in it will not evaporate very quickly at all, as it's &amp;quot;under ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== In the Sky ===&lt;br /&gt;
&lt;br /&gt;
And now for the final type of well, and this one is very uncommon, you may wish to build a well high above ground. A well tower may indeed be a cool, though completely non-functional idea. Be aware what the environmental conditions are before you do this, of course, as the only real way of dealing with ice involves pumping magma up the tower as well.&lt;br /&gt;
&lt;br /&gt;
In all honesty, a sky well would be built and function pretty much the same as a subterrranean well. The only diference is that it is very difficult to get the water up there. You need to build a pumpstack, lifting the water, level by level, pump by pump, up to your reservoir. And you need to lift the water to the top of your reservoir, as pumps will not pump upward naturally.&lt;br /&gt;
&lt;br /&gt;
== Step by Step ==&lt;br /&gt;
&lt;br /&gt;
A guide explaining the exact processes to go through when building the main well types and their infrastructure.&lt;br /&gt;
&lt;br /&gt;
=== The Well Itself ===&lt;br /&gt;
&lt;br /&gt;
So you're really new, you've read the well page, and you're still a little lost? Well, not to worry! We like our newbies! So we're gonna' show you exactly what needs to be done to just build a well from scratch. Keep in mind that a lot of this can be sped up by buying the materials at embark or from a caravan, rather than making them yourself. This is especially true with the restraint component.&lt;br /&gt;
&lt;br /&gt;
1. Start digging up stone. You need a dwarf with the miner skill enabled and a pickaxe. You need to dig through stone layers to get stone, as dirt yeilds nothing. The miner will leave rubble behind him. These are your primary building materials.&lt;br /&gt;
&lt;br /&gt;
2. Start chopping down trees. You need a dwarf with the woodcutter skill enabled and a  battle axe to do this. Each tree chopped down leaves a log. You'll need this for other components.&lt;br /&gt;
&lt;br /&gt;
3. Set up an underground farm plot and cover it in water. It only needs a dusting of 1/7. Once it's been covered, drain it. It should now be muddy and will allow you to plant things on it. In order to plant seeds and make the farm plot, you'll need a dwarf with the grower skill enabled. Make sure you have pig tail seeds.&lt;br /&gt;
&lt;br /&gt;
4. The pig tail seeds grow into pig tails, which can be processed into thread and turned into ropes for the well. Alternatively, if you run into metal ore, you can make a chain. But that process is even more complex, and there are plenty better uses for chains, so we'll stick with the rope.&lt;br /&gt;
&lt;br /&gt;
5. Now you need a dwarf with the thresher skill enabled and a farmer's workshop set up. Set it to process plants. He will take any available pig tails and turn them into thread.&lt;br /&gt;
&lt;br /&gt;
6. Next you need a weaver and a loom. The weaver will automatically turn thread into fabric at a loom. Yes, you need to make sheets of fabric into ropes, no it doesn't make much sense.&lt;br /&gt;
&lt;br /&gt;
7. Now you need a dwarf with the clothier skill and a clothier's shop. Have the clothier make ropes. He'll use whatever fabric is available to him.&lt;br /&gt;
&lt;br /&gt;
8. Have a mason make a stone block at the mason's workshop.&lt;br /&gt;
&lt;br /&gt;
9. Have a carpenter make a bucket at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
10. Have a mechanic make a mechanism at the mechanic's workshop.&lt;br /&gt;
&lt;br /&gt;
11. Channel out a one-square hole in the ground. This is an example location, to show how a well is to be oriented to actually be built.&lt;br /&gt;
&lt;br /&gt;
12. Build the well. It needs to be placed on the hole. Not in the hole, not above the hole, but directly on it. A well needs at least one adjacent floor tile, and must be built over empty space. Select your block, bucket, mechanism and rope. (Or chain if you went that rout)&lt;br /&gt;
&lt;br /&gt;
13. Once that's done, the well designation will just sit there. You need a dwarf with the architect skill to design it. Once he's done, the appropriate worker will drop in and finish building the thing.&lt;br /&gt;
&lt;br /&gt;
It takes 10 skilled dwarves and 6 workshops to build the base materials for one well from scratch. Of course, all of it's materials can simply be baught, speeding the process up a fair bit. However, keep in mind that all of it's components have value. Value which can be increased. A gem-encrusted masterpiece bucket with a gem encrusted masterpiece platinum chain, with a gem encrusted masterpiece mechanism, with legendary architectural skill and legendary construction, can be of insanely high value. As a result, you can engineer them to artificially increase the value of your fortress very quickly, once you have the infrastructure to do so.&lt;br /&gt;
&lt;br /&gt;
=== Murky Pools ===&lt;br /&gt;
&lt;br /&gt;
The pitfalls of using murky pools directly. We'll show you how to do it right and keep your dwarves smiling.&lt;br /&gt;
&lt;br /&gt;
=== Brooks ===&lt;br /&gt;
&lt;br /&gt;
Brooks are nice. We'll show you why!&lt;br /&gt;
&lt;br /&gt;
=== Rivers ===&lt;br /&gt;
&lt;br /&gt;
Rivers are different from brooks, in that they have things living in them and are a little more dangerous to be around.&lt;br /&gt;
&lt;br /&gt;
=== Oceans ===&lt;br /&gt;
&lt;br /&gt;
This explains the salinity glitch with oceans again, and discusses how to safely draw water from an ocean.&lt;br /&gt;
&lt;br /&gt;
=== Aquifers ===&lt;br /&gt;
&lt;br /&gt;
This section explains why the only thing aquifers are good for, are wells.&lt;br /&gt;
&lt;br /&gt;
=== Flooded Caverns ===&lt;br /&gt;
&lt;br /&gt;
This will discuss different methods of utilizing water from flooded caverns, specifically for the construction of a well, safely.&lt;br /&gt;
&lt;br /&gt;
=== Water Falls ===&lt;br /&gt;
&lt;br /&gt;
If you have a waterfall on your map, you are truly lucky. You can do so many cool things with waterfalls, it's enough to make a dwarf consider crying, just this once, maybe, if nobody's looking. But, here, we'll show some step-by-step ideas for how to use waterfalls to make awesome wells.&lt;br /&gt;
&lt;br /&gt;
=== Reservoirs ===&lt;br /&gt;
&lt;br /&gt;
So, you've decided you need to store water elsewhere, eh? Well, I can't blame you. Here's some discussion about the traits a reservoir can have, how to build them without trapping your dwarves, safety concerns, escape routs, and a discussion on effective filling methods.&lt;br /&gt;
&lt;br /&gt;
=== Bucket Filling ===&lt;br /&gt;
&lt;br /&gt;
This talks about how to go about bucket filling a well, the benefits of doing so, and the problems therein.&lt;br /&gt;
&lt;br /&gt;
=== Aqueducts ===&lt;br /&gt;
&lt;br /&gt;
This talks about how to build several generic aqueducts, drawing from different types of sources. Specifically, gravity-draining above-ground sources and pumping upward from subterranean sources.&lt;br /&gt;
&lt;br /&gt;
=== Drainage ===&lt;br /&gt;
&lt;br /&gt;
This talks about what drains are used for, why you might want them, and then how to build several types of functional drain mechanisms.&lt;br /&gt;
&lt;br /&gt;
== Style and Design ==&lt;br /&gt;
&lt;br /&gt;
This section discusses purely aesthetic and functional decisions people have made in the past with their wells, as well as advanced designs.&lt;br /&gt;
&lt;br /&gt;
=== Fighting the Ice ===&lt;br /&gt;
&lt;br /&gt;
So you have a frozen well, and you want to know how to keep it liquid do ya? You're going to need to build a heated reservoir.&lt;br /&gt;
&lt;br /&gt;
First, have magma on your map. If you don't, dig deeper and be prepared for demons.&lt;br /&gt;
&lt;br /&gt;
Next, you need some magma-safe materials. You'll need this to build floodgates and pumps.&lt;br /&gt;
&lt;br /&gt;
Now, you need to pipe and pump the magma with the magma-safe pumping equipment. Be sure to use mechanical power for these, as dwarves are too likely to kill themselves.&lt;br /&gt;
&lt;br /&gt;
The magma needs to be piped under your reservoir. That is to say, there needs to be just one floor tile between the two, just enough to keep them from touching and turning into an accidental obsidian factory.&lt;br /&gt;
&lt;br /&gt;
The magma needs to be piped around under your water, it needs to keep on moving or the water will freeze again. That means it needs an infinite, cyclical flow.&lt;br /&gt;
&lt;br /&gt;
And even if you get all of this built and working, it will only melt one level. Which means the reservoir can only be 1 level deep.&lt;br /&gt;
&lt;br /&gt;
That's a lot of work to have an above-ground well in a frozen environment. Probably easier to melt a pool and drain it.&lt;br /&gt;
&lt;br /&gt;
=== Ultimate Party Machine ===&lt;br /&gt;
&lt;br /&gt;
It is possible to pour water through the mouth of a well from above. This frequently causes water to spray out in a mist, which pleases dwarves. If you power it, you could have a pump stack draw water from beneath the well and pour it back in from above, turning your fancy meeting hall into a FANCIER meeting hall! Throw in some platinum statues while you're at it.&lt;br /&gt;
&lt;br /&gt;
=== Well Stacking ===&lt;br /&gt;
&lt;br /&gt;
Have you ever needed to have more than one well on multiple z-levels and disliked the work of setting up multiple reservoirs? Well fret no more!&lt;br /&gt;
&lt;br /&gt;
Because a well can function through the opening of another well, it's possible to stack well openings through z-levels! So long as they're all in a perfectly straight line above each other, and there's at least 3/7 tiles of water somewhere directly below them, they will all be perfectly functional!&lt;br /&gt;
&lt;br /&gt;
Of course, if you go too far, this may become something of a safety concern, as dwarves would plummet mile after mile, through dozens of well openings before finally hitting the bottom.&lt;br /&gt;
&lt;br /&gt;
=== Multitasking Wells ===&lt;br /&gt;
&lt;br /&gt;
Because wells aren't actually USED all that often, and are usually more valuable as decorations, there isn't really any reason to keep it's reservoir completely full all the time. So, what can you do with a giant bucket of water in the middle of your fortress? Well, luckily, there are a few other reasons you could have for piping water around.&lt;br /&gt;
&lt;br /&gt;
First, you need to &amp;quot;irrigate&amp;quot; underground floors before you can actually farm on them. Instead of making a separate, elaborate irrigation system for just one use, (To my knowledge, mud doesn't dry) why not just drain it out of your well?&lt;br /&gt;
&lt;br /&gt;
You could also use your well as a water reservoir for an obsidian factory. Fill a chamber with a single layer of magma, then pour your well's contents over it!&lt;br /&gt;
&lt;br /&gt;
You could use your well to dispose of unwanted life forms, such as siegers, elves, goblins, nobles and other miscellaneous things that wandered into your cage traps. (This only works on non-amphibious creatures)&lt;br /&gt;
&lt;br /&gt;
=== The Dwarven Toilet ===&lt;br /&gt;
&lt;br /&gt;
I built this in an experiment. At the top of the reservoir is a platform with a pressure plate on it. When the pressure plate senses 5/7 water, it triggers, closing the fill pipe, and opening the drain. So, when you pull the lever to fill the thing, it fills up to the top, then drains. Just like a giant toilet. I have not found any functional use for this. In all honesty, it was a simple accident I made, connecting the pressure plate to the drain as well as the plug. But, hey, what the heck, I made a giant toilet. There ya' go. Perhaps you could use this to get rid of the crud that accumulates in a well as dwarves clean themselves in it?&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Well_guide&amp;diff=129692</id>
		<title>v0.31:Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Well_guide&amp;diff=129692"/>
		<updated>2010-10-17T04:49:56Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|04:49, 17 October 2010 (UTC)}}{{av}}&lt;br /&gt;
''This guide assumes you've read the main article on '''{{L|well}}s''' and are familiar with the basic information found in that article, of what a well does and what is required to build one.''&lt;br /&gt;
&lt;br /&gt;
A well can be vital to any fortress, but deciding that you need one and building one are two different things. Draining water from the surface can flood your fortress if you aren't careful, and building a well only to see the water source dry up or freeze is beyond frustrating. This guide will walk you through a number of different situations, and explain solutions that have been found for these problems.&lt;br /&gt;
&lt;br /&gt;
== Why Build a Well? ==&lt;br /&gt;
&lt;br /&gt;
Honestly, not every fortress NEEDS a well. But they all need some form of safe ''water source'' to bring water to patients and prisoners. If they do not have this and you find yourself in a siege with six injured dwarves, you're in trouble... But a hole full of water can be just as good for that as a well.&lt;br /&gt;
&lt;br /&gt;
=== Why You Might Not ===&lt;br /&gt;
&lt;br /&gt;
1. Wells are currently a little wonky, like everything else, but in a not-so-friendly way. There are plenty of opportunities to flood a fortress through a well, and even if you don't, dwarves and animals might still occasionally fall in.&lt;br /&gt;
&lt;br /&gt;
2. They take a lot of time and effort to construct, especially when compared to alternatives.&lt;br /&gt;
&lt;br /&gt;
3. Because of the way wells are, a single hole in a flat ceiling, it makes it more difficult for creatures to get out, should they find themselves in your water source.&lt;br /&gt;
&lt;br /&gt;
4. Technically, a trench full of water can be designated as a water source just as easily as a well, and dwarves will sanely path around such a thing, as well as bathe in it more easily.&lt;br /&gt;
&lt;br /&gt;
5. If you do make a shallow pool as a water source, and have a meeting hall designated therein, unoccupied dwarves will hang out in the water, gaining swiming skill.&lt;br /&gt;
&lt;br /&gt;
=== Why You Might ===&lt;br /&gt;
&lt;br /&gt;
1. While a trench full of water can be used as a water source, a well can draw water from a source that is 30+ levels below. Also, a trench water source can only be one level deep, dwarves will not draw water from any level deeper than that. A well will.&lt;br /&gt;
&lt;br /&gt;
2. Wells can be made to have extraordinarily high value, due to the various skills and materials, each with their own quality levels, which go into it's construction. Thus, as the center piece for a meeting room, even if they have no water, wells can be very handy in making dwarves very happy.&lt;br /&gt;
&lt;br /&gt;
3. As far as the well itself goes, they take up very little space in your actual fortress. With a water-filled channel, the reservoir is equivalent to the floor space occupied.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Location ==&lt;br /&gt;
&lt;br /&gt;
Once you've decided it's time to construct a well, you need to consider where the well needs to be. It helps if you've been planning for this while building the rest of your fortress, and have made room for it.&lt;br /&gt;
&lt;br /&gt;
You want a well central to your dwarfs, so they'll all get good thoughts from seeing it, and near any {{L|Health_care_(labor)|hospital}} beds you have, but you want it off the main traffic routs.  You can have more than one well, which solves that problem, but raises the one of engineering water to feed them all.  If it's indoors (or behind walls), then there's little threat from {{L|carp}}, {{L|goblins}}, or {{L|animal}}s, and it can provide a safe source of drinking water during a {{L|siege}}. &lt;br /&gt;
&lt;br /&gt;
Depending on your start location, you may already have a pre-existing water source, such as a flooded cavern, which you can just build a well over. Or, as is usually the case, you may need to transport water from some other location to where you want your well to be. This is where things get complicated.&lt;br /&gt;
&lt;br /&gt;
== Water sources ==&lt;br /&gt;
&lt;br /&gt;
A well needs a water source of at least 3/7 depth, at least 1 {{L|z-level}} somewhere directly below it's opening, with no obstructions between itself and said water.  Pre-existing water is safe because it's the most predictable - what you see is what you've got, no surprises. You can instead use dwarven engineering to bring water from a distant source to beneath your well, with a safety factor based on your experience and the complexity of the project. (See {{L|flood}}.)&lt;br /&gt;
&lt;br /&gt;
The important part about the well is to make sure that you don't create a situation where the water will {{L|flood}} your fortress, due to {{L|Water_pressure|pressure}} from a source at a higher level. If the water is stable before you build the well above it, it will be safe (unless your dwarfs change things), but if you are introducing a flow, make sure you understand how pressure works and will not fall victim to its surprises. (See {{L|Water_pressure|pressure}}.)&lt;br /&gt;
&lt;br /&gt;
=== Pre-existing sources ===&lt;br /&gt;
&lt;br /&gt;
A {{L|brook}}, {{L|river}}, {{L|murky pool}}, or flooded {{L|cavern}} can provide water under a well.  The surface of a brook tile will have to be channeled out, but it works just fine.  Murky pools can dry up in warm seasons, and the well will be useless until they refill from {{L|rain}}.  On hot maps, this may never happen - it's quite possible to see your murky pools (which are always full at {{L|embark}}) {{L|evaporate}} away before you ever get a chance to build a well.&lt;br /&gt;
&lt;br /&gt;
Using stagnant water directly from murky pools or brooks is not optimal, as it will give dwarves negative thoughts, &amp;quot;Has complained about the nasty water lately&amp;quot;. To avoid this, moving water from these places on to floor tiles that are not identified as riverbeds or ponds, and building a well over ''that'' will work just fine, so long as the final depth is 3/7 or greater.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Aquifer|Aquifers}} ===&lt;br /&gt;
&lt;br /&gt;
If you have an aquifer, just channel a 1x1 square in any open stretch of floor above it and build the well. It will automatically fill and never flood. You'll have other construction projects to worry about.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Ocean|Oceans}} ===&lt;br /&gt;
&lt;br /&gt;
Oceans and aquifers near oceans carry salty water. This is normally unpleasant to dwarves, but for some reason, drinking that water through a well is perfectly fine. This is a bug. But, if you really want to, it is possible to desalinate water by running it through a pump, (This is ''also'' a bug.) BUT, if that water touches any natural surfaces it will turn salty again. The floor, walls and ceiling of the aqueduct and reservoir all need to be constructed.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Reservoir|Reservoirs}} ===&lt;br /&gt;
&lt;br /&gt;
If you need to move water to your well, you need to dig/build a reservoir. A reservoir is basically a big hole intended for the storage of large quantities of water.&lt;br /&gt;
&lt;br /&gt;
When digging a reservoir, you need to consider your needs and the space you have available. Do you really need a 20x20x20 reservoir, holding 56,000 tiles of water, requiring 560,000 uses of the well to fully dry up? Frequently, in well-managed fortresses, wells are really only used for the care of sick or imprisoned dwarves and animals. As a result, it doesn't really need to be anything special, unless it's a meeting hall, in which case dwarves will drink from it at random.&lt;br /&gt;
&lt;br /&gt;
Another consideration is safety. (See Below) Specifically, dwarves can fall into wells. You may wish to place some sort of escape rout from the well, should anyone do so. At the least, this just needs to be a staircase going up the side of the well to the surface. The shorter the distance they need to go, the better off they are. Keep in mind, of course, that if any wildlife is able to access your reservoir, and if any of them are able to leave the water, they may wander into your fortress through the escape rout. If they're particularly malicious, they may even path their way in to attack your dwarves.&lt;br /&gt;
&lt;br /&gt;
If you are filling the reservoir by aqueduct, consider the fill point. If you are using only gravity to fill the well, but the water needs to flow up to do so, you may experience problems when it comes time to refill your well. Specifically, water floods upwards into empty space very easily, but for some reason doesn't like to flood through still water. Thus, it may be more appropriate to have the reservoir fill from it's top, though keep in mind that this is a very fast fill method and can flood a bit if you aren't watching and have a small reservoir. (As a side note on that, it is possible to fill a well by pouring water directly through the well opening itself)&lt;br /&gt;
&lt;br /&gt;
Finally, you may find some circumstance where you'd wish to make changes to the well. For example, building a statue in it's reservoir, or recovering a lost loved one who fell in and cracked his skull open. In these instances, you may wish to construct a manual drain. All it requires is a hatch or floodgate at the bottom of the well, connected to a lever, covering a tunnel leading to an appropriate dump site... Like your subterranean farming operation. Or your obsidian factory. Or a room full of captured &amp;lt;s&amp;gt;nobles&amp;lt;/s&amp;gt; goblins. If you already have a drain for the aqueduct, you can easily connect the two.&lt;br /&gt;
&lt;br /&gt;
== Filling the Well ==&lt;br /&gt;
&lt;br /&gt;
If you've had to construct a well separate from a pre-existing water source, you need to move that water to the well itself. There's two main ways to go about this.&lt;br /&gt;
&lt;br /&gt;
=== Bucket Filling a Well ===&lt;br /&gt;
&lt;br /&gt;
If you designate your well as a pit/pond and have empty buckets, dwarves will fill the well manually. Keep in mind that this is slow, time-consuming and occupies dwarves who could be doing something else. Of course, for particularly small wells, it may be of no concern. If the walking distance is quite far, (Like STUPIDLY far- your fortress would need to be a truly tangled maze for this to happen) the water may evaporate faster than dwarves can fill the well.&lt;br /&gt;
&lt;br /&gt;
=== Piping water to your reservoir ===&lt;br /&gt;
&lt;br /&gt;
If the water is not where you want to build the well, you can dig a tunnel or channel and/or otherwise create an {{L|aqueduct}} to bring it to where you want it. You should consider adding a door or floodgate somewhere near the water source so that you can dry out your tunnels for future projects, repair, or recovery of lost items.&lt;br /&gt;
&lt;br /&gt;
Channels are open to the sky, and if not done properly, (taking advantage of some weird quirks in game functionality) they are subject to evaporation and freezing. As a result, they aren't normally an optimal method of moving water. Of course, there's nothing stopping you from digging a moat, then filling your well from that. Keep in mind, however, that open water frequently becomes a random hazard, as dwarves can be quite careless at times. If you do have open water set up somewhere, make sure your dwarves have some way out of it. You never know when a random goblin will kick your elite stonecrafter into your moat.&lt;br /&gt;
&lt;br /&gt;
Digging tunnels, then, is generally a better way of moving water from place to place. You need to be careful about how you dig such aqueducts. Water can move through diagonal openings, so be sure to avoid flooding nearby rooms from accidental corner intersections. Make sure that any unnecessary access points to your aqueduct are properly sealed before letting the water flow.&lt;br /&gt;
&lt;br /&gt;
The generally accepted method for digging an aqueduct has five steps.&lt;br /&gt;
&lt;br /&gt;
1. Dig out the reservoir where you want to store the water.&lt;br /&gt;
&lt;br /&gt;
2. From the reservoir, dig a tunnel up to your water source, but leave one space of earth to prevent water from flooding in and killing your dwarf.&lt;br /&gt;
&lt;br /&gt;
3. Build a door or floodgate in the aqueduct, either at the end of the tunnel or at the entrance to the reservoir. Or both if you're fancy. (Doors are better, because the dwarf can walk through it if he builds it from the wrong side)&lt;br /&gt;
&lt;br /&gt;
4. Connect the door/floodgate to a lever, and make sure any dwarves stuck in the tunnel are safely evicted.&lt;br /&gt;
&lt;br /&gt;
5. Channel out the final tile from above, pull the lever. Let the water fill the reservoir, then pull the lever again, sealing the water source.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, when you command the lever to be pulled to end filling, it may take some time for an available dwarf to actually do it. Even then, there is some lag time between the lever pull and the action it causes. Finally, if your plug is at some point in the aqueduct, but not at the entrance of the reservoir, any water in the aqueduct above the water level in the reservoir will continue to pour in.&lt;br /&gt;
&lt;br /&gt;
If you want to empty the aqueduct, use a similar method to build a drain to some reasonable dumping location, like a carvern. Make sure you can control it with levers, however, or it will constantly drain instead of filling your well.&lt;br /&gt;
&lt;br /&gt;
== Safety ==&lt;br /&gt;
&lt;br /&gt;
A well is not an obstructing object. That is to say, it doesn't stop things from passing through it's space. This is why wells can function through other wells, why water will flood out of them, why a (very) few monsters may be able to climb out through them if you're tremendously unlucky, and why dwarves and animals frequently fall in.&lt;br /&gt;
&lt;br /&gt;
=== Flooding ===&lt;br /&gt;
&lt;br /&gt;
More fortresses have fallen at the hands of a flooding well than they have to megabeasts, seiges or demons. If you are going to be shifting water around in any form other than buckets, be prepared for the worst.&lt;br /&gt;
&lt;br /&gt;
There are several solutions to the flooding problem.&lt;br /&gt;
&lt;br /&gt;
1. Overflow Drainage. At the top of a reservoir, dig a tunnel to drain water out the side, and have it dump out into some appropriate sump, like a cavern full of armok-knows-what.&lt;br /&gt;
&lt;br /&gt;
2. Emergency auto-plug. You can make pressure plates sense water. If you set up a pressure plate beside your well, and connect it to a hatch or door blocking your reservoir, it will automatically seal the reservoir off from it's flow source, should the thing flood.&lt;br /&gt;
&lt;br /&gt;
3. No Exits. The safest and easiest way to do it, is to dig out the reservoir, ''but not the opening for the well itself''. This way, you can fill the reservoir completely, and because there's nowhere for it to flood out to, it simply WON'T! Then you can seal off the reservoir at your leisure and dig the opening without concern! (Though not without caution. Make sure you turned the taps off first.)&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
&lt;br /&gt;
The main problem is that while dwarves will normally walk around random holes in the ground, a well is treated as a &amp;quot;passable&amp;quot; tile. It's what allows them to use the well itself. However, this doesn't stop them from simply walking across it's space and falling through the hole it was built over. And because there's no such thing as buoyancy or water resistance yet, dwarves fall through water at the same rate they would through air. Meaning the deeper your reservoir, the bigger the splatter they make at the bottom. The following are all suggestions which decrease the likelyhood of anyone falling into a well. Keep in mind what you want to use the well for, however. There's little point of making a high value well if nobody will ever see it.&lt;br /&gt;
&lt;br /&gt;
1. Put it somewhere out of the way. If your dwarves don't have any reason to path over it, they won't fall into it. &lt;br /&gt;
&lt;br /&gt;
2. Surround it with restricted traffic control. Then dwarves will be less likely to actually walk over it, even if they do go through that area. &lt;br /&gt;
&lt;br /&gt;
3. Don't make it a meeting hall, or people will throw parties at it, and dwarves don't really care about traffic, when they're on break/partying/nojob, because they aren't trying to find the fastest rout to their task, because they don't have a task. Also, animals like to ignore traffic control. &lt;br /&gt;
&lt;br /&gt;
4. For the same reasons, don't put it ''in'' a meeting hall. &lt;br /&gt;
&lt;br /&gt;
5. Don't put it in a barracks, or around other places where dwarves may be fighting for any reason, as dwarves don't look before they leap. &lt;br /&gt;
&lt;br /&gt;
6. Making a well so it's at the end of a hall, with only one tile dwarves can stand on next to it, will dramatically decrease the chances of anything ever falling in. because then the only reason anything could have to go there, is to use the well, which does not involve standing ON the well. &lt;br /&gt;
&lt;br /&gt;
7. Making a well's reservoir shallow, but wide, is also a good idea, I think. A wider reservoir holds a LOT of water, and takes a LONG time to dry out. If a reservoir is shallow, that means a dwarf will only fall one level or so, which can only cause momentary unconsciousness at the worst. That means your dwarves won't fall down the well, break their leg and drown. &lt;br /&gt;
&lt;br /&gt;
8. Making an escape rout from a well is probably also a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
You don't need to worry too much about monsters crawling out of your well to gobble down your hairy friends these days, but that doesn't mean it's impossible. It all depends on what beasts may be lurking around- and how you build your well.&lt;br /&gt;
&lt;br /&gt;
First off, if you're bucket-filling a well, you need to make sure that their inital water source is safe. Make sure it isn't full of crocodiles or carp. (Or other dangerous fishy things)&lt;br /&gt;
&lt;br /&gt;
If you are draining water through an aqueduct, and you know there may be dangerous animals (Or even just unwanted regular animals) living in it, there is a way to stop them from wandering in. You can place upright bars or fortifications in the aqueduct. These allow water to pass through, but animals cannot. It has been observed that in very rare occasions, animal may be pushed through. If you're that concerned about it (Or have HORDES of angry crocodiles in your river) putting two stoppers in a row pretty much eliminates any chance of this happening.&lt;br /&gt;
&lt;br /&gt;
Even if monsters do get into your well, they're rarely a genuine threat, and at worst can give your dwarves an unhappy thought by scaring them. However, if your reservoir is filled right to the brim, carp and other fish CAN attack your dwarves, just as they would from a river. Also, any amphibious creatures may be able to use an escape passage to make their way into your fortress and make a mess. (Keep in mind, zombified fish are amphibious) And, of course, anyone who falls into a well full of predators is pretty much doomed.&lt;br /&gt;
&lt;br /&gt;
To prevent amphibians from getting out of your well, should they somehow get there, simply put a lockable hatch over the escape rout.&lt;br /&gt;
&lt;br /&gt;
Finally, if you are drawing directly from a flooded cavern, and have simply opened a hole in it's ceiling for the well, any flying creatures in the cavern may be able to use the well as an access point to your fortress. So, though it may be easy, and kinda' cool, it isn't exactly the safest option.&lt;br /&gt;
&lt;br /&gt;
== Above Ground ==&lt;br /&gt;
&lt;br /&gt;
The previous sections focused mostly on subterranean wells and gravity-filling reservoirs. Now we need to consider the special circumstances of wells built at ground level, above ground level, and simply outdoors.&lt;br /&gt;
&lt;br /&gt;
The main problem is that anything above what was ground level at embark is considered &amp;quot;above ground&amp;quot; and has different behavior, even if enclosed to be indoors. In particular, it will freeze and evaporate according to the temperature. This includes everything on level 0 and -1, unless there is something about them preventing the temperature from removing them, like rivers flowing faster than the water can evaporate out of them.&lt;br /&gt;
&lt;br /&gt;
Enclosing the water, so that it is &amp;quot;indoors&amp;quot; will decrease the rate of evaporation, but there isn't much you can do to prevent water from freezing above ground. (There is a way, but if you're new, you may not enjoy the prospects of actually constructing it. See below in style and design.)&lt;br /&gt;
&lt;br /&gt;
=== Outdoor Wells ===&lt;br /&gt;
&lt;br /&gt;
There are plenty of good reasons to build a well outdoors. First and foremost, to be decorative or thematic. The wells don't necessarily need to be functional if this is your intent. But another use would be as a functional source for an outdoor meeting hall... Or in other words, a vomitorium. Because dwarves will clean themselves in a well, having one in such a vomitorium would just make things more efficient!&lt;br /&gt;
&lt;br /&gt;
Of course, as with any outdoor meeting place, you need to be certain that it is a safe place, where goblins and giant eagles are unlikely to descend upon your sickly party-goers.&lt;br /&gt;
&lt;br /&gt;
=== On The Level ===&lt;br /&gt;
&lt;br /&gt;
Now, about ground level, or specifically, the place where &amp;quot;above ground&amp;quot; and &amp;quot;below ground&amp;quot; meet. Z-levels 0 and -1 on flat maps. If you are on a very cold or very hot map, any water open to the sky on these levels will freeze or evaporate very quickly. As said before, you can minimize this by simply roofing in the water and making it &amp;quot;indoors&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Also keep in mind the floor type. Murky pools, even when roofed over, will behave as though they are open to the sky. This is because murky pools, rivers, oceans, etc. all have a special floor tile which modifies the behavior of any water above it. Simply putting floor tiles on the basin of a murky pool can minimize evaporation, but it will eliminate rain refill.&lt;br /&gt;
&lt;br /&gt;
If you dig a channel down to z-2, the water in it will not evaporate very quickly at all, as it's &amp;quot;under ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== In the Sky ===&lt;br /&gt;
&lt;br /&gt;
And now for the final type of well, and this one is very uncommon, you may wish to build a well high above ground. A well tower may indeed be a cool, though completely non-functional idea. Be aware what the environmental conditions are before you do this, of course, as the only real way of dealing with ice involves pumping magma up the tower as well.&lt;br /&gt;
&lt;br /&gt;
In all honesty, a sky well would be built and function pretty much the same as a subterrranean well. The only diference is that it is very difficult to get the water up there. You need to build a pumpstack, lifting the water, level by level, pump by pump, up to your reservoir. And you need to lift the water to the top of your reservoir, as pumps will not pump upward naturally.&lt;br /&gt;
&lt;br /&gt;
== Step by Step ==&lt;br /&gt;
&lt;br /&gt;
A guide explaining the exact processes to go through when building the main well types and their infrastructure.&lt;br /&gt;
&lt;br /&gt;
=== The Well Itself ===&lt;br /&gt;
&lt;br /&gt;
So you're really new, you've read the well page, and you're still a little lost? Well, not to worry! We like our newbies! So we're gonna' show you exactly what needs to be done to just build a well from scratch. Keep in mind that a lot of this can be sped up by buying the materials at embark or from a caravan, rather than making them yourself. This is especially true with the restraint component.&lt;br /&gt;
&lt;br /&gt;
1. Start digging up stone. You need a dwarf with the miner skill enabled and a pickaxe. You need to dig through stone layers to get stone, as dirt yeilds nothing. The miner will leave rubble behind him. These are your primary building materials.&lt;br /&gt;
&lt;br /&gt;
2. Start chopping down trees. You need a dwarf with the woodcutter skill enabled and a  battle axe to do this. Each tree chopped down leaves a log. You'll need this for other components.&lt;br /&gt;
&lt;br /&gt;
3. Set up an underground farm plot and cover it in water. It only needs a dusting of 1/7. Once it's been covered, drain it. It should now be muddy and will allow you to plant things on it. In order to plant seeds and make the farm plot, you'll need a dwarf with the grower skill enabled. Make sure you have pig tail seeds.&lt;br /&gt;
&lt;br /&gt;
4. The pig tail seeds grow into pig tails, which can be processed into thread and turned into ropes for the well. Alternatively, if you run into metal ore, you can make a chain. But that process is even more complex, and there are plenty better uses for chains, so we'll stick with the rope.&lt;br /&gt;
&lt;br /&gt;
5. Now you need a dwarf with the thresher skill enabled and a farmer's workshop set up. Set it to process plants. He will take any available pig tails and turn them into thread.&lt;br /&gt;
&lt;br /&gt;
6. Next you need a weaver and a loom. The weaver will automatically turn thread into fabric at a loom. Yes, you need to make sheets of fabric into ropes, no it doesn't make much sense.&lt;br /&gt;
&lt;br /&gt;
7. Now you need a dwarf with the clothier skill and a clothier's shop. Have the clothier make ropes. He'll use whatever fabric is available to him.&lt;br /&gt;
&lt;br /&gt;
8. Have a mason make a stone block at the mason's workshop.&lt;br /&gt;
&lt;br /&gt;
9. Have a carpenter make a bucket at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
10. Have a mechanic make a mechanism at the mechanic's workshop.&lt;br /&gt;
&lt;br /&gt;
11. Channel out a one-square hole in the ground. This is an example location, to show how a well is to be oriented to actually be built.&lt;br /&gt;
&lt;br /&gt;
12. Build the well. It needs to be placed on the hole. Not in the hole, not above the hole, but directly on it. A well needs at least one adjacent floor tile, and must be built over empty space. Select your block, bucket, mechanism and rope. (Or chain if you went that rout)&lt;br /&gt;
&lt;br /&gt;
13. Once that's done, the well designation will just sit there. You need a dwarf with the architect skill to design it. Once he's done, the appropriate worker will drop in and finish building the thing.&lt;br /&gt;
&lt;br /&gt;
It takes 10 skilled dwarves and 6 workshops to build the base materials for one well from scratch. Of course, all of it's materials can simply be baught, speeding the process up a fair bit. However, keep in mind that all of it's components have value. Value which can be increased. A gem-encrusted masterpiece bucket with a gem encrusted masterpiece platinum chain, with a gem encrusted masterpiece mechanism, with legendary architectural skill and legendary construction, can be of insanely high value. As a result, you can engineer them to artificially increase the value of your fortress very quickly, once you have the infrastructure to do so.&lt;br /&gt;
&lt;br /&gt;
=== Murky Pools ===&lt;br /&gt;
&lt;br /&gt;
The pitfalls of using murky pools directly. We'll show you how to do it right and keep your dwarves smiling.&lt;br /&gt;
&lt;br /&gt;
=== Brooks ===&lt;br /&gt;
&lt;br /&gt;
Brooks are nice. We'll show you why!&lt;br /&gt;
&lt;br /&gt;
=== Rivers ===&lt;br /&gt;
&lt;br /&gt;
Rivers are different from brooks, in that they have things living in them and are a little more dangerous to be around.&lt;br /&gt;
&lt;br /&gt;
=== Oceans ===&lt;br /&gt;
&lt;br /&gt;
This explains the salinity glitch with oceans again, and discusses how to safely draw water from an ocean.&lt;br /&gt;
&lt;br /&gt;
=== Aquifers ===&lt;br /&gt;
&lt;br /&gt;
This section explains why the only thing aquifers are good for, are wells.&lt;br /&gt;
&lt;br /&gt;
=== Flooded Caverns ===&lt;br /&gt;
&lt;br /&gt;
This will discuss different methods of utilizing water from flooded caverns, specifically for the construction of a well, safely.&lt;br /&gt;
&lt;br /&gt;
=== Water Falls ===&lt;br /&gt;
&lt;br /&gt;
If you have a waterfall on your map, you are truly lucky. You can do so many cool things with waterfalls, it's enough to make a dwarf consider crying, just this once, maybe, if nobody's looking. But, here, we'll show some step-by-step ideas for how to use waterfalls to make awesome wells.&lt;br /&gt;
&lt;br /&gt;
=== Reservoirs ===&lt;br /&gt;
&lt;br /&gt;
So, you've decided you need to store water elsewhere, eh? Well, I can't blame you. Here's some discussion about the traits a reservoir can have, how to build them without trapping your dwarves, safety concerns, escape routs, and a discussion on effective filling methods.&lt;br /&gt;
&lt;br /&gt;
=== Bucket Filling ===&lt;br /&gt;
&lt;br /&gt;
This talks about how to go about bucket filling a well, the benefits of doing so, and the problems therein.&lt;br /&gt;
&lt;br /&gt;
=== Aqueducts ===&lt;br /&gt;
&lt;br /&gt;
This talks about how to build several generic aqueducts, drawing from different types of sources. Specifically, gravity-draining above-ground sources and pumping upward from subterranean sources.&lt;br /&gt;
&lt;br /&gt;
=== Drainage ===&lt;br /&gt;
&lt;br /&gt;
This talks about what drains are used for, why you might want them, and then how to build several types of functional drain mechanisms.&lt;br /&gt;
&lt;br /&gt;
== Style and Design ==&lt;br /&gt;
&lt;br /&gt;
This section discusses purely aesthetic and functional decisions people have made in the past with their wells, as well as advanced designs.&lt;br /&gt;
&lt;br /&gt;
=== Fighting the Ice ===&lt;br /&gt;
&lt;br /&gt;
So you have a frozen well, and you want to know how to keep it liquid do ya? You're going to need to build a heated reservoir.&lt;br /&gt;
&lt;br /&gt;
First, have magma on your map. If you don't, dig deeper and be prepared for demons.&lt;br /&gt;
&lt;br /&gt;
Next, you need some magma-safe materials. You'll need this to build floodgates and pumps.&lt;br /&gt;
&lt;br /&gt;
Now, you need to pipe and pump the magma with the magma-safe pumping equipment. Be sure to use mechanical power for these, as dwarves are too likely to kill themselves.&lt;br /&gt;
&lt;br /&gt;
The magma needs to be piped under your reservoir. That is to say, there needs to be just one floor tile between the two, just enough to keep them from touching and turning into an accidental obsidian factory.&lt;br /&gt;
&lt;br /&gt;
The magma needs to be piped around under your water, it needs to keep on moving or the water will freeze again. That means it needs an infinite, cyclical flow.&lt;br /&gt;
&lt;br /&gt;
And even if you get all of this built and working, it will only melt one level. Which means the reservoir can only be 1 level deep.&lt;br /&gt;
&lt;br /&gt;
That's a lot of work to have an above-ground well in a frozen environment. Probably easier to melt a pool and drain it.&lt;br /&gt;
&lt;br /&gt;
=== Ultimate Party Machine ===&lt;br /&gt;
&lt;br /&gt;
It is possible to pour water through the mouth of a well from above. This frequently causes water to spray out in a mist, which pleases dwarves. If you power it, you could have a pump stack draw water from beneath the well and pour it back in from above, turning your fancy meeting hall into a FANCIER meeting hall! Throw in some platinum statues while you're at it.&lt;br /&gt;
&lt;br /&gt;
=== Well Stacking ===&lt;br /&gt;
&lt;br /&gt;
Have you ever needed to have more than one well on multiple z-levels and disliked the work of setting up multiple reservoirs? Well fret no more!&lt;br /&gt;
&lt;br /&gt;
Because a well can function through the opening of another well, it's possible to stack well openings through z-levels! So long as they're all in a perfectly straight line above each other, and there's at least 3/7 tiles of water somewhere directly below them, they will all be perfectly functional!&lt;br /&gt;
&lt;br /&gt;
Of course, if you go too far, this may become something of a safety concern, as dwarves would plummet mile after mile, through dozens of well openings before finally hitting the bottom.&lt;br /&gt;
&lt;br /&gt;
=== Multitasking Wells ===&lt;br /&gt;
&lt;br /&gt;
Because wells aren't actually USED all that often, and are usually more valuable as decorations, there isn't really any reason to keep it's reservoir completely full all the time. So, what can you do with a giant bucket of water in the middle of your fortress? Well, luckily, there are a few other reasons you could have for piping water around.&lt;br /&gt;
&lt;br /&gt;
First, you need to &amp;quot;irrigate&amp;quot; underground floors before you can actually farm on them. Instead of making a separate, elaborate irrigation system for just one use, (To my knowledge, mud doesn't dry) why not just drain it out of your well?&lt;br /&gt;
&lt;br /&gt;
You could also use your well as a water reservoir for an obsidian factory. Fill a chamber with a single layer of magma, then pour your well's contents over it!&lt;br /&gt;
&lt;br /&gt;
You could use your well to dispose of unwanted life forms, such as siegers, elves, goblins, nobles and other miscellaneous things that wandered into your cage traps. (This only works on non-amphibious creatures)&lt;br /&gt;
&lt;br /&gt;
=== The Dwarven Toilet ===&lt;br /&gt;
&lt;br /&gt;
I built this in an experiment. At the top of the reservoir is a platform with a pressure plate on it. When the pressure plate senses 5/7 water, it triggers, closing the fill pipe, and opening the drain. So, when you pull the lever to fill the thing, it fills up to the top, then drains. Just like a giant toilet. I have not found any functional use for this. In all honesty, it was a simple accident I made, connecting the pressure plate to the drain as well as the plug. But, hey, what the heck, I made a giant toilet. There ya' go. Perhaps you could use this to get rid of the crud that accumulates in a well as dwarves clean themselves in it?&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129625</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129625"/>
		<updated>2010-10-16T05:29:49Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Summer Year 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;br /&gt;
We receive welcome rain, and begin crafting chairs for my sore-legged dwarves. I find myself pitching in often, as we simply do not have enough dwarves for all the jobs that need doing.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129624</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129624"/>
		<updated>2010-10-16T05:25:21Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* Summer Year 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We build doors from stone to secure the entrances to our stockpiles and to the fort itself. The wagon is dismantled.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129623</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129623"/>
		<updated>2010-10-16T05:18:51Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1 ==&lt;br /&gt;
The season has turned and the fortress is slowly turning around. By using only one log, we are now producing much coal, facilitating production of metal goods. I stagger the work orders as such: smelt/make coke/smelt/make coke. That way, we have a consistant supply of fuel.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129622</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129622"/>
		<updated>2010-10-16T05:16:59Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''End Winter, Year1'''&lt;br /&gt;
== Summer Year 1==&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129621</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129621"/>
		<updated>2010-10-16T05:05:07Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129620</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129620"/>
		<updated>2010-10-16T05:04:46Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;br /&gt;
[[File:IcemireCrafts.gif]]&lt;br /&gt;
Success! The forges are built, as is a craft workshop. My dwarves start producing coal, metal, bolts and a crossbow.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:IcemireCrafts.gif&amp;diff=129619</id>
		<title>File:IcemireCrafts.gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:IcemireCrafts.gif&amp;diff=129619"/>
		<updated>2010-10-16T05:03:45Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: Forges of Icemire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Forges of Icemire&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129618</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129618"/>
		<updated>2010-10-16T04:55:05Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area, where we discover more coal.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129617</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129617"/>
		<updated>2010-10-16T04:53:21Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:IcemireFarms.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:IcemireFarms.gif&amp;diff=129616</id>
		<title>File:IcemireFarms.gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:IcemireFarms.gif&amp;diff=129616"/>
		<updated>2010-10-16T04:52:52Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: Underground farms in Icemire.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Underground farms in Icemire.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129615</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129615"/>
		<updated>2010-10-16T04:51:34Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129614</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129614"/>
		<updated>2010-10-16T04:51:13Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: Tales of Icemire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Icemire,_Winter,_Year1_001.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;br /&gt;
Just when all seems to be moving well, I find that we failed to pack a crossbow! We cannot hunt, and with limited supplies of wood on this mountainside, I order my dwarves to dig a stockpile for what little food we have. Then they dig a room for the kitchen and butcher's shop.  Following that, I begin to construct a forging area.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129613</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129613"/>
		<updated>2010-10-16T04:40:47Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Icemire,_Winter,_Year1_001.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
My scouts find a river, frozen for now, but useful. Near it, my miners spot a patch of platinum -- we hurry to excavated it; it may be useful for trade in Autumn.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129612</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129612"/>
		<updated>2010-10-16T04:39:16Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Icemire,_Winter,_Year1_001.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129610</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129610"/>
		<updated>2010-10-16T04:34:36Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Icemire,_Winter,_Year1_001.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate. To my delight, we found coal and an onyx cluster.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129609</id>
		<title>User:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KingAuggie&amp;diff=129609"/>
		<updated>2010-10-16T04:33:10Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: /* The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Tales of Ushilsebshos, &amp;quot;Icemire&amp;quot; ==&lt;br /&gt;
''This is the tale of my recent Dwarven Fortress, if you have comments, or you like it, post on my discussion page! I shall edit it regularly, for now.''&lt;br /&gt;
&lt;br /&gt;
'''This is from the diaries of Zefon Muthkatbik, Expedition Leader of the Deepvale Group'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When we emerged from the howling blizzard, I admit I had second doubts about our chosen location. The mountain was steep, and all was blanketed in snow.&lt;br /&gt;
Still, we had not travelled through the harsh winter to turn back now, so we stopped the wagon almost at the top of the mountain. I sent a scout to look around and we found a large lake on the summit and a smaller lake eastward. We were hungry, so I ordered my miners to dig a room near the smaller lake and then to break the wall.  The water flooded in and the farmers planted seeds. Experienced as I am, I know that a dwarven fortress runs on food and ale, and with the native plants snowed under, I required dwarven plants to grow, and grow quickly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Icemire,_Winter,_Year1_001.gif]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Next came the stockpiles, for what little wood my cutters could chop and a stone pile. The miners tunnelled into the mountain, to keep the dwarves warm in this inhospitable climate.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Icemire,_Winter,_Year1_001.gif&amp;diff=129608</id>
		<title>File:Icemire, Winter, Year1 001.gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Icemire,_Winter,_Year1_001.gif&amp;diff=129608"/>
		<updated>2010-10-16T04:32:33Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: The first moments of Icemire.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first moments of Icemire.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:KingAuggie&amp;diff=129607</id>
		<title>User talk:KingAuggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:KingAuggie&amp;diff=129607"/>
		<updated>2010-10-16T04:30:29Z</updated>

		<summary type="html">&lt;p&gt;KingAuggie: Created page with ' == Tales of Icemire ==  I decided to start a fresh DF after editing the wiki for the last week and to keep a short diary. Most likely, this will only be kept for the first year …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Tales of Icemire ==&lt;br /&gt;
&lt;br /&gt;
I decided to start a fresh DF after editing the wiki for the last week and to keep a short diary.&lt;br /&gt;
Most likely, this will only be kept for the first year or so of the Fort, and I will update this page at that stage.&lt;br /&gt;
&lt;br /&gt;
Comments here please, anything you would like to say, advice on how to build the fort next etc. Just a bit of fun for me, really.&lt;/div&gt;</summary>
		<author><name>KingAuggie</name></author>
	</entry>
</feed>