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Bloodline:Steelhowl year 1
Summary: Of Humble Beginnings and Hollow Staircases[edit]
The first year of the fortress passed quickly and without incident. We had two migrant waves, bringing us to a total of sixteen dwarves, four dogs, two cats, and sundry barn animals. The elves don't trade with us since we're at war, and humans don't trade with us for reasons unknown. There aren't many humans left in the world. We have a less-than-great hall, a domicile, a commerce floor, 1.5 farm plots, and a stone stockpile. No deaths. No strange moods.
May Armok bless us with excitement in Year 2.
Report[edit]
Romtar, The Ageless Land. Five hundred years of history were already written when our story starts. Dwarves generally have a strong presence on Romtar, having surpassed all other sentient races in population (as Armok demands), but one dwarven civilization is struggling. The Bust of Flanking, the civilization in question, has been reduced to meager holdings after a prolonged war with both elves and goblins who share the continent. Unlike civilizations on the other side of the world who have likely devolved into constant merrymaking, The Bust of Flanking is fighting a two-front war...and losing.
A powerful counterstrike is in order.
Unfortunately, The Bust of Flanking has since lost its greatest expedition leaders to war. Hope of the future is dwindling, and many have holed themselves into the capital. Enter Edzul Skyarrow, a would-be expedition leader, who sets out against the wishes of her peers to found a reckless expansion into enemy territory. She is mocked as she leaves, and the expeditionary force is dubbed The Weak Anvil without her consent.
Her selected site seems perfect for a new dwarven embark, what with its warm climate, plentiful lumber, deep metals, and flux stone, but the location wasn't selected for its splendor. The site is very close to, and at war with, multiple enemy sites. Heads will roll. Fun will rain from the sky. The dwarves stock up with standard gear. During preparation, a comment is made that 160 units of booze is too much for a starting embark. The would-be master logistician that suggested it is quickly replaced with an adequate planter. Dogs of opposite genders are brought so they'll breed. Cats of the same gender are brought so they won't.
The fortress name is finally chosen. Steelhowl. A name befitting an aggressive expansion into enemy territory, and the perfect balance to The Weak Anvil, the moniker forced upon those seven brave dwarves that founded it.
Ladies and gentledwarves, Steelhowl, the newest addition to The Muck of Fortunes, the name given to this particular region of The Long Continents, which themselves are part of Romtar, the Ageless Land. A river known only as "Vldhtd th Mntns Lncs" flows North to South through the middle of the Steelhowl before eventually leading through multiple Goblin cities then finally into The Sea of Intricacy to the Northeast. The overseer makes a note: do not concern oneself with mucking the water for our downstream neighbors.
Workers quickly begin felling trees and striking the earth.
The main gate, showing the first staircase in Steelhowl. The 3x3 "hollow" style follows a pattern set in previous fortresses by this particular overseer. The goal is to place a masterwork statue, weapon rack, or armor stand at every level for the dwarves' viewing pleasure. Enough space is left between the trade depot and the main gate (slightly to the West) for traps, pits, and other such vessels for amusement. Another hallway is placed at the base of the 3x3 staircase, several levels down, which leads to the main 5x5 staircase which pierces the middle of the fortress proper.
The great hall. For now. Future overseers will undoubtedly make improvements more fitting of a mighty subterranean stronghold. The area is solid granite, potentially making for an amazing great hall in the years to come.
The 3x3 hollow staircase has expanded to a 5x5 format for the main fortress.
The beginnings of the commerce floor. Carpenters in their wood stockpile, a kitchen and still in a food stockpile, a jeweler in his gem stockpile, and a general furniture stockpile which will soon be overflowing with beds and doors.
The stone stocks. Granite is plentiful.
The first rooms in the domicile. The dwarves of Steelhowl relish in a rare treat - each of them is given an entire 2x3 space to claim as their own. The bookkeeper and manager are given cavernous 3x3 rooms to mark their elevated status (and maybe their need for a table and rock throne). A small dorm is created for general use until rooms for the individual dwarves can be mined. Whether the rare gems encrusting the walls of some rooms will be left in place or mined for decoration is yet to be decided.
The first masterwork of Steelhowl. Armok is pleased, Risen. You will serve him well in the future.
The first trade caravan arrives and is inundated with various rock crafts created explicitely for this purpose by Sarvesh Toolclutches, the fort's foremost stonecrafter. He is but a wee adequate stonecrafter for now, but his skill will undoubtedly compound many times over during his life at Steelhowl. The value of the pile of crafts sums to an even 2000 (according to Edzul, who doubles as the expedition leader and broker). The fortress receives food, drink, thread, and a wooden bucket in its stead.
A much-needed third wave of migrants appears. The second wave was lacking, so the seven additional dwavres brought in the third wave were welcomed with open arms. Mostly. Two pressers, two traders, an herbalist, and a glazer. Their priorities are quickly remanaged to suit the needs of Steelhowl.
Adept presser? MORE LIKE DABBLING MASON, AMIRITE?
Winter suddenly arrives, catching the fortress off-guard. Preparations must be made to ensure the transition to the next overseer is an easy one.
The commerce and domicile floors are expanded, and some dwarves are given coffers and cabinets. Several furniture stockpiles are created to receive the labors of full-time masons. The food stockpile is expanded. A general trading area is also created to house various additional workshops.
At the conclusion of Steelhowl's first year, all is quiet.
Also, ten of the fort's sixteen dwarves are ecstatic. The current nobles' foremost thoughts:
- "Always deal fairly." --Likot Bustflag, Fortress Manager
- "One should always return a favor." --Edzul Skyarrow, Expedition Leader
- "I feel just fine." --Ustuth Laboredviper, Fortress Bookkeeper
Some of the other dwarves' thoughts:
- "I could really use a drink."
- "I finished up some work. I am very satisfied."
- "Everything's fine."
- "I've been considering Asen." (referencing the diety of jewels worshiped by some dwarves in The Bust of Flanking)
- "Never forget true loyalty."
- "I feel alright."
- "Work Hard."
- "I've been alright."
End-of-Year Notes[edit]
- The fort has no defense - no traps, walls, or pits. A family of dogs at the gate has scared off a pair of kobolds, but the dwarves of Steelhowl will have problems if a siege arrives.
- The fort has no internal source of water. The river is near the main gate at ground level, but we will likely need an internal source before long.
- The fort lacks a hospital.
- The fort lacks a room befitting a mayor, when we get one.
- The fort lacks a metalsmith's shop. We do have an anvil on hand, however.
- The fort lacks any kind of martial defense. No militia commander or squads.
- No strange moods. :(
- All animals are at ground level, mostly in one central unwalled pen area.