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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-09T20:59:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Ettin&amp;diff=182115</id>
		<title>23a:Ettin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Ettin&amp;diff=182115"/>
		<updated>2013-03-06T16:57:29Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:57, 6 March 2013 (UTC)}}&lt;br /&gt;
{{23a creaturelookup/0|butcher=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''Ettin''' is a giant two headed monster that is found in [[cave]]s.  [[Mayor]]s or other town leaders may want them slain in [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
They attack with [[wrestling]], and due to their [[size]], they are capable of doing some serious [[damage]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Semi-megabeasts}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Elk&amp;diff=182114</id>
		<title>23a:Elk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Elk&amp;diff=182114"/>
		<updated>2013-03-06T16:57:15Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:57, 6 March 2013 (UTC)}}&lt;br /&gt;
{{23a creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Elk''' tend to avoid nearby [[dwarves]] and are usually solitary [[creatures]]. They are strong enough to kill an unarmed and unarmoured [[dwarf]]. A single [[war dog]] can tear it down with a little luck.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Dwarven_sugar&amp;diff=182113</id>
		<title>23a:Dwarven sugar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Dwarven_sugar&amp;diff=182113"/>
		<updated>2013-03-06T16:57:00Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:57, 6 March 2013 (UTC)}}{{av}}&lt;br /&gt;
'''Dwarven Sugar''' is a [[cook|cookable]] item made by [[milling]] [[sweet pod]]s. Only one unit of dwarven sugar is made from each unit of sweet pods. It is not eaten raw, but used as an ingredient in cooking. Unless you have dwarves that specifically prefer to consume dwarven sugar, it is generally more efficient to process sweet pods into [[dwarven syrup]] instead, as a single sweet pod produces 5 units of syrup as opposed to a single unit of sugar.&lt;br /&gt;
&lt;br /&gt;
Value: 20&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Dwarf_fortress_mode&amp;diff=182112</id>
		<title>23a:Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Dwarf_fortress_mode&amp;diff=182112"/>
		<updated>2013-03-06T16:56:47Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|16:56, 6 March 2013 (UTC)}}{{av}}&lt;br /&gt;
In Dwarf Fortress Mode (also called Fortress Mode or Dwarf Mode) you are in control of a party of seven dwarves, setting out to found a new fortress in a mountain. You can dig out tunnels and rooms, build workshops and items, farm crops, hunt elephants, get hunted by elephants, find rare ore and gems, draft military and lay traps to defend against sieges and trade with other civilizations. Your fortress will grow as immigrants arrive and eventually you will start to attract nobles.&lt;br /&gt;
&lt;br /&gt;
If you select &amp;quot;Play Now!&amp;quot;, you will start with a party with a mediocre skillset and few food.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you can spend a number of points on your party's skills and equipment. You can also select a starting location. There are a number of suggested starting builds.&lt;br /&gt;
&lt;br /&gt;
In any case, you will end up with seven dwarves, some wagons, mules and horses and the equipment you selected at the foot of a cliff face. Now you can issue orders to your miners to dig out tunnels, have your lumberjacks cut down trees and start creating a home in the mountain.&lt;br /&gt;
&lt;br /&gt;
Your first challenge will likely be surviving your first winter.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Dragonfly&amp;diff=182111</id>
		<title>23a:Dragonfly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Dragonfly&amp;diff=182111"/>
		<updated>2013-03-06T16:56:25Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:56, 6 March 2013 (UTC)}}&lt;br /&gt;
{{23a verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Dragonflies''' are [[vermin]]. They have no negative effects, similiar to [[fly|flies]], and [[cat]]s will hunt them. Dragonflies spawn from [[murky pool]]s in any [[biome]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Deer&amp;diff=182110</id>
		<title>23a:Deer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Deer&amp;diff=182110"/>
		<updated>2013-03-06T16:56:16Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|16:56, 6 March 2013 (UTC)}}&lt;br /&gt;
{{23a creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Deer''' are skittish. Yet, they can kill your [[hunter]] if he doesn't have [[armor]] and tries to melee two of them. A [[dog|war dog]] can kill a deer one-on-one, but will likely be killed by the herd. As ever, [[combat]] in DF is highly random - there are no hard-and-fast rules as to the outcome of a given matchup.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Vomit&amp;diff=182109</id>
		<title>23a:Vomit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Vomit&amp;diff=182109"/>
		<updated>2013-03-06T16:55:48Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:55, 6 March 2013 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Vomit_Trail.png‎|thumb|left|Both vomit and [[useless crap]] are common markers of a dwarf trail on the surface.]]&lt;br /&gt;
Under certain conditions, creatures (such as your [[dwarf|dwarves]]) will '''vomit'''. This may occur from an injury to an organ (usually the stomach, pancreas, and such), or from [[cave adaptation]]. Vomit does not seem to create an unhappy thought (&amp;quot;nauseated by the sun&amp;quot; is from cave adaptation).&lt;br /&gt;
&lt;br /&gt;
A puddle of vomit is represented by the same character as water (a double tilde: ≈) but is green rather than blue. Another object on top of a puddle of vomit will appear normally but on a green background. If vomit and [[blood]] puddles exist on the same tile, its [[color]] will be brown.  Walking through vomit will not affect a dwarf's mood.&lt;br /&gt;
&lt;br /&gt;
Vomit will disappear at the beginning of each season.&lt;br /&gt;
&lt;br /&gt;
It can also be used as a weapon in adventurer mode, much to the dismay of your enemies.&lt;br /&gt;
&lt;br /&gt;
{{Category|Lore}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Iron_man&amp;diff=182108</id>
		<title>23a:Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Iron_man&amp;diff=182108"/>
		<updated>2013-03-06T16:55:28Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:55, 6 March 2013 (UTC)}}&lt;br /&gt;
{{23a creaturelookup/0|item=☼[[Iron]] [[statue]]☼|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Iron men''' can be found dwelling within [[cave]]s or lurking within the [[chasm]]. Like [[undead]], iron men are fearless and will fight to the death, not feeling any pain and ignoring any missing limbs. [[Weapons]] and [[ammo]] don't get stuck in their bodies, which can be helpful when fighting them with [[spear]]s or [[crossbow]]s. When an iron man perishes, it leaves behind a [[item value|masterpiece]] [[iron]] [[statue]] (worth 3000☼).&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Important_advice&amp;diff=182107</id>
		<title>23a:Important advice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Important_advice&amp;diff=182107"/>
		<updated>2013-03-06T16:55:18Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|16:55, 6 March 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The following are a few important things every aspiring dwarven slavemaster should know, but might not even know to look for.&lt;br /&gt;
&lt;br /&gt;
==Quick guide to controls==&lt;br /&gt;
&lt;br /&gt;
[[Controls]]&lt;br /&gt;
&lt;br /&gt;
==Fortress construction==&lt;br /&gt;
===Mining===&lt;br /&gt;
&lt;br /&gt;
Cave-ins can only happen if your dwarves mine out an area containing a 7x7 block with no supports or unmined walls.&lt;br /&gt;
&lt;br /&gt;
 Safe:           Safe:            Not Safe:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒.............▒ ................ ▒.......▒&lt;br /&gt;
 ▒.............▒ ................ ▒.......▒&lt;br /&gt;
 ▒.............▒ ................ ▒.......▒&lt;br /&gt;
 ▒.............▒ ................ ▒.......▒&lt;br /&gt;
 ▒.............▒ ................ ▒.......▒&lt;br /&gt;
 ▒.............▒ ................ ▒.......▒&lt;br /&gt;
 ▒......▒......▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ▒.......▒&lt;br /&gt;
 ▒.............▒                  ▒.▒▒▒▒▒▒▒&lt;br /&gt;
 ▒.............▒&lt;br /&gt;
 ▒.............▒&lt;br /&gt;
 ▒.............▒&lt;br /&gt;
 ▒.............▒&lt;br /&gt;
 ▒.............▒&lt;br /&gt;
 ▒.▒▒▒▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more diagrams and explanations of how to safely excavate, see [[cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
===Entrance===&lt;br /&gt;
&lt;br /&gt;
Give yourself room for your entrance hall, so that you can better install defenses against sieges. Moats (filled [[channel]]s) with drawbridges are nice, as are rooms lining your entrance hallway with [[fortification]]s and [[barracks]] so that anything coming in will be shot at. These defenses aren't really needed early on, but plan ahead. The space for barracks can be used as communal housing in your first year, before larger apartment blocks are dug.&lt;br /&gt;
&lt;br /&gt;
===Connectivity===&lt;br /&gt;
&lt;br /&gt;
Larger hallways make for faster travel. Hallways a single square wide will cause traffic jams. Hallways two squares wide will work well enough for low [[traffic]] areas, but your dwarf and animal population can quickly rise above 100, clogging your main thoroughfare. In a mature fortress, hallways five or six squares wide may be necessary for efficient movement. Plan ahead. Wide hallways can also be used for [[workshop]]s, [[stockpile]]s, and other rooms until you set up dedicated work areas.&lt;br /&gt;
&lt;br /&gt;
===Workshops===&lt;br /&gt;
&lt;br /&gt;
Placing [[alcohol|booze]] near workshops will help dwarves work faster, harder, and happier.&lt;br /&gt;
&lt;br /&gt;
Concentrate industry together, and keep stockpiles nearby to minimize running about. 5x5 rooms with workshops in the center allow high concentration of workshops while still allowing free movement between them. Placing every workshop in its own room will help to isolate things like [[miasma]] and dwarves in [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
===Building construction===&lt;br /&gt;
&lt;br /&gt;
When possible, don't use light [[stone]] (Moonstone, Limestone, or Marble) or dark stone (Obsidian, Jet, or Onyx) or wood to construct [[building]]s; use rocks (pretty much everything else) instead. Light and dark stones are more [[material|valuable]] and should only be used if you need something of higher value ([[noble]]'s furniture, for example). Limestone is essential in [[steel]]making; [[Obsidian]], besides being even more expensive than other light and dark stones, can be used to make swords which do 133% damage (equalling [[steel]]).&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
&lt;br /&gt;
If the [[cave river]] floods your fortress when you strike it, go ahead and [[farming|farm]] in the areas that were flooded for the first year rather than trying to set up the floodgate system and then farm. You'll gain lots of valuable farming time that way; while it doesn't take so long to dig out the farming area, it can take a painfully long time for your dwarves to get around to installing floodgates and levers. If you strike [[limestone]] approximately one screen's width in from the mountain face, you have probably reached the river. Before digging any further, you may wish to clear out a space for your farm, on the chance that it will flood.&lt;br /&gt;
&lt;br /&gt;
There's no need to surround your farms with walls, unless you really want to. Dug [[channel]]s block floodwaters as well as wall, while not getting in the way of dwarf movement.&lt;br /&gt;
&lt;br /&gt;
===Quarters===&lt;br /&gt;
&lt;br /&gt;
When the [[Dwarven economy]] starts up, even the poorest dwarf will want a room with a bed, a cabinet, and a chest. As such, room with three squares of space are probably as small as you'll want to go. Blocks of&lt;br /&gt;
&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
 ┼πΘÆ┼πΘÆ┼πΘÆ┼&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
 ┼πΘÆ┼πΘÆ┼πΘÆ┼&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
&lt;br /&gt;
work well for this purpose. There aren't the fanciest of rooms, but a nice dining room can make up for these living conditions in order to create happiness. The walls and doors are technically optional: the rent drops a little when the room isn't enclosed, but otherwise it's still a quite rentable space, even when the rooms overlap. Furthermore, poor dwarves (usually [[haul]]ers) will have an easier time affording the [[rent]] for a small room.&lt;br /&gt;
&lt;br /&gt;
===Dining room===&lt;br /&gt;
&lt;br /&gt;
One of the easiest ways to keep your dwarves happy is to have a nice [[dining room]]. It's far more efficient than making their bedrooms nicer. To start off, as little as a couple of tables and a pair of thrones (don't bother with chairs, wood is too precious) is good enough. When you have more time, detailing the floors and walls can easily vault a sufficiently large dining room to &amp;quot;Legendary&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
===Drinks===&lt;br /&gt;
&lt;br /&gt;
The longer your dwarves go without a [[alcohol|drink]], the less work they will do, so make sure they have a steady supply of alcohol. Drinks also increase dwarves' [[Thought|happiness]]. If no alcohol is available, dwarves will drink [[water]], either from the indoor or outdoor river, or from [[well]]s; this will keep them from dying of thirst, but increases the likelihood of attacks from [[creature]]s like snakemen, frogmen, and lizardmen.&lt;br /&gt;
&lt;br /&gt;
If you manage to get a good farming operation started up early enough, it may be possible to start [[Brewer|brewing]] before you run out of your initial supplies of alcohol. Dwarves will drink alcohol in preference to water, which means you can potentially go through the entire game without constructing a single well.&lt;br /&gt;
&lt;br /&gt;
===Masonry===&lt;br /&gt;
&lt;br /&gt;
Anything that can be [[Mason's workshop|built from stone]], should be: [[door]]s, [[throne]]s, [[table]]s, [[floodgate]]s, [[coffer]]s, [[cabinet]]s, etc. [[Block]]s are a good way to remove excess stone from the fortress as they can be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
You can never have too many doors.&lt;br /&gt;
&lt;br /&gt;
===Alternatives to military service===&lt;br /&gt;
&lt;br /&gt;
Building clusters of [[trap]]s wherever creatures may appear (at the fortress's entrance, the [[cave river]], [[chasm]], [[magma flow]], and beside any [[well]]s you may have built) will protect your fort quite effectively. Any kind of trap works well; a mix of stone-fall, [[weapon]], and [[cage]] traps will protect you best when facing a varied enemy force. A small number of able [[mechanic]]s can soon secure your fortress against most risks it will face.&lt;br /&gt;
&lt;br /&gt;
A single [[dog|war dog]] also has a good chance of severely injuring or killing an average low-grade monster, and several of them together is a threat that would be very unpleasant in Adventure Mode. Train any &amp;quot;Stray Dogs&amp;quot; you have at the [[kennel]]s and assign them as &amp;quot;work dogs&amp;quot; to any dwarf that may encounter dangerous creatures. War dogs are far more effective in combat than stray dogs and still produce puppies (which will mature into stray dogs which can be trained).&lt;br /&gt;
&lt;br /&gt;
===Save often!===&lt;br /&gt;
&lt;br /&gt;
Even though it means quitting out and getting back in, this alpha version will crash sooner or later and nothing is worse than losing hours of work, or even entire worlds.&lt;br /&gt;
&lt;br /&gt;
Also make backups of your saves - Just compress or copy the ..\data\save subdirectory where you uncompressed Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
===Speed issues===&lt;br /&gt;
If you are having issues with speed in Dwarf Fortress, try disabling Temperature and/or Weather in init.txt. If your framerate never reaches the default cap (100fps), even when paused, you may need to disable VSync in your video drivers.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Ice_wolf&amp;diff=182106</id>
		<title>23a:Ice wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Ice_wolf&amp;diff=182106"/>
		<updated>2013-03-06T16:54:16Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:54, 6 March 2013 (UTC)}}&lt;br /&gt;
{{23a creaturelookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Ice wolves''' are almost identical to [[wolf|wolves]], the main difference being that they are found in cold, [[evil]] biomes only.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Oriole&amp;diff=182105</id>
		<title>23a:Oriole</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Oriole&amp;diff=182105"/>
		<updated>2013-03-06T16:53:21Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:53, 6 March 2013 (UTC)}}&lt;br /&gt;
{{23a verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''oriole''' is a [[vermin]]-type bird found in temperate broadleaf forests. It can be caught with [[animal trap]] by someone with the [[trapping]] skill enabled, then tamed and made available for adoption as a [[pet]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Ogre&amp;diff=182104</id>
		<title>23a:Ogre</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Ogre&amp;diff=182104"/>
		<updated>2013-03-06T16:52:53Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:52, 6 March 2013 (UTC)}}&lt;br /&gt;
{{23a creaturelookup/0|butcher=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''Ogre''' is an evil creature that lives in [[temperate]] and [[tropical]] [[biomes]] with sparse [[tree]]s. It will wander around your site trying to kill all [[dwarves]] it encounters. It can also eat your [[bone]]s from your [[refuse]] pile.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Quest&amp;diff=182103</id>
		<title>23a:Quest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Quest&amp;diff=182103"/>
		<updated>2013-03-06T16:52:06Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:52, 6 March 2013 (UTC)}}{{av}}&lt;br /&gt;
'''Quests''' in [[adventure mode]] can be obtained from leaders in settlements ([[mayor]]s or civilization leaders). Civilization leaders will give harder quests than mayors.&lt;br /&gt;
&lt;br /&gt;
In this version, all quests involve killing a named hostile creature at a particular [[cave]] or [[ruin]]. Your only reward is a stronger affiliation with whichever entity gave you the quest, as well as the satisfaction of making the world a safer place. Killing named creatures will also add special titles to the end of your name to a particular limit.&lt;br /&gt;
&lt;br /&gt;
== Finding a quest location ==&lt;br /&gt;
&lt;br /&gt;
The location of a quest can be found quite easily on the {{k|Q}}uest screen.  It will be listed under {{k|t}}asks. If you {{k|z}}oom to selected task, it will move the map to the location of the quest, with a blinking line between your current location and your goal. Once in the location, however, you will need to search around to find your target while dealing with other hazards.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Noise&amp;diff=182102</id>
		<title>23a:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Noise&amp;diff=182102"/>
		<updated>2013-03-06T16:51:42Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:51, 6 March 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Certain jobs generate '''noise''' which disturbs nearby sleeping dwarves.  Depending on a job's noise level and proximity, your dwarves could sleep &amp;quot;uneasily due to noise&amp;quot;, &amp;quot;very uneasily due to noise&amp;quot;, or be woken up by noise.  These events will produce unhappy [[thought]]s in varying degrees.&lt;br /&gt;
&lt;br /&gt;
Neither walls nor doors will insulate dwarves from noise. Distance and how loud a job is are the only factors determining whether a dwarf's sleep will be disturbed.  &lt;br /&gt;
&lt;br /&gt;
Noise is produced when a noisy job is completed.  Thoughts about noise do not appear until the sleeping dwarf has woken up.&lt;br /&gt;
&lt;br /&gt;
Dwarves walking through a sleeping dwarf's room (even over his head) will not cause noise, which is important for [[bedroom design]].&lt;br /&gt;
&lt;br /&gt;
==Noisiness of various jobs==&lt;br /&gt;
'''Within 16 tiles:'''&lt;br /&gt;
* Constructing or destroying buildings&lt;br /&gt;
* Firing [[siege engine]]s&lt;br /&gt;
&lt;br /&gt;
'''Within 8 tiles:'''&lt;br /&gt;
* Digging&lt;br /&gt;
* Wood cutting&lt;br /&gt;
&lt;br /&gt;
'''Within 4 tiles:'''&lt;br /&gt;
* Carving [[fortification]]s&lt;br /&gt;
* [[Engraving]] walls and floors&lt;br /&gt;
* Catching live [[vermin]]&lt;br /&gt;
* Throwing items in the [[chasm]]&lt;br /&gt;
* Most workshop jobs&lt;br /&gt;
** Making furniture and finished goods&lt;br /&gt;
** Decorating said goods (except for sewn images)&lt;br /&gt;
** Cutting and encrusting gems/glass&lt;br /&gt;
** Furnace operation - smelting [[ore]]s, melting metal objects, making charcoal and ash (but '''not''' making pearlash)&lt;br /&gt;
** Adamantine extraction&lt;br /&gt;
** Animal [[Kennel|taming and training]]&lt;br /&gt;
** [[Butcher's shop|Butchering]]&lt;br /&gt;
** [[Fishery|Preparing raw fish]]&lt;br /&gt;
** [[Mill|Milling]]&lt;br /&gt;
** [[Farmer's workshop|Workshop farming]] - milking, cheese making, plant processing&lt;br /&gt;
&lt;br /&gt;
'''Within 2 tiles:'''&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
* [[Tanner's shop|Tanning]]&lt;br /&gt;
* [[Farming]] - planting seeds, fertilizing fields, and harvesting crops&lt;br /&gt;
* [[Kitchen|Cooking]] - preparing meals and rendering fat&lt;br /&gt;
* [[Alchemist's laboratory|Soap making]]&lt;br /&gt;
* [[Ashery]] operating - making lye and potash&lt;br /&gt;
* Making [[pearlash]]&lt;br /&gt;
* Making [[extract]]s from plants (at a [[still]]), fish, or vermin&lt;br /&gt;
* [[Still|Brewing]]&lt;br /&gt;
* [[Loom|Weaving]] and [[Dyer's shop|dyeing]] cloth&lt;br /&gt;
* Sewing cloth/leather images&lt;br /&gt;
* Loading [[trap]]s and [[siege engine]]s&lt;br /&gt;
* Cleaning [[trap]]s&lt;br /&gt;
&lt;br /&gt;
== Noise in practice ==&lt;br /&gt;
* Try not to place [[building]]s like doors while your dwarves are asleep.  Or if you do, make sure they are at least 16 tiles away from the nearest sleeping dwarf.&lt;br /&gt;
* Don't dig near the bedrooms when there are dwarves sleeping in them.&lt;br /&gt;
&lt;br /&gt;
== Designing in anticipation of noise ==&lt;br /&gt;
Remember that [[jail]]s, [[hospital]]s, and sleeping [[barracks]] should also ideally be kept away from noise, in addition to standard and noble bedrooms.&lt;br /&gt;
&lt;br /&gt;
Facilities that ''can'' be safely built around bedrooms and other sleeping facilities, to separate the area set aside for the &amp;quot;quiet zone&amp;quot;, include anything that does ''not'' make noise...&lt;br /&gt;
&lt;br /&gt;
* More bedrooms, jails, hospitals or barracks&lt;br /&gt;
* [[Stockpile]]s&lt;br /&gt;
* Hallways&lt;br /&gt;
* [[Aqueduct]]s&lt;br /&gt;
* The [[trade depot]]&lt;br /&gt;
* [[Farm plot]]s&lt;br /&gt;
* [[Archery range]]s&lt;br /&gt;
* [[Breeding|Breeding pens]] &amp;amp; other creature-holding areas&lt;br /&gt;
* [[Control room]]s&lt;br /&gt;
* [[Workshop]]s {{k|P}}rofiled solely to the dwarf who will sleep near them - a dwarf is either working or sleeping, never both at once.&lt;br /&gt;
* [[Glass furnace]]s built solely to aid in the collection of [[sand]] for [[glass industry|glass production]] elsewhere.&lt;br /&gt;
* [[Loom]]s built solely to allow collection of [[web]]s ''(an obscure choice, but legit)''.&lt;br /&gt;
* Workshops (such as a non-magma [[forge]], etc) built solely for emergency [[mood]] use will only create noise if they are ever claimed, and then only for that short period.&lt;br /&gt;
&lt;br /&gt;
{{Moods FAQ}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Bronze_colossus&amp;diff=182101</id>
		<title>23a:Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Bronze_colossus&amp;diff=182101"/>
		<updated>2013-03-06T16:51:05Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:51, 6 March 2013 (UTC)}}&lt;br /&gt;
{{23a creaturelookup/0|item=☼[[bronze]] [[statue]]☼|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''bronze colossus''' is a [[:Category:Megabeasts|megabeast]] that can shrug off most attacks, destroy [[building]]s, and toss the defenders of a fort around as if they were [[toy]] [[anvil]]s. When one takes up residence near a fortress, it's up to those within to make an end of it, or it will make an end of them.&lt;br /&gt;
&lt;br /&gt;
Strangely, this creature has eyes, but removing them won't do much as these [[metal]] monstrosities don't bleed or feel pain.&lt;br /&gt;
&lt;br /&gt;
Upon its death a bronze colossus becomes a [[item value|masterwork]] [[bronze]] [[statue]] (worth 1500☼), a great decoration for a grand entrance hall.&lt;br /&gt;
&lt;br /&gt;
When fighting a bronze colossus, any broken limb will break off, making blunt weapons such as war hammers and maces significantly more effective than slashing or piercing weapons.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Bronze&amp;diff=182100</id>
		<title>23a:Bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Bronze&amp;diff=182100"/>
		<updated>2013-03-06T16:50:49Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:50, 6 March 2013 (UTC)}}{{23a Metal|color=6:0|fcolor=4:6:0|name=Bronze|ore1=£|ore2=£|ore1tile=*|ore2tile=*|&lt;br /&gt;
ore1color=6:7:0|ore2color=2:7:0|ore1tilecolor=6:0|ore2tilecolor=2:0|&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Cassiterite]]&lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Damage]]% 75&lt;br /&gt;
* [[Armor|Block]]% 75&lt;br /&gt;
* [[Material value]] 5&lt;br /&gt;
* Melting point {{magmasafe|11868}}&lt;br /&gt;
* Boiling point {{magmasafe|14140}}&lt;br /&gt;
* Specific heat 435&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Bolts]]&lt;br /&gt;
* [[Craft]]s&lt;br /&gt;
* [[Coins]]&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
* [[Weapon]]s&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bronze''' is a manufactured [[metal]] that does not occur naturally. Bronze bars can be used to make reasonable [[weapon]]s and [[armor]] that are 75% effective compared to [[iron]]. Bronze can also be used to make [[furniture]] and ''other objects'' at a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
Bronze must be [[smelt]]ed by combining [[malachite]] (copper ore) and [[cassiterite]] (tin ore) - you '''cannot''' combine existing bars of [[copper]] and [[tin]] to do this. It is more valuable than either copper or tin and is the strongest material available before the discovery of iron (except for [[obsidian]] short swords).&lt;br /&gt;
&lt;br /&gt;
Producing bronze is also more efficient than producing most metals, as you only need one unit of [[fuel]] to turn one malachite and one cassiterite into two bronze bars, allowing you to produce more goods without needing as much fuel (at least until you have a [[magma smelter]]).&lt;br /&gt;
&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Bridge&amp;diff=182099</id>
		<title>23a:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Bridge&amp;diff=182099"/>
		<updated>2013-03-06T16:50:31Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:50, 6 March 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bridges''' allow dwarves, traders, and their cargo to travel over terrain that would normally be impassable. Bridges can be placed over [[river]]s and other water (as well as the ice sheet in some freezing maps), swamp tiles, [[channel]]s, [[magma]], and the [[chasm]]. They can be made of raw [[stone]], [[wood]], [[metal]] [[bar]]s, or [[block]]s of any material. The [[magma flow]] can only be bridged by a [[steel]] or [[adamantine]] bridge. However, the bridge's overall material is determined by the topmost item in the list - thus, you can use a single steel bar and four brass bars to cross the magma river, provided you made the steel bar ''first''.&lt;br /&gt;
&lt;br /&gt;
Bridges built within the mountain can be attached to [[lever]]s or [[pressure plate]]s and made to retract or raise. These can be used either to deny passage to enemies, or to kill them: a drawbridge lowered on any creature will kill it instantly. Moats (built from channels/[[pond]]s) and &amp;quot;Trojan Horse&amp;quot; entrances spanned by a bridge are both very effective forms of fortress defense.&lt;br /&gt;
&lt;br /&gt;
Bridge construction requires [[Architecture]] and a dwarf with the appropriate [[labor]] enabled ([[Masonry]], [[Carpentry]], or [[Metalsmithing]]), depending on the material that is used.&lt;br /&gt;
&lt;br /&gt;
==Types of bridges==&lt;br /&gt;
&lt;br /&gt;
When a bridge is placed outdoors, it is just an ordinary bridge, and cannot be assigned any special types. When built underground, however, a bridge can be either retracting or raising, like a drawbridge. Retracting bridges can be built without the need for an open area on the other side, while raisable bridges can crush anything they are lowered over, and will form a sturdy blockade against flying or aquatic assault while raised. In either case, the bridge must be linked up to some form of a trigger via [[mechanism]]s for it to move; normally, this would be either a [[lever]] or a [[pressure plate]]. When placing a bridge, press {{K|w}}, {{K|a}}, {{K|x}}, or {{K|d}} for a drawbridge in one of the four cardinal directions, or {{K|s}} for a retracting bridge (the default). The direction that a bridge raises can be slightly confusing: If a bridge raises to the left, then it forms a wall on the left side when raised, and when lowered it will squash anything to the right.&lt;br /&gt;
&lt;br /&gt;
Even if a bridge is raised or retracted, you can not place ({{K|b}}uild) anything else in the space the bridge normally occupies. So a pressure plate to lower a bridge onto enemies can't be placed underneath the bridge area itself. You can build bridges over channels (for instance, to span a moat), but only after the channel has been filled with water from a river at least once and no longer registers as an actual building to the {{K|q}} command. You cannot build a channel beneath a bridge after the bridge has been built.&lt;br /&gt;
&lt;br /&gt;
===Bridges as traps/weapons===&lt;br /&gt;
&lt;br /&gt;
Any [[creature]] (including dwarves) caught under a drawbridge when it lowers will be killed instantly. The creature will completely disappear, leaving neither a corpse nor any of its gear, giving it the nickname &amp;quot;[[Dwarven atom smasher]]&amp;quot;. Creatures caught on top of a drawbridge when it raises will be sent flying through the air, much like a catapult stone. In the words of [[Main:Toady One|Toady One]], &amp;quot;The relevant function in the code is called flingify.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that bridges built outside the mountain cannot be linked to levers to be used as goblin smashers.&lt;br /&gt;
&lt;br /&gt;
==Bridge sizes==&lt;br /&gt;
&lt;br /&gt;
When building a bridge, you can select a number of pieces of material. Each piece of material increases the number of squares the bridge can occupy, up to a limit of 10 squares in width or height.&lt;br /&gt;
&lt;br /&gt;
For raw stone, stone or glass blocks, and wooden logs:&lt;br /&gt;
* Size of Bridge = (Material Amount) x 4 - 1 &lt;br /&gt;
&lt;br /&gt;
For metal:&lt;br /&gt;
* Size of Bridge = (Material Amount) x 2 - 1 &lt;br /&gt;
&lt;br /&gt;
When sized and placed, the dwarves will only use the minimum amount of material needed. For example, if you want a 5x2 bridge, and select four stone blocks to build it with, the dwarves will only use three of the blocks.&lt;br /&gt;
&lt;br /&gt;
Bridges can mix material types (stone, metal, wood, etc.) and gain no benefits from using only one type of material, but the color (and material for game terms) is determined by the topmost selected material from the material selection list.&lt;br /&gt;
&lt;br /&gt;
==Known Bugs==&lt;br /&gt;
&lt;br /&gt;
Bridge construction may generate a path-finding error if a dwarf attempts to use a chosen piece of stone that is inaccessible. To work around this you can use a different kind of rock.&lt;br /&gt;
&lt;br /&gt;
Another common cause of path-finding errors is attempting to build a bridge in such a way that it would cover inaccessible loose rock or other materials that the architect would need to move out of the way. This often happens when a temporary bridge is built across the river or chasm, space is mined for the &amp;quot;real&amp;quot; bridge, and the temporary bridge is then removed. To solve this, leave the temporary bridge up until the main bridge has been fully designed by an architect.&lt;br /&gt;
&lt;br /&gt;
==Admiration==&lt;br /&gt;
&lt;br /&gt;
Bridges, along with certain other [[building]]s, may cause happy [[thought]]s for dwarves that pass by them. Comments that your dwarves may have about your bridge can escalate from fine, to great, to completely sublime. The better the bridge, the happier your dwarves. Building a bridge using smoothed blocks, metal bars, or glass blocks increases the value of the bridge making it much more likely to evoke admiration, as will using a highly skilled [[building designer]] and [[mason]] (or [[carpenter]] or [[metalsmith]], depending on the material).&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Brass&amp;diff=182098</id>
		<title>23a:Brass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Brass&amp;diff=182098"/>
		<updated>2013-03-06T16:50:04Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:50, 6 March 2013 (UTC)}}{{23a Metal|color=6:1|fcolor=6:6:1|name=Brass|ore1=£|ore2=£|ore1tile=*|ore2tile=*|&lt;br /&gt;
ore1color=2:7:0|ore2color=0:7:0|ore1tilecolor=2:0|ore2tilecolor=0:1|&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Sphalerite]]&lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 7&lt;br /&gt;
* Melting point {{magmasafe|11656}}&lt;br /&gt;
* Boiling point {{magmasafe|14068}}&lt;br /&gt;
* Specific heat 377&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Craft]]s&lt;br /&gt;
* [[Coins]]&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Brass''' is a metal alloy made from [[malachite]] (copper ore) and [[sphalerite]] (zinc ore) at a [[smelter]]. It cannot be used to make weapons, although it can be used to make moderately valuable trade goods. It is not quite as valuable as [[silver]] (which is usually available at about the same time), although it is more fuel-efficient to produce (provided you have not yet set up a [[magma smelter]]): just as with making [[bronze]], you get two brass bars from the one fuel and two ores.&lt;br /&gt;
&lt;br /&gt;
Brass is ideal for producing furniture which can not be made from stone, such as [[barrel]]s, [[bin]]s, [[cage]]s, [[animal trap]]s, and [[bucket]]s.&lt;br /&gt;
&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Bonobo&amp;diff=182097</id>
		<title>23a:Bonobo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Bonobo&amp;diff=182097"/>
		<updated>2013-03-06T16:49:48Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:49, 6 March 2013 (UTC)}}&lt;br /&gt;
{{23a creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''bonobo''' is a primate related to [[human]]s and [[chimpanzee]]s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Blue_jay&amp;diff=182096</id>
		<title>23a:Blue jay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Blue_jay&amp;diff=182096"/>
		<updated>2013-03-06T16:49:29Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:49, 6 March 2013 (UTC)}}&lt;br /&gt;
{{23a verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Blue jays''' are small birds found in temperate grasslands and forests. If captured, your dwarves can tame them and adopt them as pets.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Things_to_Do&amp;diff=180221</id>
		<title>v0.34:Things to Do</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Things_to_Do&amp;diff=180221"/>
		<updated>2013-01-11T22:15:14Z</updated>

		<summary type="html">&lt;p&gt;Timrem: interwiki link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:34, 11 January 2013 (UTC)}}{{av}}&lt;br /&gt;
'''The basic point of Fortress mode is:'''&lt;br /&gt;
*Build/[[dig]] a place for your dwarves to work and live&lt;br /&gt;
*Ensure survivability by providing [[food]] and [[water]]/[[alcohol|drink]] for every dwarf&lt;br /&gt;
*Provide basic comfort by building [[bed]]s/[[Bedroom|quarter]]s, a [[dining room]]&lt;br /&gt;
*Defend your fortress ([[trap]]s/[[military]])&lt;br /&gt;
*From the way Toady implements some features, have a lot of (twisted) [[fun]]&lt;br /&gt;
*Accumulate [[wealth]]&lt;br /&gt;
*Build and sustain a bustling full 200 dwarf fortress (this is already a bit &amp;quot;optional&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Most people prefer to do some/most of these steps:'''&lt;br /&gt;
*Expand the fortress to have specific areas for specific purposes ([[Bedroom]]s, [[workshop]]s, [[farm]]s etc)&lt;br /&gt;
*Create various items for exporting ([[Trade]])&lt;br /&gt;
*Create a working [[military]]&lt;br /&gt;
*Dig out the riches of the earth (Mainly [[platinum]], [[gold]], [[gem]]s, [[adamantine]] etc)&lt;br /&gt;
*Create luxury for your dwarves and a generally grand and nicely smoothed fortress&lt;br /&gt;
*Make your fort self-sustaining and self-supplied&lt;br /&gt;
*Experiment with and experience the full depth of all game features&lt;br /&gt;
*Complete [[Megaprojects|megalomaniac construction projects]]&lt;br /&gt;
*Experiment with and/or discover [[stupid dwarf trick]]s&lt;br /&gt;
*Kill Elves&lt;br /&gt;
*Create the worlds largest Brewery&lt;br /&gt;
*Do it all over again with one skill-less dwarf in a [[terrifying]] biome&lt;br /&gt;
*Profit!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ultimately, it's really up to your own imagination what you wish to do. After all, this game is an [[wikipedia:Nonlinear gameplay#Sandbox mode|open-ended game]]. The possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
If you feel the need to play a more goal-based game, check out the list of [[challenges|game goals]] for suggestions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game Basics FAQ}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_eagle&amp;diff=180022</id>
		<title>v0.34:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_eagle&amp;diff=180022"/>
		<updated>2013-01-06T02:18:57Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:18, 6 January 2013 (UTC)}}{{av}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|meat=18&lt;br /&gt;
|fat=12&lt;br /&gt;
|skull=1&lt;br /&gt;
|bone=23&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant eagles''' are the oversized version of [[eagle]]s, found in the same wide array of biomes. They can be extremely annoying to an early fortress due to them killing your migrants mercilessly and flying over your walls, yet usually only do so if provoked. They can be tamed, but not trained, and while they share with eagles their relative uselessness for [[egg production]] due to the low amount of eggs laid, but are a better choice for the [[meat industry]] thanks to their larger size, yielding more than twice the amount of food than regular eagles; however, this requires watching [[nest box]]es closely to prevent the eggs being taken by hauling dwarves. They can come already tamed with [[elf|elven]] [[caravan|caravans]], if the elven [[civilization]] is situated in a mountain area.&lt;br /&gt;
&lt;br /&gt;
Giant Eagles are exotic creatures. Their eggs take approximately six months of gametime to hatch; if eggs haven't hatched and it's been over six months, then something's gone wrong -- either they weren't fertilized, the mother was forced out of the nest box, your fort has hit a cap on total animals, or something else -- and you'll need to remove those eggs and force new ones to be laid if you want hatchlings. Once hatched, hatchlings take approximately an additional year to reach adulthood.&lt;br /&gt;
&lt;br /&gt;
There is a current bug where tamed animals that have the [FLYING] tag, don't. So once tamed, your giant eagles will remain earthbound and never take to the sky, which makes them somewhat less deadly than they would be otherwise. &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Macros_and_keymaps&amp;diff=179846</id>
		<title>40d:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Macros_and_keymaps&amp;diff=179846"/>
		<updated>2013-01-02T17:44:15Z</updated>

		<summary type="html">&lt;p&gt;Timrem: convert to internal links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Unrated}}{{av}}&lt;br /&gt;
Playing Dwarf Fortress means lots of typing.  Although the game has no internal macro/keymap system (except in alpha version 40d12), using an external program can save you a great deal of time when dumping, rewalling, designating, and so forth.&lt;br /&gt;
&lt;br /&gt;
#  Go to [[Utilities#AutoHotKey]] and download AutoHotKey.  Installation is simple and the program uses few system resources.&lt;br /&gt;
#  Write macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files and deactivate them by right-clicking the AutoHotKey icon on the task bar.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting Scripts==&lt;br /&gt;
Users may experience some issues in getting scripts to work, particularly when using looping scripts when experiencing low frame-rates.&lt;br /&gt;
* If experiencing low frame-rates, try adding delays (&amp;quot;Sleep 100&amp;quot; to pause for 100 milliseconds for example) within loops to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer&lt;br /&gt;
* Another way to add delay during and after each simulated key press is to put &amp;lt;B&amp;gt;SetKeyDelay, 40, 40&amp;lt;/B&amp;gt; at the start of the macro.&lt;br /&gt;
* Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.&lt;br /&gt;
* This may go without saying, but most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.&lt;br /&gt;
* Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be.  Wait for the farewell screen before running a long script.&lt;br /&gt;
* The &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; function supports keys that the &amp;lt;B&amp;gt;Send&amp;lt;/B&amp;gt; function does not, for example {{key|Shift-Enter}}.  According to the AutoHotKey documentation, &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; may also be better at preventing dropped keystrokes.&lt;br /&gt;
&lt;br /&gt;
== [http://sun2design.com/quickfort/ Quickfort] ==&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments). Many of the examples below can be reproduced in Quickfort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Built-in Macros ==&lt;br /&gt;
&lt;br /&gt;
With the release of df_28_181_40d13, Dwarf Fortress supports macros without any outside program. They can be created by hitting escape to access the options menu and choosing the Key Bindings section. Once in the Key Bindings menu hit Shift+Tab to open the macro screen. The macros you create here are saved in the file &amp;quot;\data\init\interface.txt&amp;quot;. Adding the following to the end of that file will create a macro that selects every item on the trade screen when you hit the tilde key (`).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BIND:MACRO0]&lt;br /&gt;
[SYM:`]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:STANDARDSCROLL_DOWN:1]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Performance can be increased by changing the macro pause, MACRO_MS, from the default 150ms per command to zero.  Most dig macros can be created using combinations of the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[MACRO:CURSOR_UP:1]&lt;br /&gt;
[MACRO:CURSOR_DOWN:1]&lt;br /&gt;
[MACRO:CURSOR_LEFT:1]&lt;br /&gt;
[MACRO:CURSOR_RIGHT:1]&lt;br /&gt;
[MACRO:SELECT:1]&lt;br /&gt;
[MACRO:DESIGNATE_DIG:1]&lt;br /&gt;
[MACRO:DESIGNATE_UNDO:1]&lt;br /&gt;
[MACRO:CURSOR_UP_FAST:1]&lt;br /&gt;
[MACRO:CURSOR_DOWN_FAST:1]&lt;br /&gt;
[MACRO:CURSOR_LEFT_FAST:1]&lt;br /&gt;
[MACRO:CURSOR_RIGHT_FAST:1]&lt;br /&gt;
[MACRO:MACRO123:1]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Most of these should be self-explanatory. Each command is followed with a quantity.  To call other macros, use &amp;lt;pre&amp;gt;[MACRO:MACRO###:1]&amp;lt;/pre&amp;gt; Each new macro begins with a bind command, consisting of BIND, the macro number, and a description:&lt;br /&gt;
&amp;lt;pre&amp;gt;[BIND:MACRO11:dig_round_room]&amp;lt;/pre&amp;gt;  Spaces are not allowed in the description{{verify}}.  To bind this macro to a key, SYM is used.&amp;lt;pre&amp;gt;[SYM:Ctrl+Right]&amp;lt;/pre&amp;gt; Ctrl, Alt, and Shift combinations are allowed, but not chords with more than one{{verify}}, like Ctrl+Shift+Right.  Also, the windows, or meta key, does not appear to be supported{{verify}}. Macros appear to only be terminated by the start of a new macro (BIND command) or the end of the interface.txt file.&lt;br /&gt;
&lt;br /&gt;
Visit this [http://www.bay12games.com/forum/index.php?topic=40751.0 forum post] for additional macros, and discussion on macro creation.&lt;br /&gt;
&lt;br /&gt;
== AutoHotKey Examples ==&lt;br /&gt;
&lt;br /&gt;
===Dumping===&lt;br /&gt;
&lt;br /&gt;
====[[GuiDumper.ahk]]====&lt;br /&gt;
This script allows the user to specify a range of squares to dump.&lt;br /&gt;
&lt;br /&gt;
====Stock Screen Dump====&lt;br /&gt;
Taken from an old version of [[User:Jackard|Jackard's user page]].&lt;br /&gt;
&lt;br /&gt;
To use, first have your bookkeeper do enough desk work so you can view individual items in the stocks listing.  Then bring it up and press del to quickly mark stuff.  To adjust the key repeat rate, edit the KEY_HOLD_MS value in \data\init\init.txt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
del::&lt;br /&gt;
IfWinActive Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
  send d{down}&lt;br /&gt;
  return&lt;br /&gt;
}&lt;br /&gt;
else&lt;br /&gt;
{&lt;br /&gt;
  send {del}&lt;br /&gt;
  return&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Designation Dump====&lt;br /&gt;
A dumping script by [[User:Dukederek|Dukederek]]:&lt;br /&gt;
&lt;br /&gt;
This script uses a system similar the commands in the designations menu to mark most of the contents of a large area for dumping. [[User:Dukederek|My talk page]] has more detailed instruction.&lt;br /&gt;
&lt;br /&gt;
Essentially you need to create two text files with the following titles and content. When playing DF it is safe to have blockdumpinit running constantly as long as you dont plan on using the ctrl-d combination for something else.&lt;br /&gt;
&lt;br /&gt;
'''blockdumpinit.ahk'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^d::&lt;br /&gt;
RunWait, &amp;quot;blockdumpmain.ahk&amp;quot;&lt;br /&gt;
Return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''blockdumpmain.ahk'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SetKeyDelay 25&lt;br /&gt;
return::&lt;br /&gt;
Send k&lt;br /&gt;
return&lt;br /&gt;
up::&lt;br /&gt;
Send w&lt;br /&gt;
return&lt;br /&gt;
left::&lt;br /&gt;
Send a&lt;br /&gt;
return&lt;br /&gt;
down::&lt;br /&gt;
Send s&lt;br /&gt;
return&lt;br /&gt;
right::&lt;br /&gt;
Send d&lt;br /&gt;
return&lt;br /&gt;
q::&lt;br /&gt;
ExitApp&lt;br /&gt;
return&lt;br /&gt;
shift::&lt;br /&gt;
x := 0&lt;br /&gt;
y := 1&lt;br /&gt;
Loop{&lt;br /&gt;
Input, keypress, B, {esc} , w,a,s,d,k,q&lt;br /&gt;
if keypress = w&lt;br /&gt;
{&lt;br /&gt;
y := --y&lt;br /&gt;
Send {up}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = s&lt;br /&gt;
{&lt;br /&gt;
y := ++y&lt;br /&gt;
Send {down}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = a&lt;br /&gt;
{&lt;br /&gt;
x := --x&lt;br /&gt;
Send {left}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = d&lt;br /&gt;
{&lt;br /&gt;
x := ++x&lt;br /&gt;
Send {right}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = k &lt;br /&gt;
{&lt;br /&gt;
break&lt;br /&gt;
}else if keypress = q&lt;br /&gt;
{&lt;br /&gt;
ExitApp&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
y := y / 2&lt;br /&gt;
z := y&lt;br /&gt;
z := Floor(z)&lt;br /&gt;
z := y/z&lt;br /&gt;
Send d{NumpadAdd}d&lt;br /&gt;
If z = 0&lt;br /&gt;
{	&lt;br /&gt;
If x = 0&lt;br /&gt;
ExitApp&lt;br /&gt;
Else{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d&lt;br /&gt;
}ExitApp&lt;br /&gt;
}&lt;br /&gt;
}If z &amp;lt;&amp;gt; 1&lt;br /&gt;
{&lt;br /&gt;
Loop %y%{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {right}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d{NumpadAdd}d&lt;br /&gt;
}Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}&lt;br /&gt;
}Else If z = 1&lt;br /&gt;
{&lt;br /&gt;
y := y + 0.5&lt;br /&gt;
Loop %y%{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {right}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d{NumpadAdd}d&lt;br /&gt;
}Send d{NumpadSub}d&lt;br /&gt;
}ExitApp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rewalling ===&lt;br /&gt;
Taken from [[User:Valdemar|Valdemar's user page]].&lt;br /&gt;
&lt;br /&gt;
This is a macro to aid with rewalling. To use, copy-paste the script into a new .ahk file and run the script with AutoHotkey. Then, in Dwarf Fortress, press b-C-w, move the cursor to where you want to start the wall, and hold Ctrl-Shift-Arrowkey, using the direction you want to rewall in. To build floors, press b-C-f instead, and use Ctrl-Alt-Arrowkey. To stop, just release the keys.&lt;br /&gt;
&lt;br /&gt;
The script will use the first material in the list. I suggest you create a stockpile near the construction site that only accepts the item you wish to build with and temporarily forbid any nearby materials you don't want to build with. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$^+Left:: ProcessEvent(&amp;quot;Left&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Right:: ProcessEvent(&amp;quot;Right&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Up:: ProcessEvent(&amp;quot;Up&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Down:: ProcessEvent(&amp;quot;Down&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
$^!Left:: ProcessEvent(&amp;quot;Left&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Right:: ProcessEvent(&amp;quot;Right&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Up:: ProcessEvent(&amp;quot;Up&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Down:: ProcessEvent(&amp;quot;Down&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ProcessEvent(direction, type)&lt;br /&gt;
{   &lt;br /&gt;
    Send {Enter}&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send {Enter}&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send %type%&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send {%direction%}&lt;br /&gt;
    Loop&lt;br /&gt;
    {&lt;br /&gt;
        if not GetKeyState(direction, &amp;quot;P&amp;quot;) &lt;br /&gt;
            break  &lt;br /&gt;
        Send {Enter}&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send {Enter}&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send %type%&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send {%direction%}&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grid-by-grid designation===&lt;br /&gt;
For easier diagonal and fancy mining.  Assumes that DF is active.  &amp;quot;^!&amp;quot; means ctrl-alt-direction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^!NumpadEnd::&lt;br /&gt;
send {Enter}{Enter}{NumpadEnd}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadDown::&lt;br /&gt;
send {Enter}{Enter}{NumpadDown}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadPgDn::&lt;br /&gt;
send {Enter}{Enter}{NumpadPgDn}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadLeft::&lt;br /&gt;
send {Enter}{Enter}{NumpadLeft}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadRight::&lt;br /&gt;
send {Enter}{Enter}{NumpadRight}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadHome::&lt;br /&gt;
send {Enter}{Enter}{NumpadHome}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadUp::&lt;br /&gt;
send {Enter}{Enter}{NumpadUp}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadPgUp::&lt;br /&gt;
send {Enter}{Enter}{NumpadPgUp}&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Embark Settings macros===&lt;br /&gt;
These macros are used to ease the setup of skills and supplies before you embark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Improved Food/Alcohol buying macro====&lt;br /&gt;
This macro buys all the cost-2 food (that I have seen), as well as the four types of alcohol.  Just press ctrl+f on the Items screen.&lt;br /&gt;
It can deal with meat or drink that you already have, or is not currently featured.   By [[User:Redfenix|Redfenix]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^f::&lt;br /&gt;
&lt;br /&gt;
send ndwarven{SPACE}ale{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndwarven{SPACE}rum{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndwarven{SPACE}beer{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndwarven{SPACE}wine{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndonkey{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nchimpanzee{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ngazelle{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nbonobo{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nmule{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndeer{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nraccoon{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nfox{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nrhesus{SPACE}macaque{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nhorse{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ngroundhog{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nmountain{SPACE}goat{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nhoary{SPACE}marmot{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ngorilla{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send norangutan{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nsiamang{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nbilou{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send npileated{SPACE}gibbon{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nmandrill{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nturtle{RIGHT}{ENTER}{F9}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===='First Fortress' setup====&lt;br /&gt;
This macro works with the default setup of DF, and starts you with (almost) the setup suggested in the &amp;quot;Your first fortress&amp;quot; tutorial.  The amounts are adjustable with the variables at the top of the macro.&lt;br /&gt;
&amp;lt;pre&amp;gt;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
; materialplanner.ahk					  	;&lt;br /&gt;
; this is a ahk script to set up the embark settings roughly as	;&lt;br /&gt;
;suggested in the &amp;quot;your first fortress&amp;quot; tutorial.  Inventory	;&lt;br /&gt;
;can be customized slightly.					;&lt;br /&gt;
; use ctrl+shift+e to run				  	;&lt;br /&gt;
;							  	;&lt;br /&gt;
; NOTEs:						  	;&lt;br /&gt;
; change variables to suit your desires			 	;&lt;br /&gt;
; the fourth guy is a Stonecrafter instead of Herbalist		;&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;;&lt;br /&gt;
;;VARIABLES;;&lt;br /&gt;
;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
PICKS = 2	;number of picks to pack&lt;br /&gt;
AXES = 1 	;number of axes to pack&lt;br /&gt;
ANVILS = 0	;number of anvils to pack&lt;br /&gt;
MEATS = 7	;how much meat to take, each buys one of each cheap type (total number depends on locale)&lt;br /&gt;
DRINKS = 26	;how many drinks to take, each one buys 4 drinks, one of each type&lt;br /&gt;
SEEDS = 5	;each increment buys 5 plump helmet spawn, 2 pig tail, and 2 rock nuts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SetKeyDelay, 12	;Key delay, to keep Dwarf Fortress from being overwhelmed.&lt;br /&gt;
		;Set higher if you get weird results, or lower to get the&lt;br /&gt;
		;script to run faster&lt;br /&gt;
SLEEPTIME = 12	;same thing, only used in the repeated key press loops though&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;&lt;br /&gt;
;;The code;;&lt;br /&gt;
;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
^+e::&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
			;remove all of the items&lt;br /&gt;
Send {Tab}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
loop 105{&lt;br /&gt;
	Send {NumpadSub}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
Send {Tab}&lt;br /&gt;
&lt;br /&gt;
			;place the skills&lt;br /&gt;
			;first guy&lt;br /&gt;
			;Proficient Miner&lt;br /&gt;
Send {right}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;novice appraiser&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
loop 7{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
			;novice Judge of Intent&lt;br /&gt;
Send {Up}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
			;competent gem setter&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
loop 7{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 3{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;second guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
			;Proficient Miner&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Mason&lt;br /&gt;
loop 3{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;third guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Carpenter&lt;br /&gt;
Send {UP}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Wood Cutter&lt;br /&gt;
Send {UP}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;fourth guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Grower&lt;br /&gt;
Send {PgDn}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Down}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Stone Crafter&lt;br /&gt;
loop 9{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;fifth guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Mechanic&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Building Designer&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;sixth guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Weaponsmith&lt;br /&gt;
loop 1{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Armorsmith&lt;br /&gt;
loop 2{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;seventh guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Cook&lt;br /&gt;
Send {PgDn}&lt;br /&gt;
loop 2{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Brewer&lt;br /&gt;
loop 1{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
			;do the inventory&lt;br /&gt;
Send {Tab}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
			;Meat&lt;br /&gt;
&lt;br /&gt;
if MEATS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
tmp := MEATS - 1&lt;br /&gt;
send ndonkey{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nchimpanzee{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ngazelle{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nbonobo{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nmule{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ndeer{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nraccoon{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nfox{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nrhesus{SPACE}macaque{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nhorse{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ngroundhog{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nmountain{SPACE}goat{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nhoary{SPACE}marmot{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ngorilla{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send norangutan{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nsiamang{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nbilou{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send npileated{SPACE}gibbon{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nmandrill{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nturtle{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
			;copper picks&lt;br /&gt;
if PICKS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
Send {n}copper picks{Right}{Enter}&lt;br /&gt;
tmp := PICKS - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
			;Axes&lt;br /&gt;
if AXES &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
Send {n}steel axes{Right}{Enter}&lt;br /&gt;
tmp := AXES - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
			;Seeds&lt;br /&gt;
if SEEDS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
send {n}Rock nuts{Right}{Enter}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
send {n}plump helmet spawn{Right}{Enter}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
send {n}Pig tail Seeds{Right}{Enter}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
&lt;br /&gt;
tmp := SEEDS - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {up}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {up}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
			;Anvils&lt;br /&gt;
if ANVILS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
Send {n}iron anvils{Right}{Enter}&lt;br /&gt;
tmp := ANVILS - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
			;Drinks&lt;br /&gt;
if DRINKS &amp;gt; 0{&lt;br /&gt;
send {n}Dwarven ale{Right}{Enter}&lt;br /&gt;
send {n}Dwarven beer{Right}{Enter}&lt;br /&gt;
send {n}Dwarven wine{Right}{Enter}&lt;br /&gt;
send {n}Dwarven rum{Right}{Enter}&lt;br /&gt;
&lt;br /&gt;
tmp := DRINKS - 1&lt;br /&gt;
loop 4{&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {up}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A more modular approach===&lt;br /&gt;
Hit WIN+G to go once you are on the empty item screen&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#g::&lt;br /&gt;
;add an anvil&lt;br /&gt;
Additem(&amp;quot;iron anvils&amp;quot;,1)&lt;br /&gt;
;add 31 of the boozes (kind of iffy might end up with dwarven cheese or something if the civilization does not have 4 boozes)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
;adds copper nuggets &lt;br /&gt;
Additem(&amp;quot;copper n&amp;quot;,5)&lt;br /&gt;
;adds cassiterite&lt;br /&gt;
Additem(&amp;quot;cass&amp;quot;,5)&lt;br /&gt;
;bitumous coal&lt;br /&gt;
Additem(&amp;quot;coal&amp;quot;,5)&lt;br /&gt;
;tower cap logs&lt;br /&gt;
Additem(&amp;quot;logs&amp;quot;,11)&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
IsCurrentItemThere()&lt;br /&gt;
{&lt;br /&gt;
	;color of text in the new item screen 0xFFFF00(selected) or 0x808000 (unselected)&lt;br /&gt;
	;location of text in the new item screen 305, 150&lt;br /&gt;
	PixelSearch, , , 305, 150, 315, 160, 0x808000, 3,&lt;br /&gt;
	return !ErrorLevel&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AddItem(name,amount)&lt;br /&gt;
{&lt;br /&gt;
	Sleep 100&lt;br /&gt;
	amount -= 1&lt;br /&gt;
	SetKeyDelay 150&lt;br /&gt;
	SendInput n&lt;br /&gt;
	SendInput %name%&lt;br /&gt;
	;MsgBox Name Check&lt;br /&gt;
	Sleep 200&lt;br /&gt;
	if IsCurrentItemThere() &lt;br /&gt;
	{&lt;br /&gt;
		Sleep 200&lt;br /&gt;
		SendInput {Right}&lt;br /&gt;
		SendInput {Enter}&lt;br /&gt;
		Sleep 200&lt;br /&gt;
		Loop&lt;br /&gt;
		{&lt;br /&gt;
			if amount &amp;lt;= 0 &lt;br /&gt;
			{&lt;br /&gt;
				break&lt;br /&gt;
			}&lt;br /&gt;
			SendInput {NumpadAdd}&lt;br /&gt;
			Sleep 10&lt;br /&gt;
			amount --&lt;br /&gt;
		}&lt;br /&gt;
		;MsgBox Done&lt;br /&gt;
	}&lt;br /&gt;
	else &lt;br /&gt;
	{&lt;br /&gt;
		SendInput {F9}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bed Assigning macro===&lt;br /&gt;
This will assign bedrooms to your dwarfs. Press F3 followed by a single digit indicating how many beds to assign. Can repeat the action, as the number of beds assigned is stored in a counter. Room size is default, but easily edited into the script. By [[User:Napsterbater|Napsterbater]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
bedcounter = 0&lt;br /&gt;
F3::&lt;br /&gt;
  Input, counter, L1&lt;br /&gt;
  SetKeyDelay, 100&lt;br /&gt;
  loop  %counter% {&lt;br /&gt;
    loop %bedcounter%&lt;br /&gt;
      send {Down}&lt;br /&gt;
    loop % A_Index - 1&lt;br /&gt;
      send {Down}&lt;br /&gt;
    send {q}{r}{Enter}{a}&lt;br /&gt;
    loop %bedcounter%&lt;br /&gt;
      send {NumPadAdd}&lt;br /&gt;
    loop % A_Index - 1&lt;br /&gt;
      send {NumPadAdd}&lt;br /&gt;
    send {NumPadAdd}{Enter}&lt;br /&gt;
    send {space}{r}&lt;br /&gt;
  }&lt;br /&gt;
  bedcounter += counter&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Room-designation macros===&lt;br /&gt;
&lt;br /&gt;
====Valdemar's Designator Macro====&lt;br /&gt;
This macro can read a spreadsheet and designate rooms according to it. [http://www.bay12games.com/forum/index.php?topic=1428.0 Version 1]&lt;br /&gt;
&lt;br /&gt;
Version 2 of this macro apparently only works in versions up to and including 38c {{verify}}, and can be found here: [http://www.bay12games.com/forum/index.php?topic=1890.0 Version 2]&lt;br /&gt;
&lt;br /&gt;
====Fedor's chambered circle====&lt;br /&gt;
A circular room with eight equal-sized chambers, suitable for everything from housing to workshops to a mausoleum.&amp;lt;br&amp;gt;&lt;br /&gt;
[http://mkv25.net/dfma/movie-216-room-designationmacro01 See this macro in action]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Macros_and_Keymaps_Examples#Room-designation Macro 01|Macro text]]&lt;br /&gt;
&lt;br /&gt;
====Valdemar's bedroom complex====&lt;br /&gt;
A large fractal bedroom/dining complex, with 56 bedrooms and room for 24 tables.&lt;br /&gt;
&lt;br /&gt;
You can press Alt-B to create a bedroom block, or Alt-C to create a full complex with 4 bedroom blocks and a dining block in the center.&lt;br /&gt;
&lt;br /&gt;
Note - the macro is much faster than the demo movie shows, it is done in under a minute.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-252 Demo Movie]&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/fractalbr.zip Download]&lt;br /&gt;
&lt;br /&gt;
====Tulip's room macros====&lt;br /&gt;
Based on [[Bedroom_design|the bedroom designs.]]&lt;br /&gt;
&lt;br /&gt;
^g means alt+g, !g means ctrl+g, and so on.&lt;br /&gt;
Open up the designations window before using these:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; This will make a basic 'x' pattern workshop/room layout&lt;br /&gt;
; and will 'land' back on the same tile it starts on each time,&lt;br /&gt;
; which happens to be the center.&lt;br /&gt;
; It is modified so that you will have 3 staircases, and an extra tile&lt;br /&gt;
; because many workshops do not have corner access.&lt;br /&gt;
!r::&lt;br /&gt;
Send di2{enter}88{enter}4d{enter}4{enter}67{enter}77{enter}66666666&lt;br /&gt;
Send {enter}11{enter}1{enter}6{enter}114{enter}4{enter}2{enter}11{enter}&lt;br /&gt;
Send 66666666{enter}77{enter}7{enter}6{enter}74&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
; This makes GnomeChomsky's Tessellated Apartments, bedrooms only.&lt;br /&gt;
; Your cursor will be over the left staircase.&lt;br /&gt;
!g::&lt;br /&gt;
Send i999866{enter}{enter}33332{enter}{enter}11114{enter}{enter}&lt;br /&gt;
Send d3{enter}22{enter}4{enter}{enter}&lt;br /&gt;
Send 78{enter}44{enter}8{enter}{enter}&lt;br /&gt;
Send 96{enter}88{enter}6{enter}{enter}	&lt;br /&gt;
Send 32{enter}66{enter}2{enter}{enter}&lt;br /&gt;
Send 96{enter}{enter}6{enter}88{enter}&lt;br /&gt;
Send 96{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 1444{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 88{enter}88{enter}6{enter}{enter}&lt;br /&gt;
Send 78{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 78{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 14{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 66{enter}22{enter}4{enter}{enter}&lt;br /&gt;
Send 14{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 78{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 14{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 32{enter}{enter}6{enter}88{enter}7i{enter}{enter}&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
; This makes GnomeChomsky's Tessellated Apartments, bedrooms plus dining.&lt;br /&gt;
; Everything above applies.&lt;br /&gt;
^g::&lt;br /&gt;
Send i{enter}{enter}999866{enter}{enter}33332{enter}{enter}11114{enter}{enter}d&lt;br /&gt;
Send 444{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 32{enter}{enter}6{enter}88{enter}&lt;br /&gt;
Send 9966{enter}{enter}6{enter}88{enter}&lt;br /&gt;
Send 96{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 7788{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 78{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 1144{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 14{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 36{enter}8886666666{enter}&lt;br /&gt;
Send 9{enter}4444444{enter}&lt;br /&gt;
Send 8{enter}6666{enter}744{enter}{enter}&lt;br /&gt;
Send 222222441{enter}6666666{enter}&lt;br /&gt;
Send {enter}22{enter}8{enter}4444{enter}&lt;br /&gt;
Send 7778&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; This makes THLawrence's Living Pods (the A is for Arabia).&lt;br /&gt;
; Put your cursor where you want the upper left staircase to be.&lt;br /&gt;
; Like my other scripts, it recenters on that tile.&lt;br /&gt;
; Also, thank you THLawrence, this one was really easy write!&lt;br /&gt;
!a::&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 96666666&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 33222&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 7444&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 9988888&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
; This makes the lobby for THLawrence's Living pods.&lt;br /&gt;
^a::&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}66{enter}9{enter}66{enter}3{enter}41i{enter}{enter}&lt;br /&gt;
Send 36d{enter}1444444{enter}&lt;br /&gt;
Send 74{enter}1{enter}22{enter}3{enter}3i{enter}{enter}d1{enter}1{enter}666{enter}9{enter}&lt;br /&gt;
Send 66{enter}3{enter}66{enter}9{enter}88{enter}7{enter}74{enter}1144{enter}&lt;br /&gt;
Send 36666i{enter}{enter}777777&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====LordGrunt's room macro====&lt;br /&gt;
Based on 1 of the fractal [[Bedroom_design|bedroom designs.]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-1226-fractalbedrooms Demo Movie]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
; Fractal Apts&lt;br /&gt;
; Start script while in 'dig' mode with cursor on desired position of left up staircase&lt;br /&gt;
;&lt;br /&gt;
; ALT+G to generate,&lt;br /&gt;
; CTRL+ALT+G to erase in case of failure&lt;br /&gt;
;&lt;br /&gt;
     &lt;br /&gt;
!g::&lt;br /&gt;
base_cross()&lt;br /&gt;
sleep 100&lt;br /&gt;
mid_sqr()&lt;br /&gt;
sleep 100&lt;br /&gt;
corridors()&lt;br /&gt;
sleep 100&lt;br /&gt;
all_rooms()&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
base_cross()&lt;br /&gt;
{&lt;br /&gt;
Send i{ENTER}3{ENTER}&lt;br /&gt;
Send d1{ENTER}6{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+28{ENTER}&lt;br /&gt;
Send d{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+888{ENTER}4{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+82{ENTER}&lt;br /&gt;
Send d{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+24{ENTER}2{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+46{ENTER}&lt;br /&gt;
Send d{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+666{ENTER}8{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+64{ENTER}&lt;br /&gt;
Send d{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+4474{SHIFT}+8{SHIFT}+888888{ENTER}66666{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+2222{ENTER}8&lt;br /&gt;
Send d{SHIFT}+8{SHIFT}+88884488888{SHIFT}+6{SHIFT}+6666666{ENTER}22222{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+4444{ENTER}6&lt;br /&gt;
}&lt;br /&gt;
mid_sqr()&lt;br /&gt;
{&lt;br /&gt;
Send d{SHIFT}+3666&lt;br /&gt;
send d{ENTER}{SHIFT}+9{SHIFT}+999999{ENTER}1{ENTER}9999{ENTER}9{ENTER}111{ENTER}&lt;br /&gt;
send d{SHIFT}+1{SHIFT}+1{SHIFT}+1{ENTER}999{ENTER}99{ENTER}1111{ENTER}99&lt;br /&gt;
send d{SHIFT}+8{SHIFT}+8{SHIFT}+8444{ENTER}333{ENTER}33{ENTER}7777{ENTER}&lt;br /&gt;
send d{SHIFT}+3{SHIFT}+3{SHIFT}+37{ENTER}333{ENTER}7{ENTER}7777{ENTER}&lt;br /&gt;
}&lt;br /&gt;
corridors()&lt;br /&gt;
{&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+7{SHIFT}+7999{ENTER}{SHIFT}+6{SHIFT}+6{SHIFT}+66{ENTER}&lt;br /&gt;
send d333333{ENTER}{SHIFT}+2{SHIFT}+2{SHIFT}+22{ENTER}&lt;br /&gt;
send d111111{ENTER}{SHIFT}+4{SHIFT}+4{SHIFT}+44{ENTER}&lt;br /&gt;
send d777777{ENTER}{SHIFT}+8{SHIFT}+8{SHIFT}+88{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d3333222{ENTER}{SHIFT}+466{ENTER}&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2888{ENTER}{SHIFT}+644{ENTER}&lt;br /&gt;
send d{SHIFT}+9{SHIFT}+9{SHIFT}+6{SHIFT}+6333&lt;br /&gt;
send d{ENTER}{SHIFT}+466{ENTER}&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2888{ENTER}{SHIFT}+644{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+1966&lt;br /&gt;
send d{ENTER}{SHIFT}+288{ENTER}&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+4666{ENTER}{SHIFT}+822{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d{SHIFT}+9{SHIFT}+9{SHIFT}+8{SHIFT}+8777&lt;br /&gt;
send d{ENTER}{SHIFT}+288{ENTER}&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+4666{ENTER}{SHIFT}+822{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d999988{ENTER}{SHIFT}+64{ENTER}&lt;br /&gt;
send d{SHIFT}+3{SHIFT}+3{SHIFT}+3777{ENTER}{SHIFT}+28{ENTER}&lt;br /&gt;
send d{SHIFT}+1{SHIFT}+1{SHIFT}+1999{ENTER}{SHIFT}+46{ENTER}&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+7{SHIFT}+7333{ENTER}{SHIFT}+82{ENTER}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
rooms_up()&lt;br /&gt;
{&lt;br /&gt;
send d78{ENTER}96{ENTER}&lt;br /&gt;
send d223{ENTER}32{ENTER}&lt;br /&gt;
send d44444{ENTER}87{ENTER}&lt;br /&gt;
send d63{ENTER}{ENTER}98{ENTER}{ENTER}23{ENTER}{ENTER}7&lt;br /&gt;
}&lt;br /&gt;
rooms_down()&lt;br /&gt;
{&lt;br /&gt;
send d32{ENTER}14{ENTER}&lt;br /&gt;
send d887{ENTER}78{ENTER}&lt;br /&gt;
send d66666{ENTER}32{ENTER}&lt;br /&gt;
send d74{ENTER}{ENTER}21{ENTER}{ENTER}78{ENTER}{ENTER}3&lt;br /&gt;
}&lt;br /&gt;
rooms_left()&lt;br /&gt;
{&lt;br /&gt;
send d14{ENTER}87{ENTER}&lt;br /&gt;
send d996{ENTER}63{ENTER}&lt;br /&gt;
send d2222{ENTER}41{ENTER}&lt;br /&gt;
send d98{ENTER}{ENTER}47{ENTER}{ENTER}96{ENTER}{ENTER}1&lt;br /&gt;
}&lt;br /&gt;
rooms_right()&lt;br /&gt;
{&lt;br /&gt;
send d96{ENTER}32{ENTER}&lt;br /&gt;
send d114{ENTER}47{ENTER}&lt;br /&gt;
send d8888{ENTER}96{ENTER}&lt;br /&gt;
send d21{ENTER}{ENTER}63{ENTER}{ENTER}14{ENTER}{ENTER}9&lt;br /&gt;
}&lt;br /&gt;
;======= WIDE&lt;br /&gt;
rooms_upw()&lt;br /&gt;
{&lt;br /&gt;
send d78{ENTER}966{ENTER}&lt;br /&gt;
send d223{ENTER}32{ENTER}&lt;br /&gt;
send d444444{ENTER}87{ENTER}&lt;br /&gt;
send d63{ENTER}{ENTER}98{ENTER}6{ENTER}23{ENTER}{ENTER}74&lt;br /&gt;
}&lt;br /&gt;
rooms_downw()&lt;br /&gt;
{&lt;br /&gt;
send d32{ENTER}144{ENTER}&lt;br /&gt;
send d887{ENTER}78{ENTER}&lt;br /&gt;
send d666666{ENTER}32{ENTER}&lt;br /&gt;
send d74{ENTER}{ENTER}21{ENTER}4{ENTER}78{ENTER}{ENTER}36&lt;br /&gt;
}&lt;br /&gt;
rooms_leftw()&lt;br /&gt;
{&lt;br /&gt;
send d14{ENTER}887{ENTER}&lt;br /&gt;
send d996{ENTER}63{ENTER}&lt;br /&gt;
send d22222{ENTER}41{ENTER}&lt;br /&gt;
send d98{ENTER}{ENTER}47{ENTER}8{ENTER}96{ENTER}{ENTER}12&lt;br /&gt;
}&lt;br /&gt;
rooms_rightw()&lt;br /&gt;
{&lt;br /&gt;
send d96{ENTER}322{ENTER}&lt;br /&gt;
send d114{ENTER}47{ENTER}&lt;br /&gt;
send d88888{ENTER}96{ENTER}&lt;br /&gt;
send d21{ENTER}{ENTER}63{ENTER}2{ENTER}14{ENTER}{ENTER}98&lt;br /&gt;
}&lt;br /&gt;
;============&lt;br /&gt;
rooms3up()&lt;br /&gt;
{&lt;br /&gt;
send d8888888&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d1111222&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d66666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d4444&lt;br /&gt;
}&lt;br /&gt;
rooms3down()&lt;br /&gt;
{&lt;br /&gt;
send d2222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d7777888&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d66666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d4444&lt;br /&gt;
}&lt;br /&gt;
rooms3left()&lt;br /&gt;
{&lt;br /&gt;
send d4444444&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d9999666&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d22222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d8888&lt;br /&gt;
}&lt;br /&gt;
rooms3right()&lt;br /&gt;
{&lt;br /&gt;
send d6666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d7777444&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d22222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d8888&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
;==========&lt;br /&gt;
all_rooms()&lt;br /&gt;
{&lt;br /&gt;
;left wide:&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d222222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d7777444&lt;br /&gt;
rooms_leftw()&lt;br /&gt;
;bottom wide:&lt;br /&gt;
send d{SHIFT}+3{SHIFT}+3{SHIFT}+3{SHIFT}+378&lt;br /&gt;
rooms_downw()&lt;br /&gt;
send d9999888&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d444444444&lt;br /&gt;
rooms_left()&lt;br /&gt;
;right wide:&lt;br /&gt;
send d{SHIFT}+9{SHIFT}+9{SHIFT}+999{SHIFT}+66&lt;br /&gt;
rooms_rightw()&lt;br /&gt;
send d7777444&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d222222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
;top wide&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+7{SHIFT}+777{SHIFT}+88&lt;br /&gt;
rooms_upw()&lt;br /&gt;
send d1111222&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d666666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
;remainin 9-room chambers&lt;br /&gt;
send d{SHIFT}+26666&lt;br /&gt;
rooms3right()&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+4666&lt;br /&gt;
rooms3left()&lt;br /&gt;
send d{SHIFT}+1111&lt;br /&gt;
rooms3up()&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2888&lt;br /&gt;
rooms3down()&lt;br /&gt;
send d{SHIFT}+3333&lt;br /&gt;
rooms3left()&lt;br /&gt;
send d{SHIFT}+6{SHIFT}+6444&lt;br /&gt;
rooms3right()&lt;br /&gt;
send d{SHIFT}+9999&lt;br /&gt;
rooms3down()&lt;br /&gt;
send d{SHIFT}+8{SHIFT}+8222&lt;br /&gt;
rooms3up()&lt;br /&gt;
;send d{SHIFT}+7777&lt;br /&gt;
;rooms3right()&lt;br /&gt;
;send d{SHIFT}+2{SHIFT}+4666&lt;br /&gt;
;rooms3left()&lt;br /&gt;
send d1111144499{ENTER}{SHIFT}+1{SHIFT}+4{SHIFT}+41{ENTER}&lt;br /&gt;
send d77444444444{ENTER}8888888{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+6666{ENTER}&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+487{ENTER}{SHIFT}+1{SHIFT}+2{SHIFT}+21{ENTER}&lt;br /&gt;
send d33222222222{ENTER}6666666{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+8888{ENTER}&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2221111&lt;br /&gt;
send i{ENTER}3{ENTER}7&lt;br /&gt;
deco()&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
deco()&lt;br /&gt;
{&lt;br /&gt;
send x77774{ENTER}{ENTER}9{ENTER}{ENTER}6669{ENTER}6{ENTER}3666{ENTER}{ENTER}3{ENTER}{ENTER}&lt;br /&gt;
send x2223{ENTER}2{ENTER}1222{ENTER}{ENTER}1{ENTER}{ENTER}1444{ENTER}4{ENTER}4447&lt;br /&gt;
send x{ENTER}{ENTER}7{ENTER}{ENTER}7888{ENTER}8{ENTER}666666&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
; CTRL+ALT+G to erase all&lt;br /&gt;
!^g::&lt;br /&gt;
send x{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1{ENTER}{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{ENTER}{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pyrofyr's room macro====&lt;br /&gt;
Based on Palin88's Apartment design based on Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Pyrofor_room_macro.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/*&lt;br /&gt;
 * Macro by Pyrofyr for Room Design -- Cleaned up by 0x517A5D&lt;br /&gt;
 * Enter (d)esignate mode, position the cursor where you want the&lt;br /&gt;
 * middle of the design to be, then press Ctrl+Alt+D to start the Macro.&lt;br /&gt;
 */&lt;br /&gt;
&lt;br /&gt;
;Attn Pyrofor: for slash-star style comments, the ending star-slash must&lt;br /&gt;
;be the first thing on its line.  Otherwise the comment isn't terminated.&lt;br /&gt;
&lt;br /&gt;
#SingleInstance Force&lt;br /&gt;
#IfWinActive, Dwarf Fortress&lt;br /&gt;
SetKeyDelay 0,, Play&lt;br /&gt;
&lt;br /&gt;
; Ctrl+Alt+D&lt;br /&gt;
^!d::&lt;br /&gt;
send d{NumPadUp 18}{NumPadLeft 18}&lt;br /&gt;
;Attn Pyrofor: note how repeated keystrokes are done in AHK.&lt;br /&gt;
;no need for tehLoop().&lt;br /&gt;
directions()&lt;br /&gt;
send {NumPadRight 18}&lt;br /&gt;
directions()&lt;br /&gt;
send {NumPadLeft 18}&lt;br /&gt;
send {NumPadDown 18}&lt;br /&gt;
directions()&lt;br /&gt;
send {NumPadRight 18}&lt;br /&gt;
directions()&lt;br /&gt;
middle()&lt;br /&gt;
stairs()&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
directions()&lt;br /&gt;
{&lt;br /&gt;
    ;hallway box&lt;br /&gt;
    send {Enter}{NumPadRight 18}{Enter}&lt;br /&gt;
    send {Enter}{NumPadDown 18}{Enter}&lt;br /&gt;
    send {Enter}{NumPadLeft 18}{Enter}&lt;br /&gt;
    send {Enter}{NumPadUp 18}{Enter}&lt;br /&gt;
    ;indentations on box&lt;br /&gt;
    send {Enter}{NumPadRight 1}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadDown 6}{Enter}{NumPadDown 2}{NumPadRight 1}{Enter}&lt;br /&gt;
    send {NumPadLeft 1}{NumPadDown 6}{Enter}{NumPadDown 1}{Enter}&lt;br /&gt;
    send {NumPadRight 6}{Enter}{NumPadRight 4}{Enter}&lt;br /&gt;
    send {NumPadRight 6}{Enter}{NumPadUp 1}{Enter}&lt;br /&gt;
    send {NumPadUp 6}{Enter}{NumPadUp 2}{NumPadLeft 1}{Enter}&lt;br /&gt;
    send {NumPadRight 1}{NumPadUp 6}{Enter}{NumPadUp 1}{Enter}&lt;br /&gt;
    send {NumPadLeft 6}{Enter}{NumPadLeft 4}{Enter}&lt;br /&gt;
    ; middle hallways&lt;br /&gt;
    send {NumPadRight 2}{Enter}{NumPadDown 6}{Enter}&lt;br /&gt;
    send {NumPadRight 1}{Enter}{NumPadDown 4}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadRight 1}{Enter}{NumPadDown 6}{Enter}&lt;br /&gt;
    send {NumPadUp 8}{NumPadLeft 6}{Enter}{NumPadRight 14}{Enter}&lt;br /&gt;
    ; cross apartments, horizontal segments&lt;br /&gt;
    send {NumPadDown 4}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadDown 1}{NumPadLeft 3}{Enter}{NumPadLeft 6}{Enter}&lt;br /&gt;
    send {NumPadUp 1}{NumPadLeft 3}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadDown 3}{NumPadRight 2}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    send {NumPadRight 8}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    send {NumPadUp 5}{NumPadLeft 1}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadLeft 6}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadUp 4}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    send {NumPadRight 6}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    send {NumPadRight 3}{NumPadUp 2}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadUp 1}{NumPadLeft 3}{Enter}{NumPadLeft 6}{Enter}&lt;br /&gt;
    send {NumPadDown 1}{NumPadLeft 3}{Enter}{NumPadLeft 2}{Enter}&lt;br /&gt;
    send {NumPadUp 3}{NumPadRight 2}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    send {NumPadRight 8}{Enter}{NumPadRight 2}{Enter}&lt;br /&gt;
    ; cross apartments, vertical segments&lt;br /&gt;
    send {NumPadRight 1}{NumPadDown 2}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadDown 6}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadDown 3}{NumPadLeft 2}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadLeft 1}{NumPadUp 3}{Enter}{NumPadUp 6}{Enter}&lt;br /&gt;
    send {NumPadRight 1}{NumPadUp 3}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadLeft 3}{NumPadDown 2}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadDown 8}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadLeft 4}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadUp 8}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadUp 2}{NumPadLeft 3}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadRight 1}{NumPadDown 3}{Enter}{NumPadDown 6}{Enter}&lt;br /&gt;
    send {NumPadLeft 1}{NumPadDown 3}{Enter}{NumPadDown 2}{Enter}&lt;br /&gt;
    send {NumPadLeft 2}{NumPadUp 3}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadUp 6}{Enter}{NumPadUp 2}{Enter}&lt;br /&gt;
    send {NumPadUp 4}{NumPadLeft 2}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
middle()&lt;br /&gt;
{&lt;br /&gt;
    send {NumPadUp 10}{NumPadLeft 2}{Enter}{NumPadRight 4}{NumPadDown 20}{Enter}&lt;br /&gt;
    send {NumPadUp 5}{NumPadRight 1}{Enter}{NumPadUp 10}{NumPadLeft 6}{Enter}&lt;br /&gt;
    send {NumPadLeft 1}{NumPadDown 1}{Enter}{NumPadDown 8}{NumPadRight 8}{Enter}&lt;br /&gt;
    send {NumPadUp 2}{NumPadRight 1}{Enter}{NumPadUp 4}{NumPadLeft 10}{Enter}&lt;br /&gt;
    send {NumPadDown 1}{NumPadLeft 6}{Enter}{NumPadDown 2}{NumPadRight 22}{Enter}&lt;br /&gt;
    send {NumPadUp 1}{NumPadLeft 11}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
stairs()&lt;br /&gt;
{&lt;br /&gt;
    send i{NumPadUp 18}{NumPadLeft 9}{Enter 2}&lt;br /&gt;
    send {NumPadRight 18}{Enter 2}&lt;br /&gt;
    send {NumPadRight 9}{NumPadDown 9}{Enter 2}&lt;br /&gt;
    send {NumPadLeft 18}{Enter 2}&lt;br /&gt;
    send {NumPadLeft 18}{Enter 2}&lt;br /&gt;
    send {NumPadRight 9}{NumPadDown 9}{Enter 2}&lt;br /&gt;
    send {NumPadRight 18}{Enter 2}&lt;br /&gt;
    send {NumPadRight 9}{NumPadDown 9}{Enter 2}&lt;br /&gt;
    send {NumPadLeft 18}{Enter 2}&lt;br /&gt;
    send {NumPadLeft 18}{Enter 2}&lt;br /&gt;
    send {NumPadDown 9}{NumPadRight 9}{Enter 2}&lt;br /&gt;
    send {NumPadRight 18}{Enter 2}&lt;br /&gt;
    send {NumPadLeft 9}{NumPadUp 18}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Exploration Mining in 2 steps===&lt;br /&gt;
This macro will make a 5 row, 11 column UP/DOWN stairway grid (2 empty spaces between each row/column).&amp;lt;br&amp;gt;&lt;br /&gt;
Starting point as indicated (row 3, column 11)&amp;lt;br&amp;gt;&lt;br /&gt;
'''MUST BE IN DESIGNATION MODE WITH CURSOR AT THE ''&amp;lt;-- START HERE'' LOCATION'''&amp;lt;br&amp;gt;&lt;br /&gt;
Link is &amp;lt;ctrl&amp;gt; &amp;lt;windowskey&amp;gt; `&amp;lt;br&amp;gt;&lt;br /&gt;
Dive is &amp;lt;ctrl&amp;gt; &amp;lt;alt&amp;gt; `&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Link&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X &amp;lt;-- start here&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Filename is ExploreMine-Link.ahk&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Link&lt;br /&gt;
^#`::&lt;br /&gt;
&lt;br /&gt;
send d&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(12,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(9,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(15,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(12,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(15,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
tehLoop(tehTimes,tehDir)&lt;br /&gt;
{&lt;br /&gt;
	loop&lt;br /&gt;
	{&lt;br /&gt;
		if tehTimes &amp;lt;= 0&lt;br /&gt;
		{&lt;br /&gt;
			break&lt;br /&gt;
		}&lt;br /&gt;
		send %tehDir%&lt;br /&gt;
		tehTimes--&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
tehOtherLoop(tehOtherDir)&lt;br /&gt;
{&lt;br /&gt;
	loop 4&lt;br /&gt;
	{		&lt;br /&gt;
		tehLoop(3,tehOtherDir)		&lt;br /&gt;
		send {Enter}{Enter}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dive&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X &amp;lt;-- start here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Filename is ExploreMine-Dive.ahk&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Dive&lt;br /&gt;
^!`::&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
tehLoop(tehTimes,tehDir)&lt;br /&gt;
{&lt;br /&gt;
	loop&lt;br /&gt;
	{&lt;br /&gt;
		if tehTimes &amp;lt;= 0&lt;br /&gt;
		{&lt;br /&gt;
			break&lt;br /&gt;
		}&lt;br /&gt;
		send %tehDir%&lt;br /&gt;
		tehTimes--&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
tehOtherLoop(tehOtherDir)&lt;br /&gt;
{&lt;br /&gt;
	loop 4&lt;br /&gt;
	{		&lt;br /&gt;
		tehLoop(3,tehOtherDir)		&lt;br /&gt;
		send {Enter}{Enter}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fancy Exploration Mining===&lt;br /&gt;
This script digs a connected series of mine shafts, as in [[Mineshaft Stitching]]. Start this script in the upper-left corner of the area you want to explore. Set the spacing to a value greater than 1 if you want to look for large clusters. Note that this pattern creates a very long walkway back to the start of the mineshafts. If you do not excavate routinely, consider connecting the top-level paths of areas you have already explored.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
 ; stitching.ahk					   ;&lt;br /&gt;
 ; this is an ahk script to place exploratory mine shafts. ;&lt;br /&gt;
 ; press d and place the cursor				   ;&lt;br /&gt;
 ; in the top left corner of the area to be explored	   ;&lt;br /&gt;
 ; then use ctrl+shift+s to run				   ;&lt;br /&gt;
 ; to change parameters, use ctrl+shift+c		   ; &lt;br /&gt;
 ; Increasing spacing will increase some shafts		   ;&lt;br /&gt;
 ; This version resets it's state so that it can be re-run ;&lt;br /&gt;
 ; without having to reload the script			   ;&lt;br /&gt;
 ;							   ;&lt;br /&gt;
 ; NOTE:					           ;&lt;br /&gt;
 ; Author: Corey Amend					   ;&lt;br /&gt;
 ; Based on a script by Seth Fogarty,		           ;&lt;br /&gt;
 ; Which was based on a script by StrawberryBunny	   ;&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
x = 4&lt;br /&gt;
y = 4&lt;br /&gt;
depth = 3&lt;br /&gt;
wait =  100&lt;br /&gt;
spacing = 1&lt;br /&gt;
vdir = +.&lt;br /&gt;
&lt;br /&gt;
DropShaft(vertdir, depth, wait)&lt;br /&gt;
{&lt;br /&gt;
	Send i&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Loop %depth%&lt;br /&gt;
	{&lt;br /&gt;
		Send %vertdir%&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
 ^+c::&lt;br /&gt;
inputbox x, Input Length, Vertical pattern length: x-axis&lt;br /&gt;
inputbox y, Input Width, Horizontal pattern width: y-axis&lt;br /&gt;
inputbox depth, Input Depth, Mineshaft depth: z-axis&lt;br /&gt;
inputbox spacing, Input Spacing, Spacing multiplier (1 for complete visiblity)&lt;br /&gt;
inputbox wait, Input Delay, Delay in miliseconds (100 recommended)&lt;br /&gt;
return &lt;br /&gt;
&lt;br /&gt;
 ^+s::&lt;br /&gt;
shafts := (x * y) -1&lt;br /&gt;
i := x-1&lt;br /&gt;
hdir = {Down}&lt;br /&gt;
next = {Up} &lt;br /&gt;
&lt;br /&gt;
Loop %shafts%&lt;br /&gt;
{&lt;br /&gt;
	DropShaft(vdir, depth, wait)&lt;br /&gt;
        if (vdir = &amp;quot;+.&amp;quot;) &lt;br /&gt;
	{&lt;br /&gt;
		vdir = +,&lt;br /&gt;
	}	&lt;br /&gt;
	else&lt;br /&gt;
	{&lt;br /&gt;
		vdir = +.&lt;br /&gt;
	}&lt;br /&gt;
	Send d&lt;br /&gt;
	k := spacing-1&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Loop %k%&lt;br /&gt;
	{&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Sleep %wait%&lt;br /&gt;
	i--&lt;br /&gt;
	if (i = 0)&lt;br /&gt;
	{&lt;br /&gt;
		if (hdir = &amp;quot;{Down}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Up}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Right}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = %next%&lt;br /&gt;
			i := x-1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Up}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Down}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
DropShaft(vdir, depth, wait)&lt;br /&gt;
if (vdir = &amp;quot;+.&amp;quot;) &lt;br /&gt;
{&lt;br /&gt;
	Loop %depth%&lt;br /&gt;
	{&lt;br /&gt;
		Send +,&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
else&lt;br /&gt;
{&lt;br /&gt;
	vdir = +.&lt;br /&gt;
}	&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Upstairs Mineshaft Finisher===&lt;br /&gt;
This script is used to create a series of up staircases in a pattern for use with mineshaft scripts (like the mineshaft stitching above). Most mineshaft scripts use up/down staircases all the way to the bottom, but the lowest z-level will not allow up/down staircases so you mineshafts will be unfinished. This script allows you to correct this problem and place up stairs where the up/down stairs would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
 ; Upstair stitching.ahk				   ;&lt;br /&gt;
 ; this is an ahk script to place up stairs at regular	   ;&lt;br /&gt;
 ; intervals (useful for completing mine shafts).	   ;&lt;br /&gt;
 ; press d and place the cursor				   ;&lt;br /&gt;
 ; in the top left corner of the area to be explored	   ;&lt;br /&gt;
 ; then use ctrl+shift+u to run				   ;&lt;br /&gt;
 ; to change parameters, use ctrl+shift+p		   ; &lt;br /&gt;
 ; Increasing spacing will increase some shafts		   ;&lt;br /&gt;
 ;							   ;&lt;br /&gt;
 ; NOTE:					           ;&lt;br /&gt;
 ; Author: Corey Amend					   ;&lt;br /&gt;
 ; Based on a script by Seth Fogarty,		           ;&lt;br /&gt;
 ; Which was based on a script by StrawberryBunny	   ;&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
x = 4&lt;br /&gt;
y = 4&lt;br /&gt;
wait =  100&lt;br /&gt;
spacing = 1&lt;br /&gt;
vdir = +.&lt;br /&gt;
&lt;br /&gt;
 ^+p::&lt;br /&gt;
inputbox x, Input Length, Vertical pattern length: x-axis&lt;br /&gt;
inputbox y, Input Width, Horizontal pattern width: y-axis&lt;br /&gt;
inputbox spacing, Input Spacing, Spacing multiplier (1 for complete visiblity)&lt;br /&gt;
inputbox wait, Input Delay, Delay in miliseconds (100 recommended)&lt;br /&gt;
return &lt;br /&gt;
&lt;br /&gt;
 ^+u::&lt;br /&gt;
shafts := (x * y) -1&lt;br /&gt;
i := x-1&lt;br /&gt;
hdir = {Down}&lt;br /&gt;
next = {Up} &lt;br /&gt;
&lt;br /&gt;
Loop %shafts%&lt;br /&gt;
{&lt;br /&gt;
	Send u&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Sleep %wait%&lt;br /&gt;
&lt;br /&gt;
	k := spacing-1&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Loop %k%&lt;br /&gt;
	{&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Sleep %wait%&lt;br /&gt;
	i--&lt;br /&gt;
	if (i = 0)&lt;br /&gt;
	{&lt;br /&gt;
		if (hdir = &amp;quot;{Down}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Up}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Right}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = %next%&lt;br /&gt;
			i := x-1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Up}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Down}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
Send u&lt;br /&gt;
Send {Enter}&lt;br /&gt;
Send {Enter}&lt;br /&gt;
Sleep %wait%&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Interface Enhancement Scripts===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The MOUSE control====&lt;br /&gt;
For unrivaled mouse control in DF try [[User:Digger|this DF Mouse script]]&lt;br /&gt;
&lt;br /&gt;
====Tile Counter or Scrolling Accelerator====&lt;br /&gt;
Lack of reference plus slow scroll speed make planning digging area frustrating,so here is the script that shows coordinate and speed scrolling up.&lt;br /&gt;
[[User:Daedalusai|ShowXY]]&lt;br /&gt;
&lt;br /&gt;
===4-Pour Water Creation script===&lt;br /&gt;
For Automating creation of water using Gibbeds Tweak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
;	4-pour.ahk&lt;br /&gt;
;	Dwarf fortress water creation script.&lt;br /&gt;
;&lt;br /&gt;
;Use this script in conjunction with Gibbeds Dwarf Fortress Tweak to create endless amounts of water.;&lt;br /&gt;
;&lt;br /&gt;
;Directions&lt;br /&gt;
;&lt;br /&gt;
;1. Have DF running and position the screen such that when you press &amp;quot;K&amp;quot; the X will appear where you &lt;br /&gt;
&lt;br /&gt;
;want the water to appear.&lt;br /&gt;
;2. Have Gbbed's Dwarf Fortress tweak running in the background (with the proper process selected)&lt;br /&gt;
;3. run the 4-pour script&lt;br /&gt;
;4. press alt-p to get Pouring&lt;br /&gt;
;&lt;br /&gt;
;The script will then begin a cycle that moves the cursor around in a little 2x2 square editing each &lt;br /&gt;
&lt;br /&gt;
;tile to have 7/7 of water, it then pauses for a half a seond to let the water flow a bit, and repeats. &lt;br /&gt;
&lt;br /&gt;
;It does this until you..&lt;br /&gt;
;&lt;br /&gt;
;5. press and hold &amp;lt;shift&amp;gt; to stop&lt;br /&gt;
;&lt;br /&gt;
;As always, save before you experiment with this&lt;br /&gt;
;I hold no responsibility for what this script ends up doing to your dwarves/fortress/computer/carpet&lt;br /&gt;
;Feel free to clean it up, make it more usable, whatever&lt;br /&gt;
;&lt;br /&gt;
;&lt;br /&gt;
&lt;br /&gt;
#NoEnv  ; Recommended for performance and compatibility with future AutoHotkey releases.&lt;br /&gt;
SendMode Input  ; Recommended for new scripts due to its superior speed and reliability.&lt;br /&gt;
SetWorkingDir %A_ScriptDir%  ; Ensures a consistent starting directory.&lt;br /&gt;
&lt;br /&gt;
!p::&lt;br /&gt;
loop &lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
GetKeyState, state, Shift&lt;br /&gt;
if state = D&lt;br /&gt;
    Break&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IfWinActive Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
send k&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadRight}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadDown}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadLeft}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadUp}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
send {space}&lt;br /&gt;
sleep 800&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tesselated Apartments Builder===&lt;br /&gt;
&lt;br /&gt;
This one is another tesselated apartments script, with some larger areas added. Credit for layout to GnomeChomsky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
; TessApts.ahk&lt;br /&gt;
; Start script while in 'dig' mode with cursor on desired position of leftmost staircase&lt;br /&gt;
;&lt;br /&gt;
; CTRL+G       : Central room, 8 apartments (necessary on at least one z-level)&lt;br /&gt;
; ALT+G        : No central room, 16 apartments&lt;br /&gt;
; CTRL+ALT+G   : Four &amp;quot;central room&amp;quot; layouts connected in center (28 apartments)&lt;br /&gt;
; CTRL+SHIFT+G : Four &amp;quot;16 apartment&amp;quot; layouts, unconnected in center&lt;br /&gt;
;&lt;br /&gt;
!g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}114444444&lt;br /&gt;
return&lt;br /&gt;
^g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}&lt;br /&gt;
return&lt;br /&gt;
!^g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}88899999999&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}3333332&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}111114444444&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}&lt;br /&gt;
Send 9988888888{ENTER}999{ENTER}+444444&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
+^g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}888889&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}+221&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}+1+46&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}+71144444&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===File pattern builder===&lt;br /&gt;
&lt;br /&gt;
This is a script to create a macro out of any building pattern you like. If you like tesselated, this script will do it. If you like blocky, this script can do that, too. Just create a text file that contains the pattern you want to use and this macro will create it like nobody's business.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
 ; File Pattern.ahk				   	   ;&lt;br /&gt;
 ; this is an ahk script to read a text file and use	   ;&lt;br /&gt;
 ; the pattern contained inside as a blueprint for digging ;&lt;br /&gt;
 ; press d and place the cursor				   ;&lt;br /&gt;
 ; in a corner of the area to be explored		   ;&lt;br /&gt;
 ; then use ctrl+shift+d to run				   ;&lt;br /&gt;
 ; to change parameters, use ctrl+shift+f		   ; &lt;br /&gt;
 ;							   ;&lt;br /&gt;
 ; NOTE:					           ;&lt;br /&gt;
 ; Author: Corey Amend					   ;&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
filename = C:\pattern.txt&lt;br /&gt;
loc = ul&lt;br /&gt;
wait = 100&lt;br /&gt;
&lt;br /&gt;
wallsymbol = 1&lt;br /&gt;
floorsymbol = 0&lt;br /&gt;
updownsymbol = 2&lt;br /&gt;
downsymbol = 3&lt;br /&gt;
upsymbol = 4&lt;br /&gt;
rampsymbol = 5&lt;br /&gt;
channelsymbol = 6&lt;br /&gt;
&lt;br /&gt;
digcommand = d&lt;br /&gt;
upcommand = u&lt;br /&gt;
downcommand = j&lt;br /&gt;
updowncommand = i&lt;br /&gt;
rampcommand = r&lt;br /&gt;
channelcommand = h&lt;br /&gt;
&lt;br /&gt;
hdir = {Right}&lt;br /&gt;
vdir = {Down}&lt;br /&gt;
&lt;br /&gt;
upperleft = ul&lt;br /&gt;
upperright = ur&lt;br /&gt;
lowerleft = ll&lt;br /&gt;
lowerright = lr&lt;br /&gt;
&lt;br /&gt;
inrun = 0&lt;br /&gt;
&lt;br /&gt;
 ^+f::&lt;br /&gt;
inputbox filename, Enter Path, Enter the full path to the file that contains the pattern to use&lt;br /&gt;
inputbox loc, Enter Cursor Location, Enter the location of the cursor within the pattern (Upper Left = ul`, Lower Right = lr...etc.)&lt;br /&gt;
inputbox wait, Enter Delay, Enter the delay to use (default is 100)&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
 ^+d::&lt;br /&gt;
&lt;br /&gt;
IfExist,  %filename%&lt;br /&gt;
{&lt;br /&gt;
	FileRead, contents, %filename%&lt;br /&gt;
	StringSplit Array, contents, `r, `n&lt;br /&gt;
&lt;br /&gt;
	if (loc = upperleft)&lt;br /&gt;
	{&lt;br /&gt;
		hdir = {Right}&lt;br /&gt;
		vdir = {Down}&lt;br /&gt;
	}&lt;br /&gt;
	else if (loc = upperright)&lt;br /&gt;
	{&lt;br /&gt;
		hdir = {Left}&lt;br /&gt;
		vdir = {Down}&lt;br /&gt;
	}&lt;br /&gt;
	else if (loc = lowerleft)&lt;br /&gt;
	{&lt;br /&gt;
		hdir = {Right}&lt;br /&gt;
		vdir = {Up}&lt;br /&gt;
	}&lt;br /&gt;
	else if (loc = lowerright)&lt;br /&gt;
	{&lt;br /&gt;
		hdir = {Left}&lt;br /&gt;
		vdir = {Up}&lt;br /&gt;
	}&lt;br /&gt;
	else&lt;br /&gt;
	{&lt;br /&gt;
		MsgBox, Invalid cursor location!&lt;br /&gt;
		return&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	Loop %Array0%&lt;br /&gt;
	{&lt;br /&gt;
		if (loc = upperleft || loc = upperright)&lt;br /&gt;
		{&lt;br /&gt;
			current_line = %a_index%&lt;br /&gt;
		}&lt;br /&gt;
		else if (loc = lowerleft || loc = lowerright)&lt;br /&gt;
		{&lt;br /&gt;
			current_line := (Array0 - a_index + 1)&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		current_value := Array%current_line%&lt;br /&gt;
		&lt;br /&gt;
		len := StrLen(current_value)&lt;br /&gt;
&lt;br /&gt;
		if (hdir = &amp;quot;{Left}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			new_value =&lt;br /&gt;
&lt;br /&gt;
			Loop %len%&lt;br /&gt;
			{&lt;br /&gt;
				new_value := new_value . SubStr(current_value, (len - a_index) + 1, 1)&lt;br /&gt;
			}&lt;br /&gt;
			&lt;br /&gt;
			current_value := new_value&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		Loop %len%&lt;br /&gt;
		{&lt;br /&gt;
			current_char := SubStr(current_value, a_index, 1)&lt;br /&gt;
&lt;br /&gt;
			if (current_char != wallsymbol)&lt;br /&gt;
			{				&lt;br /&gt;
				if (!inrun)&lt;br /&gt;
				{&lt;br /&gt;
					if (current_char = floorsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %digcommand%&lt;br /&gt;
					}&lt;br /&gt;
					else if (current_char = updownsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %updowncommand%&lt;br /&gt;
					}&lt;br /&gt;
					else if (current_char = downsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %downcommand%&lt;br /&gt;
					}&lt;br /&gt;
					else if (current_char = upsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %upcommand%&lt;br /&gt;
					}&lt;br /&gt;
					else if (current_char = rampsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %rampcommand%&lt;br /&gt;
					}&lt;br /&gt;
					else if (current_char = channelsymbol)&lt;br /&gt;
					{&lt;br /&gt;
						Send %channelcommand%&lt;br /&gt;
					}&lt;br /&gt;
&lt;br /&gt;
					Send {Enter}&lt;br /&gt;
					inrun = 1&lt;br /&gt;
				}&lt;br /&gt;
&lt;br /&gt;
				;;If we're at the end of a line or the next char is different, then end the run&lt;br /&gt;
				if ((a_index &amp;gt;= len) || (current_char != SubStr(current_value, a_index + 1, 1)))&lt;br /&gt;
				{&lt;br /&gt;
					Send {Enter}&lt;br /&gt;
					inrun = 0&lt;br /&gt;
					Sleep %wait%&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			if (a_index &amp;lt; len)&lt;br /&gt;
			{&lt;br /&gt;
				Send %hdir%&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
		&lt;br /&gt;
		if (a_index &amp;lt; Array0)&lt;br /&gt;
		{&lt;br /&gt;
			Send %vdir%&lt;br /&gt;
&lt;br /&gt;
			if (hdir = &amp;quot;{Right}&amp;quot;)&lt;br /&gt;
			{&lt;br /&gt;
				hdir = {Left}&lt;br /&gt;
			}&lt;br /&gt;
			else if (hdir = &amp;quot;{Left}&amp;quot;)&lt;br /&gt;
			{&lt;br /&gt;
				hdir = {Right}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
else&lt;br /&gt;
{&lt;br /&gt;
	MsgBox File not found&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sample file to show how this all works:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
111111&lt;br /&gt;
100001&lt;br /&gt;
100201&lt;br /&gt;
103001&lt;br /&gt;
100401&lt;br /&gt;
105001&lt;br /&gt;
100601&lt;br /&gt;
100001&lt;br /&gt;
111111&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This creates a room filled with up/down stairs, a ramp, and a channel.&lt;br /&gt;
&lt;br /&gt;
And finally, here's a sample pattern based on the decentralized workshop:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1111111111111111111111111111111111111&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000000000000000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000111101111111110111111111011110001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000000000000010000000100000000000001&lt;br /&gt;
1000111101111000100010001111011110001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1101100010001000100010001000100011011&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000111101111111100011111111011110001&lt;br /&gt;
1000100000000000030400000000000010001&lt;br /&gt;
1010000000000000030400000000000000101&lt;br /&gt;
1000100000000000030400000000000010001&lt;br /&gt;
1000111101111111100011111111011110001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1101100010001000100010001000100011011&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000111101111000100010001111011110001&lt;br /&gt;
1000000000000010000000100000000000001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000100000001000100010001000000010001&lt;br /&gt;
1000111101111111110111111111011110001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000000000000000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1000000000000001000001000000000000001&lt;br /&gt;
1111111111111111111111111111111111111&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== jokermatt999's pump stack builder ===&lt;br /&gt;
&lt;br /&gt;
Just a simple macro to place one mined level of a pump stack room, as illustrated in the pump stack page on this wiki. It's recommended you exit out after finishing up with it, as the macro is just assigned to p. Hit/Hold down p for multiple layers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
p::Send i{Enter}{Enter}{Right}d{Enter}{Right}{Right}{Down}{Down}{Enter}h{Enter}{Enter}{Up}{Left}x{Enter}{Enter}{Left}{Left}{Down}h{Enter}{Enter}{Up}{Up}{Shift Down}.{Shift Up}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
p::&lt;br /&gt;
Send i{Enter 2}&lt;br /&gt;
Send d6{Enter}33{Enter}&lt;br /&gt;
Send h{Enter 2}&lt;br /&gt;
Send x7{Enter 2}&lt;br /&gt;
Send h14{Enter 2}&lt;br /&gt;
Send 88{Shift Down}.{Shift Up}&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game_Interface FAQ}}&lt;br /&gt;
[[Category:ahk scripts]]&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trapper&amp;diff=179643</id>
		<title>v0.34:Trapper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trapper&amp;diff=179643"/>
		<updated>2012-12-21T21:02:08Z</updated>

		<summary type="html">&lt;p&gt;Timrem: rate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:02, 21 December 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #080&lt;br /&gt;
| skill      = Trapper&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Trapping]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Capture a live land animal&lt;br /&gt;
* Trap construction&lt;br /&gt;
* Bait trap&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Kennel]]&lt;br /&gt;
* [[Butcher's shop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trapper''' is the skill associated with the '''trapping''' labor. Trappers are involved in trapping [[vermin]] through the use of [[animal trap|animal traps]].&lt;br /&gt;
&lt;br /&gt;
To trap an animal, either {{k|q}}uery a [[kennel]] or [[Butcher's shop]] and {{k|a}}dd the {{k|a}} 'Capture live land animal' task, or {{k|b}} - {{k|m}} build an animal trap, which must then be baited with meat or fish. Many vermin animals are tamable and can be [[animal training|tamed]] at the kennel. &lt;br /&gt;
&lt;br /&gt;
Trappers will pursue and catch tame vermin that's outside of a container.&lt;br /&gt;
&lt;br /&gt;
The trapper skill is also used in creating animal traps at the carpentry workshop, a metalsmith's forge, or a magma smelter.&lt;br /&gt;
&lt;br /&gt;
Trappers can be used to control the vermin population and/or acquire fancy creatures to put in cages and place in your fortress. In the first function, they are easily outperformed by cats, and the second is mainly attractive if you feel particularly [[elf]]y. As one of the Ranger professions, they sometimes come with more useful skills such as marksdwarf or [[ambusher]]. &lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Init.txt&amp;diff=179641</id>
		<title>40d:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Init.txt&amp;diff=179641"/>
		<updated>2012-12-21T19:26:54Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:26, 21 December 2012 (UTC)}}{{av}}&lt;br /&gt;
The '''init.txt''' file is used to make many adjustments to the game presentation and feel, such as [[Technical tricks|improving framerate]], [[Technical tricks#Screen_sizes|screen size]], or for the use of [[Tilesets]] and [[List of user character sets|Character sets]].&lt;br /&gt;
&lt;br /&gt;
This file is located at Dwarf Fortress/data/init/init.txt.&lt;br /&gt;
&lt;br /&gt;
The contents of the '''init.txt''' file are as follows:&lt;br /&gt;
&lt;br /&gt;
{{gamedata|Change this to turn sound off.&lt;br /&gt;
&lt;br /&gt;
[SOUND:ON]&lt;br /&gt;
&lt;br /&gt;
The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&lt;br /&gt;
&lt;br /&gt;
[VOLUME:255]&lt;br /&gt;
&lt;br /&gt;
Change this to skip the wonderful intro movies.&lt;br /&gt;
&lt;br /&gt;
[INTRO:ON]&lt;br /&gt;
&lt;br /&gt;
This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.&lt;br /&gt;
&lt;br /&gt;
[WINDOWED:PROMPT]&lt;br /&gt;
&lt;br /&gt;
This is the size and font for windowed mode.  Changing to 800x600 and the 800x600 font might make you happier.&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDX:640]&lt;br /&gt;
[WINDOWEDY:300]&lt;br /&gt;
[FONT:curses_640x300.bmp]&lt;br /&gt;
&lt;br /&gt;
Full screen info.&lt;br /&gt;
&lt;br /&gt;
[FULLSCREENX:800]&lt;br /&gt;
[FULLSCREENY:600]&lt;br /&gt;
[FULLFONT:curses_800x600.bmp]&lt;br /&gt;
&lt;br /&gt;
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
[BLACK_SPACE:NO]&lt;br /&gt;
&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of September 2008, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets.&lt;br /&gt;
&lt;br /&gt;
[GRAPHICS:NO]&lt;br /&gt;
[GRAPHICS_WINDOWEDX:1280]&lt;br /&gt;
[GRAPHICS_WINDOWEDY:400]&lt;br /&gt;
[GRAPHICS_FONT:curses_square_16x16.bmp]&lt;br /&gt;
[GRAPHICS_FULLSCREENX:1280]&lt;br /&gt;
[GRAPHICS_FULLSCREENY:800]&lt;br /&gt;
[GRAPHICS_FULLFONT:curses_square_16x16.bmp]&lt;br /&gt;
[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
This is the dimensions in tiles of the display grid.  Minimum x is 80.  Minimum y is 25.  Maximums are 200.  Make sure the window size or full screen resolution matches the grid/tile size if you don't want the display to be squashed or stretched.  The default windowed font has tiles that are 8x12 pixels, for instance, so for a 80x25 grid, you use a 640x300 window, and for a 125x50 grid, you'd use a 1000x600 window.  FULLGRID is used in full screen mode, whether graphics is on or not.&lt;br /&gt;
&lt;br /&gt;
[GRID:80:25]&lt;br /&gt;
[FULLGRID:80:25]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to only refresh portions of the screen that need to be refreshed.  This can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen.  The number refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit.  PARTIAL_PRINT only works on certain systems, so you might have to disable it again if you notice your display isn't working properly.  Fixes are being investigated.&lt;br /&gt;
&lt;br /&gt;
[PARTIAL_PRINT:NO:2]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to keep the DF window on top of your other windows.&lt;br /&gt;
&lt;br /&gt;
[TOPMOST:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you want to see an FPS counter at the top left.&lt;br /&gt;
&lt;br /&gt;
[FPS:NO]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.&lt;br /&gt;
&lt;br /&gt;
[FPS_CAP:100]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum graphical frame refresh rate during play.&lt;br /&gt;
&lt;br /&gt;
[G_FPS_CAP:50]&lt;br /&gt;
&lt;br /&gt;
This sets the applications vertical synchronization behavior.  Changing this to ON can impact your FPS if your G_FPS is high.  The other options are ON and DEFAULT.  DEFAULT uses whatever settings you have your system at in general.&lt;br /&gt;
&lt;br /&gt;
[VSYNC:OFF]&lt;br /&gt;
&lt;br /&gt;
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&lt;br /&gt;
&lt;br /&gt;
[TEXTURE_PARAM:NEAREST]&lt;br /&gt;
&lt;br /&gt;
Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&lt;br /&gt;
&lt;br /&gt;
[PRIORITY:NORMAL]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&lt;br /&gt;
&lt;br /&gt;
[MOUSE:YES]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.&lt;br /&gt;
&lt;br /&gt;
[MOUSE_PICTURE:NO]&lt;br /&gt;
&lt;br /&gt;
Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.&lt;br /&gt;
&lt;br /&gt;
[AUTOSAVE:NONE]&lt;br /&gt;
[AUTOBACKUP:NO]&lt;br /&gt;
[AUTOSAVE_PAUSE:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to YES if you want it to save the game when you start a new fortress.  If AUTOBACKUP above is set to YES, it will also create a copy of this new save.&lt;br /&gt;
&lt;br /&gt;
[INITIAL_SAVE:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to YES to make Dwarf Fortress start paused whenever you load an active game.&lt;br /&gt;
&lt;br /&gt;
[PAUSE_ON_LOAD:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to YES if you want Dwarf Fortress to show the warning window on embark as a confirmation even if there are no issues.&lt;br /&gt;
&lt;br /&gt;
[EMBARK_WARNING_ALWAYS:NO]&lt;br /&gt;
&lt;br /&gt;
You can change these to ALWAYS and NO.  More restrictive world parameter settings override these.  ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).&lt;br /&gt;
&lt;br /&gt;
[SHOW_EMBARK_RIVER:FINDER]&lt;br /&gt;
[SHOW_EMBARK_POOL:FINDER]&lt;br /&gt;
[SHOW_EMBARK_M_PIPE:FINDER]&lt;br /&gt;
[SHOW_EMBARK_M_POOL:FINDER]&lt;br /&gt;
[SHOW_EMBARK_CHASM:FINDER]&lt;br /&gt;
[SHOW_EMBARK_PIT:FINDER]&lt;br /&gt;
[SHOW_EMBARK_OTHER:FINDER]&lt;br /&gt;
[SHOW_EMBARK_TUNNEL:FINDER]&lt;br /&gt;
&lt;br /&gt;
Use these options to remove features from the game.  Permitted values are YES and NO.  Removal might speed the game up in the case of temperature and weather.&lt;br /&gt;
&lt;br /&gt;
[TEMPERATURE:YES]&lt;br /&gt;
[WEATHER:YES]&lt;br /&gt;
[ECONOMY:YES]&lt;br /&gt;
[INVADERS:YES]&lt;br /&gt;
[CAVEINS:YES]&lt;br /&gt;
[ARTIFACTS:YES]&lt;br /&gt;
[ZERO_RENT:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to output the reasons for world map rejection into a file.&lt;br /&gt;
&lt;br /&gt;
[LOG_MAP_REJECTS:NO]&lt;br /&gt;
&lt;br /&gt;
Change these numbers to make the embark rectangle start at a different size.  The format is (EMBARK_RECTANGLE:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;).  Numbers may run from 2 to 16.  The map size warning message will go by these numbers.&lt;br /&gt;
&lt;br /&gt;
[EMBARK_RECTANGLE:6:6]&lt;br /&gt;
&lt;br /&gt;
Change these numbers to set the default weights for traffic designations.  If you make the last numbers too large, pathfinding might lag.&lt;br /&gt;
The format is (PATH_COST:&amp;lt;high&amp;gt;:&amp;lt;normal&amp;gt;:&amp;lt;low&amp;gt;:&amp;lt;restricted&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
[PATH_COST:1:2:5:25]&lt;br /&gt;
&lt;br /&gt;
Alter these options to control how aggressively your dwarves place objects in a container with like items (rather than an empty container).  The default options are very aggressive.  STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider -- for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap.  The others control how many tiles are removed for each combination type for any match at all.  For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles closer (because it hits the ITEM_DECREASE cap).  Values from 2 to 1000 are permitted.  Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000.&lt;br /&gt;
&lt;br /&gt;
[STORE_DIST_ITEM_DECREASE:20]&lt;br /&gt;
[STORE_DIST_SEED_COMBINE:1000]&lt;br /&gt;
[STORE_DIST_BUCKET_COMBINE:1000]&lt;br /&gt;
[STORE_DIST_BARREL_COMBINE:1000]&lt;br /&gt;
[STORE_DIST_BIN_COMBINE:1000]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to disallow pets from coffin burial as the default option.&lt;br /&gt;
&lt;br /&gt;
[COFFIN_NO_PETS_DEFAULT:NO]&lt;br /&gt;
&lt;br /&gt;
This controls the display of areas that are far below outside.  The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;.  The &amp;lt;character&amp;gt; can be either an ASCII tile number or a character in quotes, like '#'.&lt;br /&gt;
&lt;br /&gt;
[SKY:178:3:0:0]&lt;br /&gt;
&lt;br /&gt;
As above, for inside/subterranean areas.&lt;br /&gt;
&lt;br /&gt;
[CHASM:250:0:0:1]&lt;br /&gt;
&lt;br /&gt;
This controls the &amp;quot;IDLERS: &amp;lt;number&amp;gt;&amp;quot; that is displayed in dwarf mode.  You can set it to TOP, BOTTOM or OFF.&lt;br /&gt;
&lt;br /&gt;
[IDLERS:TOP]&lt;br /&gt;
&lt;br /&gt;
You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&lt;br /&gt;
&lt;br /&gt;
[POPULATION_CAP:200]&lt;br /&gt;
&lt;br /&gt;
This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.&lt;br /&gt;
&lt;br /&gt;
[BABY_CHILD_CAP:100:1000]&lt;br /&gt;
&lt;br /&gt;
If you don't like the ,.`' ground, try setting this to NO.  The ground will turn into periods only.&lt;br /&gt;
&lt;br /&gt;
[VARIED_GROUND_TILES:YES]&lt;br /&gt;
&lt;br /&gt;
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.&lt;br /&gt;
&lt;br /&gt;
[ENGRAVINGS_START_OBSCURED:NO]&lt;br /&gt;
&lt;br /&gt;
If you get annoyed by seeing items like *&amp;lt;*sword*&amp;gt;* you can&lt;br /&gt;
get rid of the outside ** by setting this to NO.&lt;br /&gt;
&lt;br /&gt;
[SHOW_IMP_QUALITY:YES]&lt;br /&gt;
&lt;br /&gt;
Set this to YES to display fluids as numbers indicating depth.&lt;br /&gt;
&lt;br /&gt;
[SHOW_FLOW_AMOUNTS:NO]&lt;br /&gt;
&lt;br /&gt;
If you'd prefer to have it show the history behind every engraving you view in dwarf mode, etc., then set this to YES.&lt;br /&gt;
&lt;br /&gt;
[SHOW_ALL_HISTORY_IN_DWARF_MODE:NO]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game.  You might need to adjust this.&lt;br /&gt;
&lt;br /&gt;
[KEY_HOLD_MS:150]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
&lt;br /&gt;
This controls &amp;quot;more&amp;quot; in adventure mode.  If MORE is set to NO, all announcements will be skipped.  DISPLAY_LENGTH controls how many lines are printed before it gives you the &amp;quot;more&amp;quot; prompt.&lt;br /&gt;
&lt;br /&gt;
[MORE:YES]&lt;br /&gt;
[DISPLAY_LENGTH:23]&lt;br /&gt;
&lt;br /&gt;
Set this to YES if you want traps to affect you in adventure mode.  This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURER_TRAPS:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to NO if you want the game to recenter on your adventurer only when you've gotten close to the edge of the view.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURER_ALWAYS_CENTER:YES]&lt;br /&gt;
&lt;br /&gt;
This controls the up/down views in adventure mode.  The first parameter can be OFF, UNHIDDEN, CREATURE or ON.  UNHIDDEN makes the view appear when it contains any unhidden square.  CREATURE makes the view appear when it contains a creature.  The second parameter is the size of the view.  It can be 3, 5, 7 or 9.  A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).&lt;br /&gt;
&lt;br /&gt;
[ADVENTURER_Z_VIEWS:UNHIDDEN:9]&lt;br /&gt;
&lt;br /&gt;
You can use these to say how nicknames are displayed in each mode&lt;br /&gt;
Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL&lt;br /&gt;
[NICKNAME_DWARF:REPLACE_FIRST]&lt;br /&gt;
[NICKNAME_ADVENTURE:REPLACE_FIRST]&lt;br /&gt;
[NICKNAME_LEGENDS:REPLACE_FIRST]&lt;br /&gt;
&lt;br /&gt;
These are the display colors in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.&lt;br /&gt;
&lt;br /&gt;
[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:0]&lt;br /&gt;
[BLUE_G:0]&lt;br /&gt;
[BLUE_B:128]&lt;br /&gt;
[GREEN_R:0]&lt;br /&gt;
[GREEN_G:128]&lt;br /&gt;
[GREEN_B:0]&lt;br /&gt;
[CYAN_R:0]&lt;br /&gt;
[CYAN_G:128]&lt;br /&gt;
[CYAN_B:128]&lt;br /&gt;
[RED_R:128]&lt;br /&gt;
[RED_G:0]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:128]&lt;br /&gt;
[MAGENTA_G:0]&lt;br /&gt;
[MAGENTA_B:128]&lt;br /&gt;
[BROWN_R:128]&lt;br /&gt;
[BROWN_G:128]&lt;br /&gt;
[BROWN_B:0]&lt;br /&gt;
[LGRAY_R:192]&lt;br /&gt;
[LGRAY_G:192]&lt;br /&gt;
[LGRAY_B:192]&lt;br /&gt;
[DGRAY_R:128]&lt;br /&gt;
[DGRAY_G:128]&lt;br /&gt;
[DGRAY_B:128]&lt;br /&gt;
[LBLUE_R:0]&lt;br /&gt;
[LBLUE_G:0]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:0]&lt;br /&gt;
[LGREEN_G:255]&lt;br /&gt;
[LGREEN_B:0]&lt;br /&gt;
[LCYAN_R:0]&lt;br /&gt;
[LCYAN_G:255]&lt;br /&gt;
[LCYAN_B:255]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:0]&lt;br /&gt;
[LRED_B:0]&lt;br /&gt;
[LMAGENTA_R:255]&lt;br /&gt;
[LMAGENTA_G:0]&lt;br /&gt;
[LMAGENTA_B:255]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:255]&lt;br /&gt;
[YELLOW_B:0]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]}}&lt;br /&gt;
&lt;br /&gt;
=== Additional hotlinked topics on this page===&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
| Use these links to skip directly to certain key locations in the init file.&lt;br /&gt;
* [[#WINDOWED|[WINDOWED], [FULLSCREEN], etc]]&lt;br /&gt;
* [[#GRID|[GRID&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
* [[#FPS|[FPS], etc]]&lt;br /&gt;
* [[#FINDER|[SHOW_EMBARK_xxxxx&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
* [[#POPULATION|[POPULATION_CAP], etc]]&lt;br /&gt;
* [[#FLOW|[SHOW_FLOW_AMOUNTS&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Default init.txt ==&lt;br /&gt;
&lt;br /&gt;
===Audio/Visual===&lt;br /&gt;
&lt;br /&gt;
:[SOUND:ON]&lt;br /&gt;
&lt;br /&gt;
Change this to turn '''sound''' OFF.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[VOLUME:255]&lt;br /&gt;
&lt;br /&gt;
The sound '''volume''' runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[INTRO:ON]&lt;br /&gt;
&lt;br /&gt;
Change this to skip the wonderful '''intro''' movies.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[WINDOWED:PROMPT]&lt;br /&gt;
&lt;br /&gt;
{{a|WINDOWED|This}} lets you set the starting '''windowed/fullscreen''' setting.  Can be YES, NO or PROMPT.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[WINDOWEDX:640]&lt;br /&gt;
:[WINDOWEDY:300]&lt;br /&gt;
:[FONT:curses_640x300.bmp]&lt;br /&gt;
&lt;br /&gt;
This is the size and font for '''windowed mode'''.  Changing to 800x600 and the 800x600 font might make you happier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[FULLSCREENX:800]&lt;br /&gt;
:[FULLSCREENY:600]&lt;br /&gt;
:[FULLFONT:curses_800x600.bmp]&lt;br /&gt;
&lt;br /&gt;
'''Full screen''' info.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[BLACK_SPACE:NO]&lt;br /&gt;
&lt;br /&gt;
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by '''black space'''.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[GRAPHICS:NO]&lt;br /&gt;
:[GRAPHICS_WINDOWEDX:1280]&lt;br /&gt;
:[GRAPHICS_WINDOWEDY:400]&lt;br /&gt;
:[GRAPHICS_FONT:curses_square_16x16.bmp]&lt;br /&gt;
:[GRAPHICS_FULLSCREENX:1280]&lt;br /&gt;
:[GRAPHICS_FULLSCREENY:800]&lt;br /&gt;
:[GRAPHICS_FULLFONT:curses_square_16x16.bmp]&lt;br /&gt;
:[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
'''Graphics''' info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of February 2008, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/Graphics_sets.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[GRID:80:25]&lt;br /&gt;
:[FULLGRID:80:25]&lt;br /&gt;
&lt;br /&gt;
{{a|GRID|This}} is the dimensions in tiles of the '''display grid'''.  Minimum x is 80.  Minimum y is 25.  Maximums are 200.  Make sure the window size or full screen resolution matches the grid/tile size if you don't want the display to be squashed or stretched.  The default windowed font has tiles that are 8x12 pixels, for instance, so for a 80x25 grid, you use a 640x300 window, and for a 125x50 grid, you'd use a 1000x600 window.  FULLGRID is used in full screen mode, whether graphics is on or not.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[PARTIAL_PRINT:NO:2]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to only refresh portions of the screen that need to be refreshed.  This can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen.  The number refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit.  '''PARTIAL_PRINT''' only works on certain systems, so you might have to disable it again if you notice your display isn't working properly.  Fixes are being investigated.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[TOPMOST:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to keep the DF window on '''top''' of your other windows.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[FPS:NO]&lt;br /&gt;
&lt;br /&gt;
{{a|FPS|Change}} this to YES if you want to see an '''FPS counter''' at the top left.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[FPS_CAP:100]&lt;br /&gt;
&lt;br /&gt;
Use this to set the '''maximum frame rate''' during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[G_FPS_CAP:50]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum '''graphical frame refresh rate''' during play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
:[VSYNC:OFF]&lt;br /&gt;
&lt;br /&gt;
This sets the applications '''vertical synchronization''' behavior.  Changing this to ON can impact your FPS if your G_FPS is high.  The other options are ON and DEFAULT.  DEFAULT uses whatever settings you have your system at in general.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[TEXTURE_PARAM:NEAREST]&lt;br /&gt;
&lt;br /&gt;
Change this to LINEAR if you want the '''texture''' values to be averaged over the adjacent pixels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[PRIORITY:NORMAL]&lt;br /&gt;
&lt;br /&gt;
Change this to make the dwarfort.exe process have a different '''priority'''.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[MOUSE:YES]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you don't want to have the '''mouse''' involved at all.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[MOUSE_PICTURE:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you'd like to use a BMP for the '''mouse cursor'''.  The image currently lags when the game is lagging however.&lt;br /&gt;
&lt;br /&gt;
===Seasonal autosave===&lt;br /&gt;
&lt;br /&gt;
:[AUTOSAVE:NONE]&lt;br /&gt;
:[AUTOBACKUP:NO]&lt;br /&gt;
:[AUTOSAVE_PAUSE:NO]&lt;br /&gt;
&lt;br /&gt;
Use these to control the '''automatic saving''' behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[INITIAL_SAVE:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to YES if you want it to '''automatically save the game when you start''' a new fortress.  If AUTOBACKUP above is set to YES, it will also create a copy of this new save.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[PAUSE_ON_LOAD:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to YES to make Dwarf Fortress '''start paused''' whenever you load an active game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[EMBARK_WARNING_ALWAYS:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to YES if you want Dwarf Fortress to show the '''warning window on embark''' as a confirmation even if there are no issues.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[SHOW_EMBARK_RIVER:FINDER]&lt;br /&gt;
:[SHOW_EMBARK_POOL:FINDER]&lt;br /&gt;
:[SHOW_EMBARK_M_PIPE:FINDER]&lt;br /&gt;
:[SHOW_EMBARK_M_POOL:FINDER]&lt;br /&gt;
:[SHOW_EMBARK_CHASM:FINDER]&lt;br /&gt;
:[SHOW_EMBARK_PIT:FINDER]&lt;br /&gt;
:[SHOW_EMBARK_OTHER:FINDER]&lt;br /&gt;
:[SHOW_EMBARK_TUNNEL:FINDER]&lt;br /&gt;
&lt;br /&gt;
{{a|FINDER|You}} can change these to ALWAYS and NO.  More restrictive world parameter settings override these.  ALWAYS lets you see the features in the Local view during embark, and NO stops you from '''searching for features with the site finder''', which is the default (FINDER). ''(If you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[TEMPERATURE:YES]&lt;br /&gt;
:[WEATHER:YES]&lt;br /&gt;
:[ECONOMY:YES]&lt;br /&gt;
:[INVADERS:YES]&lt;br /&gt;
:[CAVEINS:YES]&lt;br /&gt;
:[ARTIFACTS:YES]&lt;br /&gt;
:[ZERO_RENT:NO]&lt;br /&gt;
&lt;br /&gt;
Use these options to '''remove features''' from the game.  Permitted values are YES and NO.  Removal might improve [[FPS|game speed]] in the case of temperature and weather.&lt;br /&gt;
&lt;br /&gt;
Setting TEMPERATURE to NO will disable such things as magma melting objects, water freezing in cold climates, and fires.  Setting WEATHER to NO will stop rainfall.  Setting ECONOMY to NO will turn off the dwarven economy.  Setting INVASIONS to NO will disable sieges, ambushes, thieves, babysnatchers, and animal swarms such as [[rhesus macaque]].  Setting CAVEINS to NO will stop unconnected constructions and natural features from falling.  Setting ARTIFACTS to NO will disable strange [[mood]]s in your fortresses.  Setting ZERO_RENT to YES makes the rent on all rooms 0 (relevant to the economy).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[LOG_MAP_REJECTS:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to output the reasons for world '''map rejection into a file'''.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[EMBARK_RECTANGLE:6:6]&lt;br /&gt;
&lt;br /&gt;
Change these numbers to make the default '''embark rectangle''' a different size. (You can still change it in the embark screen.) The format is (EMBARK_RECTANGLE:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;).  Numbers may run from 2 to 16.  The map size warning message will go by these numbers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[PATH_COST:1:2:5:25]&lt;br /&gt;
&lt;br /&gt;
Change these numbers to set the default '''weights for traffic''' designations.  If you make the last numbers too large, pathfinding might lag.&lt;br /&gt;
&lt;br /&gt;
The format is (PATH_COST:&amp;lt;high&amp;gt;:&amp;lt;normal&amp;gt;:&amp;lt;low&amp;gt;:&amp;lt;restricted&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[STORE_DIST_ITEM_DECREASE:20]&lt;br /&gt;
:[STORE_DIST_SEED_COMBINE:1000]&lt;br /&gt;
:[STORE_DIST_BUCKET_COMBINE:1000]&lt;br /&gt;
:[STORE_DIST_BARREL_COMBINE:1000]&lt;br /&gt;
:[STORE_DIST_BIN_COMBINE:1000]&lt;br /&gt;
&lt;br /&gt;
Alter these options to control how aggressively your dwarves place objects in a '''container with like items''' (rather than an empty container).  The default options are very aggressive.  STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider -- for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap.  The others control how many tiles are removed for each combination type for any match at all.  &lt;br /&gt;
&lt;br /&gt;
For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles closer (because it hits the ITEM_DECREASE cap).  Values from 2 to 1000 are permitted.  Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[COFFIN_NO_PETS_DEFAULT:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to disallow '''pets from coffin burial''' as the default option.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[SKY:178:3:0:0]&lt;br /&gt;
&lt;br /&gt;
:his controls the '''display of areas''' that are far below outside.  The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;.  The &amp;lt;character&amp;gt; can be either an ASCII tile number or a character in quotes, like '#'.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[CHASM:250:0:0:1]&lt;br /&gt;
&lt;br /&gt;
As above, for '''inside/subterranean''' areas.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[IDLERS:TOP]&lt;br /&gt;
&lt;br /&gt;
This controls the &amp;quot;'''IDLERS: &amp;lt;number&amp;gt;'''&amp;quot; that is displayed in dwarf mode.  You can set it to TOP, BOTTOM or OFF.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[POPULATION_CAP:200]&lt;br /&gt;
&lt;br /&gt;
'''{{a|POPULATION|The &amp;quot;Population cap&amp;quot;}}''' feature is poorly named. When this limit is reached, it stops [[Immigration|immigration]] - but if you are so much as 1 dwarf under the cap, a full wave of 2 dozen or more migrants can arrive - and then births can push that even higher.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain all the current game features. (Setting the pop cap somewhere around 15-25 ''under'' your target goal is recommended.)&lt;br /&gt;
&lt;br /&gt;
Setting this cap below about 20-30 doesn't seem to work.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[BABY_CHILD_CAP:100:1000]&lt;br /&gt;
&lt;br /&gt;
This allows you to control the number of''' babies+children''' in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregnancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[VARIED_GROUND_TILES:YES]&lt;br /&gt;
&lt;br /&gt;
If you don't like the ''',.`' ground''', try setting this to NO.  The ground will turn into periods only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[ENGRAVINGS_START_OBSCURED:NO]&lt;br /&gt;
&lt;br /&gt;
If you'd like your '''engravings''' to start off looking the same (you can toggle them on individual later), set this to YES.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[SHOW_IMP_QUALITY:YES]&lt;br /&gt;
&lt;br /&gt;
If you get annoyed by seeing '''improved/decorated items''' like *&amp;lt;*sword*&amp;gt;* you can&lt;br /&gt;
get rid of the outside ** by setting this to NO.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[SHOW_FLOW_AMOUNTS:NO]&lt;br /&gt;
&lt;br /&gt;
{{a|FLOW|Set}} this to YES to '''display fluids''' as numbers indicating depth.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[SHOW_ALL_HISTORY_IN_DWARF_MODE:NO]&lt;br /&gt;
&lt;br /&gt;
If you'd prefer to have it show the '''history''' behind every engraving you view in dwarf mode, etc., then set this to YES.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[KEY_HOLD_MS:150]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass '''before a held key sends a repeat''' press to the game.  You might need to adjust this.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass '''before input works again''' after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
=== Adventurer mode ===&lt;br /&gt;
&lt;br /&gt;
:[MORE:YES]&lt;br /&gt;
:[DISPLAY_LENGTH:23]&lt;br /&gt;
&lt;br /&gt;
This controls '''&amp;quot;more&amp;quot; in adventure mode'''.  If MORE is set to NO, all announcements will be skipped.  DISPLAY_LENGTH controls how many lines are printed before it gives you the &amp;quot;more&amp;quot; prompt.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[ADVENTURER_TRAPS:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to YES if you want '''traps''' to affect you in adventure mode.  This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[ADVENTURER_ALWAYS_CENTER:YES]&lt;br /&gt;
&lt;br /&gt;
Set this to NO if you want the game to '''recenter on your adventurer''' only when you've gotten close to the edge of the view.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:[ADVENTURER_Z_VIEWS:UNHIDDEN:9]&lt;br /&gt;
&lt;br /&gt;
This controls the '''up/down views''' in adventure mode.  The first parameter can be OFF, UNHIDDEN, CREATURE or ON.  UNHIDDEN makes the view appear when it contains any unhidden square.  CREATURE makes the view appear when it contains a creature.  The second parameter is the size of the view.  It can be 3, 5, 7 or 9.  A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).&lt;br /&gt;
&lt;br /&gt;
===Nicknames===&lt;br /&gt;
&lt;br /&gt;
:[NICKNAME_DWARF:REPLACE_FIRST]&lt;br /&gt;
:[NICKNAME_ADVENTURE:REPLACE_FIRST]&lt;br /&gt;
:[NICKNAME_LEGENDS:REPLACE_FIRST]&lt;br /&gt;
&lt;br /&gt;
You can use these to say how '''nicknames''' are displayed in both Adventure and Fortress mode. Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL.&lt;br /&gt;
&lt;br /&gt;
=== Display Colors in RGB ===&lt;br /&gt;
These next ''(and last!)'' are the '''display colors''' in RGB, Red/Green/Blue format.  The game is actually displaying extended ASCII characters that are in OpenGL, so you can modify the [[color scheme]] to suit.&lt;br /&gt;
&lt;br /&gt;
The [[Color_scheme#Default_Scheme|default color scheme]] is shown below.&lt;br /&gt;
&lt;br /&gt;
:[BLACK_R:0]&lt;br /&gt;
:[BLACK_G:0]&lt;br /&gt;
:[BLACK_B:0]&lt;br /&gt;
:[BLUE_R:0]&lt;br /&gt;
:[BLUE_G:0]&lt;br /&gt;
:[BLUE_B:128]&lt;br /&gt;
:[GREEN_R:0]&lt;br /&gt;
:[GREEN_G:128]&lt;br /&gt;
:[GREEN_B:0]&lt;br /&gt;
:[CYAN_R:0]&lt;br /&gt;
:[CYAN_G:128]&lt;br /&gt;
:[CYAN_B:128]&lt;br /&gt;
:[RED_R:128]&lt;br /&gt;
:[RED_G:0]&lt;br /&gt;
:[RED_B:0]&lt;br /&gt;
:[MAGENTA_R:128]&lt;br /&gt;
:[MAGENTA_G:0]&lt;br /&gt;
:[MAGENTA_B:128]&lt;br /&gt;
:[BROWN_R:128]&lt;br /&gt;
:[BROWN_G:128]&lt;br /&gt;
:[BROWN_B:0]&lt;br /&gt;
:[LGRAY_R:192]&lt;br /&gt;
:[LGRAY_G:192]&lt;br /&gt;
:[LGRAY_B:192]&lt;br /&gt;
:[DGRAY_R:128]&lt;br /&gt;
:[DGRAY_G:128]&lt;br /&gt;
:[DGRAY_B:128]&lt;br /&gt;
:[LBLUE_R:0]&lt;br /&gt;
:[LBLUE_G:0]&lt;br /&gt;
:[LBLUE_B:255]&lt;br /&gt;
:[LGREEN_R:0]&lt;br /&gt;
:[LGREEN_G:255]&lt;br /&gt;
:[LGREEN_B:0]&lt;br /&gt;
:[LCYAN_R:0]&lt;br /&gt;
:[LCYAN_G:255]&lt;br /&gt;
:[LCYAN_B:255]&lt;br /&gt;
:[LRED_R:255]&lt;br /&gt;
:[LRED_G:0]&lt;br /&gt;
:[LRED_B:0]&lt;br /&gt;
:[LMAGENTA_R:255]&lt;br /&gt;
:[LMAGENTA_G:0]&lt;br /&gt;
:[LMAGENTA_B:255]&lt;br /&gt;
:[YELLOW_R:255]&lt;br /&gt;
:[YELLOW_G:255]&lt;br /&gt;
:[YELLOW_B:0]&lt;br /&gt;
:[WHITE_R:255]&lt;br /&gt;
:[WHITE_G:255]&lt;br /&gt;
:[WHITE_B:255]&lt;br /&gt;
&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:How_do_I_construct_a_wall_from_a_particular_direction&amp;diff=179640</id>
		<title>40d:How do I construct a wall from a particular direction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:How_do_I_construct_a_wall_from_a_particular_direction&amp;diff=179640"/>
		<updated>2012-12-21T19:25:51Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:25, 21 December 2012 (UTC)}}{{av}}&lt;br /&gt;
It often happens that you need to construct a wall, but your dwarf insists on standing on the wrong side of it during construction, trapping himself.&lt;br /&gt;
&lt;br /&gt;
== Diagonal method ==&lt;br /&gt;
Dwarves will only build walls from a non-diagonally adjacent square.&lt;br /&gt;
  @&lt;br /&gt;
 @░@ &amp;lt;-- to build this wall, a dwarf will only stand at one of the @ signs&lt;br /&gt;
  @&lt;br /&gt;
If you consider this when planning constructions, you can ensure that they are built in the right order:&lt;br /&gt;
# Designate the walls that you want constructed.&lt;br /&gt;
# Find places where the builder might be trapped.&lt;br /&gt;
# Plan a diagonal &amp;quot;escape route&amp;quot; from that area, and {{k|q}}→{{k|s}}uspend the tiles along that path.&lt;br /&gt;
# Wait for the non-suspended walls to be built.&lt;br /&gt;
# Un-suspend the suspended walls.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Suppose you want to build a 3x3 ring of walls, enclosing a central square.&lt;br /&gt;
 ░░░&lt;br /&gt;
 ░+░&lt;br /&gt;
 ░░░&lt;br /&gt;
If you designate it all at once, it is possible for the first seven walls to be constructed this way:&lt;br /&gt;
 ░░░&lt;br /&gt;
 ░@+@&lt;br /&gt;
 ░░░&lt;br /&gt;
Your builder might stand at either @ sign to finish the last wall, and if he picks the one in the middle, he'll be trapped. If you're unlucky, your first sign that this has happened will be the alert about him starving to death.&lt;br /&gt;
&lt;br /&gt;
However, if you {{k|s}}uspend construction of the northeast corner, you'll end up with this:&lt;br /&gt;
   @&lt;br /&gt;
 ░░+@&lt;br /&gt;
 ░+░&lt;br /&gt;
 ░░░&lt;br /&gt;
This time, both of the places where your builder might stand to finish the last wall are outside of the ring, so you can be confident that he won't be trapped.&lt;br /&gt;
&lt;br /&gt;
== Suspended construction method ==&lt;br /&gt;
# Press {{k|b}}→{{k|C}}→{{k|w}}&lt;br /&gt;
# Designate a &amp;quot;temporary&amp;quot; wall to be built in the location where you do ''not'' want the dwarf to stand&lt;br /&gt;
# Open the Set Building Tasks/Prefs menu, {{k|q}}&lt;br /&gt;
# Move over the temporary wall&lt;br /&gt;
# {{k|s}}uspend its construction&lt;br /&gt;
# Build your other object (wall, floodgate, etc.) like normal&lt;br /&gt;
# Wait for this other object to be fully constructed&lt;br /&gt;
# Open the Set Building Tasks/Prefs menu again, {{k|q}}&lt;br /&gt;
# Move over the temporary wall&lt;br /&gt;
# Cancel its construction {{k|x}}&lt;br /&gt;
&lt;br /&gt;
This does not work in all situations; sometimes you cannot specify that you want a wall built in a certain location due to what is already built there.  Specifying other structures instead of a wall may work, if any of them are permitted. You could also place a [[statue]] in the location where the dwarf isn't supposed to stand.&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sky&amp;diff=179639</id>
		<title>40d:Sky</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sky&amp;diff=179639"/>
		<updated>2012-12-21T19:24:47Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:24, 21 December 2012 (UTC)}}{{av}}&lt;br /&gt;
'''Sky''', or '''open space''', is represented by a mass of solid blue (cyan) [[:Category:Map tiles|tiles]] across the map. Sky only appears if there are two levels of successive open space below the current view, ''and'' there are no floors or constructions above the current view. Sky is often a good way to tell if you are near the surface, somewhere approaching the clouds, or next to a big [[cliff]] and in need of a [[stair|staircase]]. Having access to the outside (from above) makes tiles below count as [[Tile attributes|outside]] (as apposed to [[inside]]) which is useful for working out where dwarves are allowed when assigning [[standing orders]].&lt;br /&gt;
&lt;br /&gt;
Despite being suspended in the air, it's unlikely to fall down anytime soon. Even if you're a Gaul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;''Sky allows horrible [[light]] to filter into outposts, and should be avoided at all costs.''&amp;quot; --Zulgar Zarethadil, [[Miner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|#0B0|TO DO: Add a picture of sky using default tileset.}}&lt;br /&gt;
&lt;br /&gt;
{{Category|map tiles}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Stone_management&amp;diff=179289</id>
		<title>v0.34:Stone management</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Stone_management&amp;diff=179289"/>
		<updated>2012-12-09T08:31:58Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:31, 9 December 2012 (UTC)}}An established fortress with a reasonable amount of [[mining]] can create excess [[stone]]s and [[ore]]s--roughly one fourth of all excavated rock tiles will produce a stone. These stones may have a detrimental effect on the functionality and aesthetics of a fortress, so '''stone management''' techniques are often used.&lt;br /&gt;
&lt;br /&gt;
=Problems=&lt;br /&gt;
Loose stones can interfere with regular operation of your fortress, particularly with buildings and stockpiles. When placing a building, any loose stones will normally be moved outside of the building tiles by the constructing dwarf. However, stones that are forbidden, already associated with another task, or placed upon the construction site after the designation will cause the construction to be suspended. Loose stones located in a designated [[stockpile]] can prevent the use of the occupied tile until the stone is removed, effectively shrinking your stockpile.&lt;br /&gt;
&lt;br /&gt;
Loose stones can also &amp;quot;hide&amp;quot; other content on a tile (since the game displays only a single item per tile). This can make finding specific items more difficult, and occasionally result in overlooked rotten items producing miasma and disgusting dwarves. Additionally, some players find these stones unsightly, ruining the aesthetic appeal of their fortresses. &lt;br /&gt;
&lt;br /&gt;
=Solutions=&lt;br /&gt;
&lt;br /&gt;
== Dumping / Quantum Stockpiling ==&lt;br /&gt;
This method is easy and useful. However, some view it as an [[exploit]], and it may not be allowed in future versions.&lt;br /&gt;
&lt;br /&gt;
# Make a [[zone]] of 1x1 or 1x2 tiles, preferably either near the stones you want to get rid of or your stone-needy [[workshop]]s, and mark it as a garbage dump.&lt;br /&gt;
# Press {{k|k}} and find a stone. Press {{k|d}}, and the stone will be marked for dumping.  Alternatively, use the stocks menu (faster for mass dumping, but requires some [[bookkeeper]] labor first). You can also use {{k|d}},{{k|b}},{{k|d}} to designate mass items for dumping. You could also use a [[Macros_and_Keymaps#Designation_Dump|dumping macro]] to designate large amounts of stones at once. However, macros do not discriminate between stones and other items, so it is best to use them right after you dig out a new area. Be careful when you mark areas containing cave spider silk for dumping, as dwarves will actually come along and ''destroy'' the webs!&lt;br /&gt;
# A dwarf with refuse-hauling enabled will take the stone to the garbage dump.&lt;br /&gt;
# Every dumped stone will be marked as &amp;quot;[[forbid]]den.&amp;quot; Use the [[stocks]] menu to globally un-forbid types of stone, or use the designation 'Reclaim Items' ({{k|d}}-{{k|b}}-{{k|c}}) to reclaim the entire pile. ''(If you want to only use specific stones, you must press {{k|k}}, find the pile, and press {{k|f}} on every stone you want on the list, using {{k|+}}/{{k|-}} to navigate through the list. [[Macros_and_Keymaps|Macros]] may come in handy when employing this method.)''&lt;br /&gt;
* '''Advantages''':&lt;br /&gt;
** No matter how many stones you mark for dumping, they will all be placed on the same tiny garbage tile. Conceivably, every single stone and ore in the fortress can fit on 1 tile.&lt;br /&gt;
** You can use {{k|d}},{{k|b}},{{k|h}} to hide all the stone in a dump quickly.&lt;br /&gt;
** Dumping stone, instead of just hiding, doesn't interfere with stockpiles (unless the dump is on a stockpile).&lt;br /&gt;
** Placing your quantum stockpile near your mason or craftsdwarf workshop provides a convenient source of raw materials and greatly speeds up production.&lt;br /&gt;
* '''Disadvantages''':&lt;br /&gt;
** Considered by some to be an exploit.&lt;br /&gt;
** Anything else you dump will end up on those piles too.&lt;br /&gt;
** Dwarves will [[traffic|crawl over one another]] to get to a 1x1 dump.&lt;br /&gt;
** Requires user oversight when using several temporary dumps.&lt;br /&gt;
** It can take a long time to clear all the stone from an area, so you may want to be strategic about which stones you dump and hide the rest.&lt;br /&gt;
** Having multiple garbage dumps will cause the haulers to occasionally choose far away dump zones, spreading the stones out and making removal take longer.&lt;br /&gt;
** You have to claim stones for them to be used after they are dumped. {{k|d}},{{k|b}},{{k|c}} will allow you to claim an entire pile of stones quickly.&lt;br /&gt;
** Dumping lots of stones from several different areas can cause Dwarves to run long distances since the AI doesn't look for the closest stone. So it's best to dump stone from a single area at a time.&lt;br /&gt;
&lt;br /&gt;
== Stockpiling ==&lt;br /&gt;
Stone can be selectively hauled by using two linked stockpiles. The first stockpile is placed over the area to be cleared, and the second is placed over the stones' final destination. Both of these stockpiles are set to take from links only, and the stockpiles are linked so that the first stockpile feeds into the second. More than two stockpiles may be linked in this fashion.&lt;br /&gt;
* '''Advantages''':&lt;br /&gt;
** Unlike quantum stockpiling, is not generally considered an exploit.&lt;br /&gt;
** Uses &amp;quot;Stone hauling&amp;quot; labor (instead of &amp;quot;Refuse hauling&amp;quot; for a quantum stockpile).&lt;br /&gt;
** Multiple linked stockpile areas can operate simultaneously and independently without cross-contamination.&lt;br /&gt;
** Linking stockpiles prevents dwarves from hauling stones from all over the fortress.&lt;br /&gt;
** No reclamation required--stockpiled stones are readily available to your masons and crafters.&lt;br /&gt;
** If the stockpiles to be cleared are already in place, part of the work is already done.&lt;br /&gt;
* '''Disadvantages''':&lt;br /&gt;
** If the stockpiles to be cleared are intended for immediate use, they'll have to be linked to whichever workshop needs them.&lt;br /&gt;
** Temporary stockpiles have to be kept track of.&lt;br /&gt;
** The link status of permanent stockpiles has to be kept track of.&lt;br /&gt;
** Requires relatively large stockpile areas to clear stone quickly--in general, an empty destination stockpile can remove stone from an area four times as large as the stockpile.&lt;br /&gt;
&lt;br /&gt;
== Hiding ==&lt;br /&gt;
Extra stone lying around in out-of-the-way areas causes little problems beyond being unsightly.  You can hide stones individually using {{k|k}}-{{k|h}}.  You might need to scroll in the Loo{{k|k}} menu to choose the stone you wish to hide.  You can hide many stones at a time by using the designate menu: choose {{k|d}}-{{k|b}}-{{k|h}} and then select the stone you wish to hide by mouse or rectangle.&lt;br /&gt;
&lt;br /&gt;
Note that hidden items still interfere with buildings and stockpiles. Worse, buildings may be suspended for no apparent reason and stockpiles will appear to have blank tiles (since the stone is hidden), but those tiles are actually unusable. This can be troublesome when your food stockpile appears to have room but your kitchen and farms clog up with food that will rot. Or furniture cluttering up the carpentry/masonry shop due to hidden stone blocking the furniture stockpile. For this reason, it is best to use a different method to handle stones in your fortress proper.&lt;br /&gt;
* '''Advantages''':&lt;br /&gt;
** Instantaneous - no dwarf effort required.&lt;br /&gt;
** Trivially resolves the &amp;quot;ugly stone&amp;quot; problem.&lt;br /&gt;
* '''Disadvantages''':&lt;br /&gt;
** Doesn't actually dispose of the stone.&lt;br /&gt;
** Hidden stones can still cause functional problems, and prove more difficult to track down.&lt;br /&gt;
&lt;br /&gt;
== Using Stone ==&lt;br /&gt;
Perhaps the most &amp;quot;dwarfy&amp;quot; way to deal with excess stone is to ramp up production and use it to enrich your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Fancy Floors ===&lt;br /&gt;
You can use excess stones to construct a floor ({{k|b}}-{{k|C}}-{{k|f}}) on any standard floor tile. Similarly, you can construct a paved [[road]] or a [[bridge]], with the added benefits of training your architect and providing the possibility for your dwarves to experience happy [[thought]]s when walking across the tile.&lt;br /&gt;
* '''Advantages''':&lt;br /&gt;
** You are guaranteed to have plenty of space for flooring.&lt;br /&gt;
** You can get the stone back, if you need it later, by designating the floor for removal ({{k|d}}-{{k|n}}) or deconstructing the road/bridge.&lt;br /&gt;
** Building roads and bridges trains your architect, resulting in higher-value constructions for your fortress.&lt;br /&gt;
** Roads and bridges can generate happy thoughts when your dwarves walk across them--something even an engraved floor is currently unable to do.&lt;br /&gt;
** Bridges built over engraved floors do not destroy the engraving, maximizing room value and happiness.&lt;br /&gt;
* '''Disadvantages''':&lt;br /&gt;
** Paved floors cannot be engraved.&lt;br /&gt;
** Requires extensive dwarven effort (masons and/or architects) and can distract your lengendary dwarves from more important tasks. &lt;br /&gt;
** Roads and bridges block further construction in the tile until the road/bridge is removed.&lt;br /&gt;
** Getting the stone back requires additional effort.&lt;br /&gt;
** When removing a constructed floor over a high-value base tile (gems, ore), the floor may revert to the layer stone type{{bug|1370}} (significantly reducing the value).&lt;br /&gt;
&lt;br /&gt;
===Furniture===&lt;br /&gt;
Use your [[mason]]s to the fullest by creating doors, hatch covers, chairs, tables, coffers, cabinets, and statues. This trains your mason's skill, and the resultant high-quality furniture has the best chance of causing happy [[thought]]s. Low-quality furniture can be traded to caravans, used to distract/delay [[building destroyer]]s, or disposed of (using an [[Dwarven atom smasher|atom smasher]], [[magma]], or a simple [[dump]] zone).&lt;br /&gt;
* '''Advantages''':&lt;br /&gt;
** More high-quality furniture leads to happier dwarves.&lt;br /&gt;
** Increases &amp;quot;displayed&amp;quot; wealth when furniture is installed (and &amp;quot;created wealth&amp;quot; upon construction).&lt;br /&gt;
** Trains mason skill.&lt;br /&gt;
* '''Disadvantages''':&lt;br /&gt;
** Furniture storage requires as much room as stone storage, though it is hauled faster.&lt;br /&gt;
** Disposing of excess low-quality furniture can take additional time (and is significantly limited by weight when trading with caravans).&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
Skilled [[Craftsdwarf|Craftsdwarves]] can produce large quantities of rock crafts very quickly. This trades the problem of tons of stone to the much easier problem of pounds of crafts. Crafts are far lighter, much more valuable, stackable in finished goods [[bin]]s, and counted as &amp;quot;created items&amp;quot; and &amp;quot;created wealth&amp;quot; (which are used in several calculations behind-the-scenes). Stone crafts can be [[trade]]d for more useful items from any [[caravan]]. &lt;br /&gt;
* '''Advantages''':&lt;br /&gt;
** Very compact storage, and great fodder for trade caravans.&lt;br /&gt;
** Increases &amp;quot;created wealth&amp;quot; and &amp;quot;created items&amp;quot; count.&lt;br /&gt;
** Trains stonecrafting skill.&lt;br /&gt;
* '''Disadvantages''':&lt;br /&gt;
** High stonecrafting skill is not extremely useful.&lt;br /&gt;
** Easily produces more crafts than necessary to purchase an entire caravan.&lt;br /&gt;
&lt;br /&gt;
===Constructions===&lt;br /&gt;
You can also use stones (or [[block]]s) to build large structures above ground, and floors on soil layers like sand, silt, and loam.  The [[construction]] interface might be slow, but not only do you use up the stone from your excavations, you also create usable indoor space without having to mine any additional stone.&lt;br /&gt;
* '''Advantages''':&lt;br /&gt;
** Creates more usable space.&lt;br /&gt;
** Can qualify as a [[megaprojects|megaproject]].&lt;br /&gt;
* '''Disadvantages''':&lt;br /&gt;
** Mining creates more valuable and generally safer usable space in a fraction of the time.&lt;br /&gt;
** Dwarves move slowly when hauling loose stone across your fortress and building constructions out of it.&lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
Stone can provide some defense for your fortress as well. Stone-fall [[trap]]s require one [[mechanism]] (which can be created from stone) and one stone. [[Siege engine|Catapults]] can use up stone and train [[Siege operator|siege operators]], as well as providing minimal defense. With the recent falling damage updates, simply dropping a stone multiple z-levels proves quite deadly to those unlucky enough to be underneath.&lt;br /&gt;
* '''Advantages''':&lt;br /&gt;
** Provides minimal defense.&lt;br /&gt;
** Catapults train siege operating skill, and can be useful for [[cross-training]] military units.&lt;br /&gt;
* '''Disadvantages''':&lt;br /&gt;
** Most other traps are more effective than stone-fall traps.&lt;br /&gt;
** Catapults are generally ineffective against even lightly-armored foes.&lt;br /&gt;
** Dropping large amounts of stone on invaders requires significant micromanagement.&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Hotkeys&amp;diff=178403</id>
		<title>v0.34:Hotkeys</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Hotkeys&amp;diff=178403"/>
		<updated>2012-10-27T23:46:14Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Undo revision 178402 by 24.17.243.48 (talk) routes are 'h', hotkeys are 'H'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|09:43, 4 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hotkeys''' are used to center the screen at a user-defined position or to follow specific item or units. They can help you keep track of where things are.&lt;br /&gt;
&lt;br /&gt;
For example it would be smart to make a hotkey for a magma forge on level 122, while the rest of your fortress being on level 1 - 20. So you don't have to maniacally smash {{k|&amp;gt;}} (level down) to reach your forge. Other good example is to hotkey a good mining location in the caverns.&lt;br /&gt;
&lt;br /&gt;
== Zoom ==&lt;br /&gt;
To set a hotkey to zoom to a certain location, enter the {{k|H}}otkey menu at the main menu to bring up the screen. You will then see a menu with all your current hotkeys. Move your screen to the 'view' you want to hotkey to, and then press the hotkey sequence you'd like to use for the location. This will get you to the right place on the menu. Then, press {{k|z}} and the hotkey will be all set up! Likewise, to change the name of a hotkey while in the hotkey menu, highlight the hotkey in question, then press {{k|n}}, then input a name and press {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
To use a hotkey, simply press the corresponding {{k|F1}} ... {{k|F8}} or {{k|Shift}} + {{k|F1}} ... {{k|F8}}&lt;br /&gt;
&lt;br /&gt;
By default, the {{k|F1}} hotkey starts out set to the position of your [[wagon (embark)|wagon]], with the name &amp;quot;Gate&amp;quot;. All other hotkeys are unselected, and have a generic name (&amp;quot;Hotkey2&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Follow ==&lt;br /&gt;
To set a hotkey to follow an item or a unit, go to its [[profile]] screen using {{k|u}}-{{k|v}} or {{k|v}}-{{k|z}}. From that screen, pressing any hotkey will assign it to that unit. Currently, it is only possible to assign a hotkey to units that are civilians, as attempting to &amp;quot;view&amp;quot; other types of units leads to the description screen and not the profile screen. As a workaround, you can instead assign a hotkey to an item carried by that unit, using {{k|v}}-{{k|i}}-{{k|Enter}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=178316</id>
		<title>v0.34:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=178316"/>
		<updated>2012-10-21T22:20:11Z</updated>

		<summary type="html">&lt;p&gt;Timrem: standardize formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|22:20, 21 October 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from [[attributes]].&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token !! Value Range !! Value Points !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | ??? &lt;br /&gt;
| 91 - 100 || 10 || Highest&lt;br /&gt;
|-&lt;br /&gt;
| 76 -  90 || 15 || Very High&lt;br /&gt;
|-&lt;br /&gt;
| 61 -  75 || 15 || High&lt;br /&gt;
|-&lt;br /&gt;
| 40 -  60 || 21 || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25 -  39 || 15 || Low&lt;br /&gt;
|-&lt;br /&gt;
| 10 -  24 || 15 || Very Low&lt;br /&gt;
|-&lt;br /&gt;
|  0 -   9 || 10 || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40-60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY&lt;br /&gt;
| 91 - 100 || is a nervous wreck&lt;br /&gt;
| rowspan=3 | More likely to go [[Insane|stark raving mad]].&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER&lt;br /&gt;
| 91 - 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | Prone to becoming [[Status icon|enraged]]. More likely to go [[Insane|berserk]].&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to anger&lt;br /&gt;
| rowspan=3 | Not prone to becoming [[Status icon|enraged]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION &lt;br /&gt;
| 91 - 100 || is frequently depressed&lt;br /&gt;
| rowspan=3 | More likely to be [[Insane|stricken by melancholy]].&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS &lt;br /&gt;
| 91 - 100 || is socially crippled by thoughts that everyone is watching and judging (him)&lt;br /&gt;
| rowspan=2 | Cannot gain [[Comedian]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is concerned about rejection and ridicule&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-conscious&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is absolutely unfazed by the opinions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION &lt;br /&gt;
| 91 - 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY &lt;br /&gt;
| 91 - 100 || becomes completely helpless in stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&lt;br /&gt;
| 91 - 100 || genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || makes friends quickly&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very friendly&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is somewhat reserved&lt;br /&gt;
| rowspan=3 | Cannot gain [[Conversationalist]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very distant and reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS &lt;br /&gt;
| 91 - 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS &lt;br /&gt;
| 91 - 100 || loves to take charge and direct activities&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very assertive&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is unassertive&lt;br /&gt;
| rowspan=3 | Cannot gain [[Persuader]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers that others handle the leadership roles&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never speaks out or attempts to direct activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL &lt;br /&gt;
| 91 - 100 || is constantly active and energetic&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very energetic and active&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very active&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is relaxed&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || lives life at a leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || can't be bothered with frantic, fast-paced living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING &lt;br /&gt;
| 91 - 100 || lives for risk and excitement&lt;br /&gt;
| rowspan=3 | More likely to join [[adventurer mode|adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is a risk-taker and a thrill-seeker&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || loves a good thrill&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not a risk-taker&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || doesn't need thrills or risks in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is entirely averse to risk and excitement&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS &lt;br /&gt;
| 91 - 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is never optimistic or enthusiastic about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION &lt;br /&gt;
| 91 - 100 || is bored by reality and has a wonderful imagination&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is incredibly creative&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a fertile imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST &lt;br /&gt;
| 91 - 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || greatly appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not interested in art&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in art&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY &lt;br /&gt;
| 91 - 100 || has a profound understanding of (his) own feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a great awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a good awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends not to openly express emotions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is mostly unaware of (his) own emotions and rarely expresses them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not display (his) own emotions and has no awareness of them&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS &lt;br /&gt;
| 91 - 100 || is highly adventurous and loves fresh experiences&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is eager for new experiences&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || likes to try new things&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || prefers familiar routines&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is uncomfortable with change&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is resistant to change&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY &lt;br /&gt;
| 91 - 100 || is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves new and fresh ideas&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is open-minded to new ideas&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || dislikes intellectual discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || regards intellectual exercises as a waste of energy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM &lt;br /&gt;
| 91 - 100 || revels in chaos and disorder&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves to defy convention&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is put off by authority and tradition&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || admires tradition&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers stability and security to ambiguity and disorder&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is an ardent believer in convention and traditional society&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST &lt;br /&gt;
| 91 - 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS &lt;br /&gt;
| 91 - 100 || is incredibly frank and candid in dealings with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Flatterer]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very straightforward with others&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is candid and sincere in dealings with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is guarded in relationships with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Consoler]] experience&amp;lt;br /&amp;gt;Can gain [[Liar]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not straightforward when dealing with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || believes that some deception is necessary in relationships with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM &lt;br /&gt;
| 91 - 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds helping others very rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || finds helping others rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not go out of (his) way to help others&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || views helping others as an imposition on (his) time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION &lt;br /&gt;
| 91 - 100 || sacrifices (his) own needs to get along with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Intimidator]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || dislikes confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is willing to compromise with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't like to compromise with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Pacifier]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || would rather intimidate others than compromise with them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never deny (his) own needs just to compromise with somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY &lt;br /&gt;
| 91 - 100 || would never claim to be better than somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds immodesty distasteful&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is modest&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is immodest&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very willing to compare (himself) favorably with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never shy away from an opportunity to say (he) is better than somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY &lt;br /&gt;
| 91 - 100 || is incredibly compassionate and feels the pain of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is compassionate&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not affected by the suffering of others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY &lt;br /&gt;
| 91 - 100 || is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always feels as if (he) is not in control of (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS &lt;br /&gt;
| 91 - 100 || loves to make lists and keep schedules&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || tries to live a well-organized life&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is organized&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely disorganized&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS &lt;br /&gt;
| 91 - 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || finds rules confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes contracts and regulations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || hates rules, contracts and other confining elements in (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING &lt;br /&gt;
| 91 - 100 || constantly strives for perfection&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || thinks it is incredibly important to strive for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || strives for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't go out of (his) way to do more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || very rarely does more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE&lt;br /&gt;
| 91 - 100 || will persist in the face of any difficulty until the task is complete&lt;br /&gt;
| rowspan=6 | Affects duration of [[on break|breaks]]{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || possesses great willpower&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-disciplined&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is occasionally given to procrastination&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has very little self-discipline&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || rarely completes tasks and is often overcome by distractions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS &lt;br /&gt;
| 91 - 100 || thinks through every alternative and its consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trait bins as found examining 16000 dwarves==&lt;br /&gt;
{{Notice Box|In Progress|Please help by updating this section to make it understandable!}}&lt;br /&gt;
&lt;br /&gt;
The Normal traits consisted of 432000 entries. It is possible to skew non normal traits to this breakdown.&lt;br /&gt;
&lt;br /&gt;
Non normal are:&lt;br /&gt;
: +: immoderation (urge) and straightforwardness (honesty)&lt;br /&gt;
: -: vulnerability (stress)&lt;br /&gt;
&lt;br /&gt;
Example: For 45 Mean Traits, by stretching 0 to 45 to 0 to 50, and 55 to 100 to 50 to 100.&lt;br /&gt;
&lt;br /&gt;
Requires an if check and a formula similar to this:&lt;br /&gt;
&lt;br /&gt;
Example: Converting + Traits to Normal&lt;br /&gt;
&lt;br /&gt;
=IF(Value&amp;lt;=55,(Value/55)*50,(((Value-55)/45)*50)+50)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=5 | Traits&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
! Original&lt;br /&gt;
! Averaged&lt;br /&gt;
! Proposed&lt;br /&gt;
! Cumulative&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9&lt;br /&gt;
| 0.003863&lt;br /&gt;
| 0.003822&lt;br /&gt;
| 0.003875&lt;br /&gt;
| 0.003875&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24&lt;br /&gt;
| 0.018995&lt;br /&gt;
| 0.01928&lt;br /&gt;
| 0.01925&lt;br /&gt;
| 0.023125&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39&lt;br /&gt;
| 0.085086&lt;br /&gt;
| 0.084666&lt;br /&gt;
| 0.084625&lt;br /&gt;
| 0.10775&lt;br /&gt;
|-&lt;br /&gt;
| 40 to 60&lt;br /&gt;
| 0.784465&lt;br /&gt;
| 0.784465&lt;br /&gt;
| 0.7845&lt;br /&gt;
| 0.89225&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75&lt;br /&gt;
| 0.084245&lt;br /&gt;
| 0.084666&lt;br /&gt;
| 0.084625&lt;br /&gt;
| 0.976875&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90&lt;br /&gt;
| 0.019565&lt;br /&gt;
| 0.01928&lt;br /&gt;
| 0.01925&lt;br /&gt;
| 0.996125&lt;br /&gt;
|-&lt;br /&gt;
| 91 to 100&lt;br /&gt;
| 0.00378&lt;br /&gt;
| 0.003822&lt;br /&gt;
| 0.003875&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Specific_heat&amp;diff=178078</id>
		<title>40d:Specific heat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Specific_heat&amp;diff=178078"/>
		<updated>2012-10-07T16:38:21Z</updated>

		<summary type="html">&lt;p&gt;Timrem: wikify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:38, 7 October 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The various SPEC_HEAT tokens control a material's '''specific heat''' capacity.&lt;br /&gt;
&lt;br /&gt;
Specific heat is not a temperature.  It is, more or less, the amount of energy it takes to raise the temperature of the material from one temperature to another.  Gold, for instance, has a very low specific heat, so it takes very little energy to raise its temperature by one degree.  Water, with a very high specific heat, takes 32 times as much energy to raise its temperature by one degree.  For more information, see [[wikipedia:Specific heat capacity|Wikipedia]] [http://hypertextbook.com/physics/thermal/heat-sensible/ hypertextbook], and [http://scienceworld.wolfram.com/physics/SpecificHeat.html scienceworld].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- this needs verification, so I'm yanking it:&lt;br /&gt;
As '''Dwarf Fortress''' does not have a concept of insulation,'''SPEC_HEAT''' can be used to &amp;quot;cheat&amp;quot; by causing a material which ''should'' be quite insulative to actually take more energy to heat up, or lose more energy to cool down, than more normal materials. The result is a material which, if used in clothing, will keep a dwarf form freezing longer than normal cloth or leather would. --&amp;gt;&lt;br /&gt;
'''SPEC_HEAT''' appears to be in units of '''J kg&amp;lt;sup&amp;gt;-1 &amp;lt;/sup&amp;gt;K&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;''' at '''STP'''; i.e. '''1000''' times the normally reported '''c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;''' in joules per gram per kelvin, or exactly the more rarely reported '''c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;''' in joules per kilogram per kelvin.&lt;br /&gt;
&lt;br /&gt;
It is not understood why the game uses the '''&amp;amp;deg;C''' or '''K''' scale here, while using the '''&amp;amp;deg;U''' = '''&amp;amp;deg;F + 9968''' scale elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Sample specific heats as used by Dwarf Fortress ===&lt;br /&gt;
&lt;br /&gt;
The following values are from Dwarf Fortress version 0.28.181.40d, though most also apply to other versions as well.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Material&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt; in J kg&amp;lt;sup&amp;gt;-1 &amp;lt;/sup&amp;gt;K&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | DF uses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine&lt;br /&gt;
| n/a&lt;br /&gt;
| 7500&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum&lt;br /&gt;
| 897&lt;br /&gt;
| 900&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Copper&lt;br /&gt;
| 385&lt;br /&gt;
| 385&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Carbon (Graphite)&lt;br /&gt;
| 710&lt;br /&gt;
| 409&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Carbon (Diamond)&lt;br /&gt;
| 519&lt;br /&gt;
| 409&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Gold&lt;br /&gt;
| 129.1&lt;br /&gt;
| 129&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, cast &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-metals-d_152.html --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp;500&lt;br /&gt;
| 450&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, pig&lt;br /&gt;
| &amp;gt;500&lt;br /&gt;
| 500&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, pure&lt;br /&gt;
| 443&lt;br /&gt;
| 450&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, wrought &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-metals-d_152.html http://www.gutenberg.org/files/22657/22657-h/chapters/measurement.html --&amp;gt;&lt;br /&gt;
| 480-500&lt;br /&gt;
| 450&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Nickel&lt;br /&gt;
| 444&lt;br /&gt;
| 444&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Zinc&lt;br /&gt;
| 388&lt;br /&gt;
| 390&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Alcohol, ethyl, anhydrous&lt;br /&gt;
| 2440&lt;br /&gt;
| 2440 (default for plant alcohol)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Alcohol, ethyl, 100 proof&lt;br /&gt;
| 3856&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Meat (beef, carcass, not frozen) &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-capacity-food-d_295.html --&amp;gt;&lt;br /&gt;
| 2850&lt;br /&gt;
| 4181&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Charcoal&lt;br /&gt;
| &amp;amp;asymp; 1000&lt;br /&gt;
| 409 (hardcoded)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| Cheese (Cheddar, aged 60 weeks) &amp;lt;!-- http://jds.fass.org/cgi/reprint/73/7/1671.pdf  You really can find anything on the Internet! --&amp;gt;&lt;br /&gt;
| 3012&lt;br /&gt;
| 4181 (0.31), 2000 (40d)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Coke&lt;br /&gt;
| 850&lt;br /&gt;
| 409 (hardcoded)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Glass, crystal &amp;lt;!-- http://en.wikipedia.org/wiki/Specific_heat_capacity --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 500&lt;br /&gt;
| 700 (hardcoded)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Glass, silica &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-solids-d_154.html http://www.gutenberg.org/files/22657/22657-h/chapters/measurement.html --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 840&lt;br /&gt;
| 700 (hardcoded)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Granite &amp;lt;!-- http://en.wikipedia.org/wiki/Specific_heat_capacity --&amp;gt;&lt;br /&gt;
| 790&lt;br /&gt;
| 800 (default for all stone)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sand&lt;br /&gt;
| 835&lt;br /&gt;
| 835 (hardcoded)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Silk (silkworm?) &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-solids-d_154.html --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 1380&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Silk (hornet) &amp;lt;!--  http://joam.infim.ro/JOAM/pdf4_1/Ishay.pdf --&amp;gt; &amp;lt;!-- but a paper named Hornet silk: thermophysical properties: J. S. Ishay et al. abstract claims &amp;quot;a specific heat of over 2 J/g K&amp;quot; --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 1500&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Silk (spider, viscid) &amp;lt;!-- http://www.doitpoms.ac.uk/tlplib/bioelasticity/printall.php --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 1400&lt;br /&gt;
| 420 (0.31), 1000 (40d)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Water, liquid, at STP&lt;br /&gt;
| 4218&lt;br /&gt;
| 4181 (hardcoded)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Water, solid, at STP&lt;br /&gt;
| 2114&lt;br /&gt;
| 4181 (hardcoded)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Wood [[Creature_Tokens/SPEC_HEAT#footnote2|&amp;amp;#91;&amp;amp;dagger;&amp;amp;#93;]]&lt;br /&gt;
| 1700 to 2900&lt;br /&gt;
| 420 (hardcoded prior to 0.31)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- if anyone knows a better way to do footnotes, go for it. --&amp;gt;&lt;br /&gt;
&amp;lt;small id=&amp;quot;footnote2&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;&amp;amp;#91;&amp;amp;dagger;&amp;amp;#93;&amp;lt;/tt&amp;gt;&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;The specific heat of wood varies somewhat between different species.  However, the variance is dominated by the moisture content of the wood.  Moreover, wet wood behaves very differently below freezing.  See [http://www.fpl.fs.fed.us/documnts/fplgtr/fplgtr09.pdf]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;small id=&amp;quot;footnote3&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;&amp;amp;#91;&amp;amp;Dagger;&amp;amp;#93;&amp;lt;/tt&amp;gt;&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;footnote 3 text&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt; --&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The default value for '''SPEC_HEAT''' depends on the material and on the version of Dwarf Fortress in question.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[wikipedia:Specific heat capacity#Table of specific heat capacities|Wikipedia]] and [http://www.engineeringtoolbox.com/specific-heat-solids-d_154.html engineeringtoolbox] have tables with other materials' specific heats.&lt;br /&gt;
&lt;br /&gt;
References may report specific heat in joules per gram per degree Celsius. Because the Celsius and Kelvin systems use the same scale, differing only in their zero points, this is exactly the same as reporting in joules per gram per kelvin. '''J/g&amp;amp;deg;C''' is equal to '''J/gK'''.&lt;br /&gt;
&lt;br /&gt;
Sometimes references will give specific heat in calories per gram kelvin, or calories per kilogram kelvin. To convert calories per gram kelvin to '''&amp;amp;deg;U''', multiply by '''4184'''.  To convert calories per kilogram kelvin to '''&amp;amp;deg;U''' units, multiply by '''4.184'''.&lt;br /&gt;
&lt;br /&gt;
Older references may give specific heat in B.T.U. per pound per degree Fahrenheit.  1 B.T.U. per pound per degree Fahrenheit is by definition equal to 1 calorie per gram per kelvin.  '''Btu/lb&amp;amp;deg;F''' is equal to '''cal/gK'''. So just multiply by '''4184''' to convert to '''&amp;amp;deg;U'''.&lt;br /&gt;
&lt;br /&gt;
Sometimes references will report specific heat of liquids or gases in joules (or calories) per [[wikipedia:Mole (unit)|mole]] per kelvin.  The symbol for this is '''C&amp;lt;sup&amp;gt;p&amp;lt;/sup&amp;gt;''' (with a capital C).  This is less useful for our purposes, as you will need to know the molecular weight (in grams per mole) of the compound to convert it.  &lt;br /&gt;
:An example: the molar heat capacity of ethyl alcohol is 113 Joules per mole per degree Centigrade.  The molecular weight of ethyl alcohol is 46.07 grams per mole.  Divide 113 J/mol&amp;amp;deg;C by 46.07 g/mol, resulting in 2.45 J/g&amp;amp;deg;C.  Multiply by 1000 g/kg, resulting in 2450 J/kg&amp;amp;deg;C.  That is our desired result in '''DF''' units.&lt;br /&gt;
&lt;br /&gt;
Note that specific ''latent'' heat is a different concept; do not use those values for '''SPEC_HEAT'''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bsod.phantom&amp;diff=178015</id>
		<title>User:Bsod.phantom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bsod.phantom&amp;diff=178015"/>
		<updated>2012-10-04T04:11:04Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Userpage for Bsod.phantom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Bsod.phantom|Bsod.phantom]] ([[User talk:Bsod.phantom|Talk]] | [[Special:Contributions/Bsod.phantom|contribs]])&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bsod.phantom&amp;diff=178014</id>
		<title>User talk:Bsod.phantom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bsod.phantom&amp;diff=178014"/>
		<updated>2012-10-04T04:06:45Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Welcome!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [[DF2012:Container]] ==&lt;br /&gt;
:&amp;quot;Only chests, coffers, bags, and boxes are explicitly called &amp;quot;container&amp;quot; in game as they can be placed as furniture by building (any of these 4 container types can be used to satisfy the &amp;quot;Needs: X Chests&amp;quot; requirement for nobles).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hey there, welcome to the wiki! I just wanted to point out that the above list does not contain &amp;quot;cabinets&amp;quot;, which is why you couldn't use cabinets to meet your Mayor's requirement. I most often use rock coffers to keep my nobles happy when they need chests, since rock is so abundant (or glass boxes, if I have sand and magma, since then nothing is consumed). I hope this helps. Enjoy dwarf fortress, and let me know if you have any questions :) --[[User:Timrem|timrem]] 04:06, 4 October 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:ASCII_art_reward&amp;diff=178000</id>
		<title>Talk:ASCII art reward</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:ASCII_art_reward&amp;diff=178000"/>
		<updated>2012-10-02T21:58:25Z</updated>

		<summary type="html">&lt;p&gt;Timrem: /* Sub-pages */ done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.bay12forums.com/smf/index.php?topic=97292.msg2813096#msg2813096 Forum thread] [[User:Kogut|Kogut]] 14:36, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sub-pages ==&lt;br /&gt;
&lt;br /&gt;
This page is rather large... should it be split off into a few sub-pages? I'm thinking alphabetically by contributor would be best, so &amp;quot;ASCII Art Reward/A-F&amp;quot; &amp;quot;/G-L&amp;quot; &amp;quot;/M-S&amp;quot; &amp;quot;/T-Z&amp;quot; or some other split. We could do chronologically, but then if there's any continuity between two stories for one contributor it wouldn't be apparent. Objections? --[[User:Timrem|timrem]] 16:32, 30 September 2012 (UTC)&lt;br /&gt;
:I've gone ahead and done so, but they should probably be alphabetized on each page rather than kept in the arbitrary order they appeared here. --[[User:Timrem|timrem]] 21:58, 2 October 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward&amp;diff=177999</id>
		<title>ASCII art reward</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward&amp;diff=177999"/>
		<updated>2012-10-02T21:56:31Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Stories have been moved to subpages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you send a [[Project:Site support|donation]] to [[Bay 12 Games]], you can choose between two rewards: a Crayon Art Reward or an [[ASCII Art Reward]]. It is a small scene made of a few [[wikipedia:ASCII|ASCII]] characters, along with a unique story written by [[ThreeToe]] happening in the Dwarf Fortress world. Each scene has a chance to appear later in some form in one of [http://www.bay12games.com/dwarves/dev_story.html ThreeToe's Stories]. If the same donator gives more than one time, it is also possible that the bits of ASCII Art follow each other and form a story.&lt;br /&gt;
&lt;br /&gt;
Each piece of ASCII Art Reward belongs to the donator who received it, but to appetize new potential donators, sharing them might be a good thing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
! colspan=4 | [[ASCII Art Reward]]s (alphabetically by contributor)&lt;br /&gt;
|-&lt;br /&gt;
| [[ASCII Art Reward/A-F|A &amp;amp;ndash; F]]&lt;br /&gt;
| [[ASCII Art Reward/G-L|G &amp;amp;ndash; L]]&lt;br /&gt;
| [[ASCII Art Reward/M-S|M &amp;amp;ndash; S]]&lt;br /&gt;
| [[ASCII Art Reward/T-Z|T &amp;amp;ndash; Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/T-Z&amp;diff=177998</id>
		<title>ASCII art reward/T-Z</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/T-Z&amp;diff=177998"/>
		<updated>2012-10-02T21:55:53Z</updated>

		<summary type="html">&lt;p&gt;Timrem: split from main Stories page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
! colspan=4 | [[ASCII Art Reward]]s (alphabetically by contributor)&lt;br /&gt;
|-&lt;br /&gt;
| [[ASCII Art Reward/A-F|A &amp;amp;ndash; F]]&lt;br /&gt;
| [[ASCII Art Reward/G-L|G &amp;amp;ndash; L]]&lt;br /&gt;
| [[ASCII Art Reward/M-S|M &amp;amp;ndash; S]]&lt;br /&gt;
| [[ASCII Art Reward/T-Z|T &amp;amp;ndash; Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&lt;br /&gt;
==[[User:Termitehead|Termitehead]]==&lt;br /&gt;
===(4 November 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%,.@.&amp;quot;&amp;quot;k&amp;lt;/pre&amp;gt;&lt;br /&gt;
The mighty warrior felt the power run through his arms as he held up his fallen enemy's sword.  He laughed as the body beneath him oozed the last of its life into the dirt.  It hadn't even been much of a challenge.  It was as if the worthless cur just gave up his life for nothing.  Now all he had to do was return the villain's sword to the king and claim the reward. &lt;br /&gt;
&lt;br /&gt;
On his way back to the castle the warrior swung the sword around his head, singing cheerfully as he skipped along.  A small quick hand darted from the branches above and snatched the sword from his grasp.  The warrior yelled and searched the trees above for a glimpse of the thief.  A pair of yellow eyes stared back at him.  A kobold! &lt;br /&gt;
&lt;br /&gt;
==[[The Toad Preservation Society]]==&lt;br /&gt;
&lt;br /&gt;
Toady One and ThreeToe are continuously working on Dwarf Fortress since 4 years ago (well, when that was that written, in early 2007). On the same Idea, the Toad Preservation Society is trying to bring a very modest but continuous support. One result of this support is that ongoing series of art rewards. Slowly a story unfolds. Of course, the main target for the donation is not to get the reward, but to show the [http://www.bay12games.com/dwarves/ Bay12Games] team that we love their project and value their effort. So let's consider each bit of that series as a nice present.&lt;br /&gt;
&lt;br /&gt;
===(11 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;.M.@$.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deep in the fortress, a lava man springs an ambush on the treasurer, who is happily &lt;br /&gt;
counting coins.  Could this be the beginning of the end?!&lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 11 October 2006&lt;br /&gt;
&lt;br /&gt;
===(12 November 2006)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
######.....M#~~~&lt;br /&gt;
@..@@@......M~~~&lt;br /&gt;
######..M%$.#~~~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Hammered and burnt by molten fists, the treasurer collapsed.  That will teach him to&lt;br /&gt;
count coins near the magma flow.  More lava men erupt from the magma as a fortress patrol &lt;br /&gt;
enters the room, one of them the treasurer's wife.  Fighting back tears, she screams in&lt;br /&gt;
wild rage as the soldiers charge the beasts.  Will vengeance prevail this terrible day?! &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 12 November 2006&lt;br /&gt;
&lt;br /&gt;
===(5 December 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
..=#  #############~~~# %&lt;br /&gt;
[@.#########.%-.%.#~~~#  '&lt;br /&gt;
.=..........@.-....~~~#,&lt;br /&gt;
############..@%-.#~~~####&lt;br /&gt;
   ` '###########.=====........##&lt;br /&gt;
 %    #############~~~####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Indeed, vengeance did prevail, though it was bought with the lives of soldiers.  &lt;br /&gt;
The Axedwarf Aloran, wife of the treasurer, grieves now over the charred body of her&lt;br /&gt;
husband, her grief-stricken face shining red in the magma's light.  Yet the lava men&lt;br /&gt;
were only driven forth by rumors deep within the earth, ever rumbling now, ever&lt;br /&gt;
approaching the lip of the glowing pit discovered by the miners not long after the&lt;br /&gt;
bridging of the magma.  The sound reached even the heart of the fortress, where &lt;br /&gt;
Regukar the Mason has begun a mysterious construction.  What fey mood has possessed&lt;br /&gt;
Regukar?!  Will Aloran's mourning be troubled by even greater dangers?! &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 5 December 2006&lt;br /&gt;
&lt;br /&gt;
===(10 January 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ##.##&lt;br /&gt;
  #..=#  #############~~~# %&lt;br /&gt;
###[@.#########.%-.%.#~~~#  '&lt;br /&gt;
...@=.@..........-....~~~#,&lt;br /&gt;
###############...%-.#~~~########..&lt;br /&gt;
      ` '###########.=====....@.&amp;amp;.##&lt;br /&gt;
    %    #############~~~########..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A great crash echoed down the inward passageway.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;More beasts deeper in the mines?&amp;quot; said Narol fearfully, a recruit, the only member of the patrol save Aloran to survive.  His right arm was burned horribly and he now held his axe in his left hand, weakly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell the Baron that lava men have entered the mines.  I'll remain here.&amp;quot;  Aloran unmoving eyes stared over the bridge toward the mines.  There would be no discussion.  Narol stumbled up the opposite passage to the workshops.&lt;br /&gt;
&lt;br /&gt;
Regukar was in the lower mason's shop, gazing into his hands, his face aglow with the light shining upward from his palms.  The Baron was there as well.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is this?  Did I not commission an obsidian throne?  Why was this workshop built so near the magma flow if I'm to be seated on granite for the rest of my days?&amp;quot;  The Baron sounded annoyed, but he was also trying to stare over Regukar's shoulder to see the treasure.  The Baron reached for Regukar's wrist, and the mason turned violently and spat in the Baron's face just as Narol careened into the chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Stout Wheels have held the bridge, but lava men are in the mines!  Many are dead...  Aloran is guarding the mine entrance alone...&amp;quot;  Narol collapsed, breathing heavily.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Narol was gone, but Aloran did not notice.  &amp;quot;I will kill them all,&amp;quot; she said, and she walked down the bridge into the mines, leaving the bodies of her husband and the recruits behind.  As she descended into the mines, the magma's light faded and she was engulfed by the dimness in which she had spent most of her life.  Yet ahead she discerned an eerie glow.  The miners had located these pits not long ago as they hunted for hematite.  The lava men must be using them, accessing the mines away from the magma flow, Aloran thought, though she did not dwell on it long.  Soon her mind was focused again on death.&lt;br /&gt;
&lt;br /&gt;
Suddenly the light was blotted out, followed by a shaking that almost knocked Aloran from her feet.  &amp;quot;COAH!  So long I have waited for my master...  only to find this sweet hairy dumpling.  It must be time for the Great Feast.&amp;quot;  Aloran could discern its corpulence through the darkness.  A lardy bloated creature, like those that made raids from the river, yet more grotesque, covered with translucent boils -- and many times larger.  The thing croaked, &amp;quot;I sense...  COAH!  You have lost someone recently...  your husband.  Worry not, little dumpling!  You will be reunited in my innards when I am done feeding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aloran did not speak.  She would not entertain the creature -- she would have it dead.&lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 10 January 2007&lt;br /&gt;
&lt;br /&gt;
===(11 February 2007)===&lt;br /&gt;
&lt;br /&gt;
And it keeps going and growing !!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ##.##&lt;br /&gt;
  #..=#  #############~~~# %&lt;br /&gt;
###[..#########.%-.%.#~~~#  '&lt;br /&gt;
...@=.@.........@-....~~~#,&lt;br /&gt;
###############...%-.#~~~########&amp;amp;.&lt;br /&gt;
      ` '###########.=====@.@@.@%&amp;amp;##&lt;br /&gt;
    %    #############~~~########.&amp;amp; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aloran hacked at the thing's wide belly with her battle axe.  It lurched backward, avoiding the full force of the strike, and crashed into the cavern wall.  Immediately, as if its lardy mass had bounced off the barrier, it leapt forward and knocked Aloran to the ground, pressing down on her shoulders with its great slimy hands.  Its mouth opened, and a slick lolling tongue poured out like thick syrup and covered Aloran's face.  It was going to swallow her whole!  Unable to breathe, Aloran fumbled around in her boot and pulled out a small pointed hammer.  Struggling to maintain consciousness, Aloran swung the hammer from her elbow.  The point pierced one of the great creature's eyes, which popped and drained a viscous pus over the dwarf.  The thing backed off of the warrior's body, its fat tongue dragging on the ground, leaving a broad swath of spittle.  Aloran stood, breathing heavily, her axe secure in her right hand.  She advanced on the retreating beast, her weapon lifted over her head.  She wound further backward, then brought the axe blade around in a sweeping arc down on the bloated fiend's tongue, forking it.&lt;br /&gt;
&lt;br /&gt;
Two more silhouettes appeared in the eerie glow above the beast's quivering form.  As they approached, she could see they were gray and glistening, partially encased in shimmering pale shells, each walking on four stumpy legs.  They look like cave oysters, Aloran thought.  She raised her axe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aloran!&amp;quot;  Three recruits with swords rushed down the passageway.  &amp;quot;The Baron sent for us.  Are you all right?&amp;quot;  Aloran did not turn to face them as the demonic oysters crawled over their bleeding companion.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How dare you spit on me!  You'll receive two hammerstrikes for this!&amp;quot;  The Baron was livid.  He had called for a peasant to notify reinforcements for the mines, of course, but now he was free to chastize Regukar.  Narol was still only semi-conscious, resting on the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I created it!  It is mine!&amp;quot;  Regukar's eyes were glowing with a fierce light.  He shifted his weight from foot to foot and held his arms close to his body, the light of his creation showing through his interlocked fingers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nothing is yours!  You used stone from the miners, the miners carved that stone out of the mountain, and the mountain belongs to me.  Now hand the object over for inspection, and your past transgression might be forgiven.&amp;quot;  The Baron held out his hand.&lt;br /&gt;
&lt;br /&gt;
Before the Baron could react, Regukar grabbed his chisel and brought it down into the Baron's forehead.  The Baron crumpled, hitting the stone floor hard.  Regukar chuckled and ambled off down the passageway toward the mines. &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 11 February 2007&lt;br /&gt;
&lt;br /&gt;
===(13 March 2007)===&lt;br /&gt;
Even if Toady is now deep into its work and the malor works on maps/moving armies, he took time adding a new part to these now ongoing story... &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ##.##&lt;br /&gt;
  #..=#  #############~~~# %&lt;br /&gt;
###[..#########.%-.%.#~~~#  '&lt;br /&gt;
...@=.@..........-....~~~#,&lt;br /&gt;
###############...%-.#~~~########..&lt;br /&gt;
      ` '###########.=====@.%%%-&amp;amp;%##&lt;br /&gt;
    %    #############~~~########.. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aloran, still winded, faced the two oyster demons.  The recruits stood by her side in a line blocking off the passageway.  The beasts slid down the toad's massive body, landing before it with a splatter.  The fiends moved slowly, but they had almost reached the dwarves.&lt;br /&gt;
&lt;br /&gt;
Two of the recruits, Roal and Daron, cousins who had just began sparring two weeks ago, lifted their swords and assailed the creatures.  Roal brought his weapon down hard on the shell of one of the beasts, but it was deflected.  From the space between the shell plates, a massive slimy appendage burst forth, ringing Roal and dragging him inside.  His lower body dangled from the creature.  Daron grabbed his legs and pulled, but Roal would not budge.  The other oyster demon raised up on its back legs and came crashing down on Daron.  The dwarf's head slammed hard against the passage way and he went unconscious.  Roal's legs twitched as the second demon turned back to the remaining warriors.&lt;br /&gt;
&lt;br /&gt;
Aloran had regained her breath and charged with the other recruit, Nlan, a dwarf from the north burrow.  The recruit stabbed at the demon's body, sinking his sword deep into its flesh, while Aloran aimed low and hacked off one of its stubby legs with her axe.  As it toppled, the thing spit out a stream of goo onto Nlan's face, which began to steam.  The recruit chortled and fell to the ground, unrecognizable.  Aloran finished off the creature by hacking into its soft body repeatedly.&lt;br /&gt;
&lt;br /&gt;
The other demon had completed its meal.  Roal's lower body detached and fell to the ground, and the oyster beast let out a belching noise.  Another sound emanated from its shell soon after.  &amp;quot;I sense...  loss...  your husband...  reunite...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence, beast,&amp;quot; Aloran spat.  &amp;quot;The toad made the same promise and failed to keep it.  Your kind use hollow words.&amp;quot;  At that moment, the toad demon's bleeding body quivered, as if it were laughing.&lt;br /&gt;
&lt;br /&gt;
The oyster spoke again.  &amp;quot;Daron...  reunite...  Roal...&amp;quot;  The slimy appendage slid out and looped around Daron's right leg.  Aloran ran forward, swinging her axe down on the oozing tentacle.  It was cloven asunder and fell to the tunnel floor, pouring out a thick white paste.&lt;br /&gt;
&lt;br /&gt;
As the oyster backed into the toad demon's still quivering form, the entire tunnel filled with a blinding light.  Aloran turned and saw the vague form of a dwarf raising its hand, from which the radiance emanated.  The light faded just enough for Aloran to make out the details.  It was Regukar, the mason.  In his hand, he held a glowing schist mini-forge. &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 13 March 2007&lt;br /&gt;
&lt;br /&gt;
===(16 April 2007)===&lt;br /&gt;
All right, the Reward continues (this is the same story):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@@.####&lt;br /&gt;
.@@++d+&lt;br /&gt;
@.@####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Captain Kogan stood with his dwarves on the stone road before the great arch, beard dripping from the drizzling rain that had been falling since the early morning.  No word had been sent from the Baron concerning the deep mining operation for nearly two weeks.  The King had grown impatient and the Captain had been sent to investigate.&lt;br /&gt;
&lt;br /&gt;
The soft patter of rain on stone was slowly drowned out by a series of whirs and chirps coming from within the fortress.  It was like nothing the Captain had heard before.  He had his soldiers position themselves before the entrance with the marksdwarves kneeling in front of the others.  The sounds drew closer, until a small shape could be discerned emerging from the shadows beyond the archway.&lt;br /&gt;
&lt;br /&gt;
It looked like a lizard, twisted into that form from rusted iron strips, but it walked on its rear legs with a jerking and uncertain gait.  In the center of its head, visible through the metal frame, was a drooping lump of granite that appeared to be molded around the iron.  The stone glowed with a faint red light.&lt;br /&gt;
&lt;br /&gt;
The dwarves watched awe-struck as the metallic creature continued advancing until it finally stopped under the great arch.  Its head swiveled back and forth, eventually settling on the group.  The lizard's body grated against itself, and from somewhere within, it emitted a piercing whistle and charged.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire, Bomtek!  Now!&amp;quot;  Kogan ordered.&lt;br /&gt;
&lt;br /&gt;
The marksdwarf shot a bolt at the creature.  It hit the granite lump, shattering it.  The iron strips collapsed into a pile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;W.. what in the name of the Lordaxe was that?&amp;quot; Nunon stammered.  &amp;quot;Where are the guards?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your guess is as good as mine,&amp;quot; said Kogan.  He walked forward and pushed the remnants of the creature about with his hammer.  &amp;quot;Something sinister is afoot.  We'll scout as far as the upper meeting hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Captain Kogan and his dwarves passed under the arch and disappeared into the dimly lit fortress.&lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 16 April 2007&lt;br /&gt;
&lt;br /&gt;
===(10 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   ##################&lt;br /&gt;
   #++++++++++d+++++++..&lt;br /&gt;
####+@+O++O++O+dOd+&amp;amp;#&lt;br /&gt;
+++++@+++++++++d+++@#&lt;br /&gt;
####+@+O++O++O++Od++#&lt;br /&gt;
   #++++++++++d+d++@#&lt;br /&gt;
   ##################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Get out of there!&amp;quot; Kogan screamed.  It was too late.  Lokar was lost.  Only Bomtek, Nunon and Captain Kogan himself remained.  The rest had been mauled beyond recognition by the metallic beasts.  The passage to the upper hall had seemed clear, but it was a ruse.  The walls had come alive.  The lizards were everywhere.&lt;br /&gt;
&lt;br /&gt;
Now Kogan and the others were running for lives, pursued by the iron fiends.  They could outrun them if they didn't stop to fight.  The dwarves were approaching the meeting hall, though Kogan held little hope for that place now.  The only way out of the outpost lay behind them, through a maelstrom of metal fangs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The upper hall!&amp;quot; Kogan shouted when he spotted a light ahead.  The torches were still lit?  Perhaps the guards were able to stand after all!  Kogan and the others ran on, the din of whirs and chirps behind them driving them forward.  At last, the tired soldiers crossed under the arch and entered the upper meeting hall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm so pleased you could join us!&amp;quot; a voice boomed from the back of the chamber.  Kogan looked out between the pillars.  There on a granite throne sat a dwarf, his face twisted in madness.  In his hand he held a glowing object.  The stone floor before him was crawling with the metal lizards.  On his right, a fire burned in the shape of a tall man, lighting the entire hall.  On his left, a dwarf woman was tied, struggling against her bonds, hatred in her eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you like my little friends?  Arshosh and I will make more, many, many more.  The miniforge is all-powerful!&amp;quot;  The crazed dwarf cackled.  &amp;quot;With it, I enslaved the spirit of fire, bound stone and metal to my will, and soon, soon!  Oh, yes.  Soon I will use the power of the miniforge to create a new race of dwarves!  Aloran will be the first!  Then all of you will join her!  And you shall call Regukar your master!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 10 April 2007&lt;br /&gt;
&lt;br /&gt;
===(June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   ##################&lt;br /&gt;
   #+d+++++++%++++++++..&lt;br /&gt;
####d@dO++O++O%%O+%&amp;amp;#&lt;br /&gt;
++++d@d+++%%++++%%%%#&lt;br /&gt;
####d@dO+%O%+O+%O%%@#&lt;br /&gt;
   #+d+d+%++%%%+++%@#&lt;br /&gt;
   ##################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The soldiers had been quickly subdued, lashed to the floor by a writhing mass of metallic lizard bodies.  Regukar walked slowly to the place where Aloran was restrained.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now, Aloran, let us begin the ritual of transformation.&amp;quot;  Regukar held the shining miniforge near to the dwarf warrior's face as she continued to strain against the ropes.  The crazed mason lifted a tiny hammer and struck the minianvil once.  The fires of Arshosh rose to the ceiling of the great hall and twisted around its many granite pillars.  A tongue of flame engulfed the miniforge and the anvil began to glow even more brightly.&lt;br /&gt;
&lt;br /&gt;
Aloran felt her skin breaking.  The unbearable pain spread throughout her entire body.  Metal blades tore through the flesh of her arms and legs, and she felt a force trying to subdue her will.  &amp;quot;Regukar is your master.  Regukar is your master,&amp;quot; a voice in her mind whispered.  The ropes snapped as the blood-covered blades continued to rise.  The voice became louder and louder until it was all she could hear, drowning out her own screams.&lt;br /&gt;
&lt;br /&gt;
Through her tears she could see Regukar had buckled over, laughing uncontrollably, and the sight filled Aloran with an all-consuming hatred.  This contemptible dwarf could never be her master.  The pain and the voice faded away, and her animosity began to manifest itself in the power of her limbs.  The metal was part of her body now, and she felt its presence as surely as that of her own hands.&lt;br /&gt;
&lt;br /&gt;
Looking up, Regukar noticed Aloran's steady gaze, and worry crossed his face.  &amp;quot;My slave, the transformation is complete.  Call me master,&amp;quot; the mason stammered.  Aloran said nothing and punched Regukar in the face with her metal-bladed fist.  The knives stuck in his head, and the full weight of his dying body hung limply from Aloran's straight arm.  Regukar's mangled face slid slowly backward, and free from the blades the dwarf crumpled to the floor and lay unmoving on the stones.&lt;br /&gt;
&lt;br /&gt;
The tongue of flame slowly lifted the miniforge from the mason's clinging hand.  As the glowing object slipped from his grasp, his raised arm fell back to the ground, and he breathed his last.  The spirit of fire withdrew its flames, bringing the miniforge to the center of its translucent body.  The demon turned to Aloran and faded from sight.  There was a sudden crash as the metallic lizards fell to pieces. &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, June 2007&lt;br /&gt;
&lt;br /&gt;
==TomTheHand==&lt;br /&gt;
&lt;br /&gt;
===(20 February 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
..g#o@.%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shrolnak glared through the rusty iron bars.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eat yer meat, ya hairy maggot,&amp;quot; the goblin snarled as it pushed the bowl back towards the dwarven child.  &amp;quot;It'll make yer beard longer.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Aliz kicked the bowl away again.  &amp;quot;I'm not eating until I get my mini-forge!&amp;quot;  Aliz crossed his arms above his plump little belly and turned away.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Minnn..  what's yer mini-forge?&amp;quot;  The goblin was confused.  The only toy it had ever owned was a cracked elf skull. &lt;br /&gt;
&lt;br /&gt;
The dwarf child's eyes lit up.  &amp;quot;Uncle Kogan made it!  It glows in the dark!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Glows in the dark, eh...  I'll poke around.&amp;quot;  The goblin scrambled away from the prison and disappeared around a corner.  In a few minutes, it returned, its hand cupped around something that glowed purple through its bony fingers. &lt;br /&gt;
&lt;br /&gt;
Aliz moved toward the bars, his wide eyes reflecting the eerie light.  The goblin held its right hand through the bar and dropped the glowing object into the child's waiting palms.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now eat yer meat.&amp;quot;  The goblin wandered off. &lt;br /&gt;
&lt;br /&gt;
Aliz was still staring into his hands.  A sinister smile spread slowly over his face.&lt;br /&gt;
&lt;br /&gt;
===(12 March 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.T.g..@..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is the Soul of the Dark Power?!&amp;quot;  Arugor was screaming now.  He had fooled a dragon to obtain the wicked gem, and now it was nowhere to be found.  Shrolnak groveled before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master, I..  I don't know...&amp;quot;  Shrolnak had never truly adjusted to kneeling before the troll, but it couldn't be helped.  His master had been gifted with a cunning far beyond others of his kind, and Shrolnak was powerless before him. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lies!  Your hands still shine with its aura!  Where have you hidden my treasure?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;T.. that gem?  I thought that's all it was.  I... I let the dwarf child play with it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What?!  Fool!  I must reclaim it before it is too late.&amp;quot;  Arugor was bothered that Shrolnak had somehow managed to avoid the intricate traps in the Soul Chamber, but he would leave that matter alone until the gem was reclaimed. &lt;br /&gt;
&lt;br /&gt;
Just as Arugor turned to leave, a plump dwarven child floated into the throne room, trailed by a billowing mist.  In his hands, he clutched a deep purple gem.  The hovering child had a wicked grin twisted into his bearded face.  Arugor and Shrolnak shielded their faces, helpless before the radiance of the wielded Soul. &lt;br /&gt;
&lt;br /&gt;
The child levitated higher, close to the ceiling, and looked down upon the quivering monsters.  &amp;quot;With my power, I shall build the greatest mini-forge the world has ever known!&amp;quot;  The dwarf was enveloped by the purple light and passed through the ceiling.&lt;br /&gt;
&lt;br /&gt;
==[[User:Trukkle|Trukkle]]==&lt;br /&gt;
===(25 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%%@##B#&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;There it goes!&amp;quot; Doran hollered as the bit of plump helmet sailed out into the darkness.  The mason had been at the whiskey all morning, and now he was dangling his legs over the chasm with his lunch, throwing mushroom pieces to the gray fliers.  One of the bats sailed silently into view and snatched the food as it fell. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;A bat's a bat, and bats like mushrooms!&amp;quot; Doran slurred as he took another swig from the flagon.  &amp;quot;Let's try something a little larger.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf ripped the cap from one of his plump helmets and tossed it out into the abyss.  It dropped out of view, without any sign of the fliers.  Doran pouted. &lt;br /&gt;
&lt;br /&gt;
Suddenly, a great shape flew up from the chasm, right by Doran's face, blowing the braids of his beard back over his shoulders.  It looked like a gray flier, but many, many times larger, as large as one of the brown bears out in the forest.  He watched as it disappeared off above into the distance. &lt;br /&gt;
&lt;br /&gt;
Doran looked down at his lunch.  &amp;quot;I...  I guess I'll finish the rest myself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Urist McCheeseMaker|Urist McCheeseMaker]]==&lt;br /&gt;
&lt;br /&gt;
===(12 April 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;###@####@..@.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
The scream faded down into the darkened ravine.  Woge laughed and&lt;br /&gt;
lightning struck nearby.  How could he do it?, Shato thought.  How&lt;br /&gt;
could he just throw her down to her doom?  Drunk, Woge staggered away&lt;br /&gt;
from the precipice.  Seeming to see Shato for the first time, he said,&lt;br /&gt;
&amp;quot;Do you know what I just did?  I killed your woman.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A flash lit up the hill, much as the lightning had done all night.&lt;br /&gt;
But this was different.  The night found Shato standing over Woge's&lt;br /&gt;
dead body.  The murderer thought he would have two victims that night,&lt;br /&gt;
as he was cruel and quick with a blade.  He didn't know that Shato was&lt;br /&gt;
a wizard.  Shato felt the weariness that came with the use of his&lt;br /&gt;
power.  This was magnified by his loss.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is Omli?&amp;quot; asked the sheriff.  &amp;quot;Where is your pretty wife?  She&lt;br /&gt;
has been gone for some time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shato looked at the pale, dumpy man with disgust.  Most people in the&lt;br /&gt;
village assumed that Omli had run off with Woge.  Only lately had&lt;br /&gt;
people come to suspect foul play.  No one had heard from them.  It was&lt;br /&gt;
as if they had disappeared completely.  The sheriff stared up from&lt;br /&gt;
under his hat at Shato.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kobolds, perhaps?&amp;quot; suggested Shato.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, no,&amp;quot; said the sheriff.  &amp;quot;You see, kobolds rarely hide the bodies&lt;br /&gt;
of their victims.  You can always tell the kobold victims by the sores&lt;br /&gt;
left by the poisons they use.  No, I don't think kobolds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bandits then?&amp;quot; asked Shato.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But what was there to rob?&amp;quot; asked the sheriff.  &amp;quot;No belongings were&lt;br /&gt;
missing from their dwellings.  None of the local fences have reported&lt;br /&gt;
seeing any of their things.  No, Shato my friend, I believe they were&lt;br /&gt;
murdered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Murdered?&amp;quot; asked Shato.  &amp;quot;But, Why?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Because they were lovers,&amp;quot; said the sheriff, &amp;quot;and you know it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The wagon ride to the fortress was bumpy and freezing.  Shato was&lt;br /&gt;
shackled next to half a dozen thieves and murderers.  Half way up the&lt;br /&gt;
mountain, the guards were replaced by dwarven soldiers.  Capital&lt;br /&gt;
murder was a crime under the jurisdiction of the dwarven overlords of&lt;br /&gt;
Gulbarkia.  One of the prisoners kicked Shato in the leg.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You're that weirdo that killed his wife,&amp;quot; he said.  &amp;quot;You'll go to the&lt;br /&gt;
Hammerer for that!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What you say is half true,&amp;quot; said Shato.  &amp;quot;Things will be set right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(13 April 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;|,.g|-@+@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The punishment for thievery was death by hammering.  It was thought&lt;br /&gt;
that the soul would be forged anew, sped to the underworld on a river&lt;br /&gt;
of blood.  The goblin must have known this, yet here he was, on trial&lt;br /&gt;
for his life in the courtyard of the dwarf fortress.  What kind of&lt;br /&gt;
person would tempt fate so?  A hush came over the crowd.  The trial&lt;br /&gt;
begins.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;State your name, thief,&amp;quot; said the dwarf sheriff.&lt;br /&gt;
&lt;br /&gt;
The goblin said nothing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You stand accused of burglary of the royal treasure room,&amp;quot; said the&lt;br /&gt;
sheriff.  &amp;quot;How do you plead?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The goblin spit upon the stage.  The sheriff made ready to strike the&lt;br /&gt;
prisoner when a hurried dwarf burst onto the scene.  He whispered&lt;br /&gt;
something into the sheriff's ear.  The law dwarf turned purple with&lt;br /&gt;
anger.  He ordered the dwarves to clear the platform and the prisoner&lt;br /&gt;
taken back to the dungeon.  The hammerer was visibly upset.&lt;br /&gt;
&lt;br /&gt;
In the dungeon, the goblin sat quietly, alone in his cell.  The other&lt;br /&gt;
prisoners called out, cursing the goblin's luck, but became still when&lt;br /&gt;
they heard the sheriff coming.  The law dwarf was flanked by two&lt;br /&gt;
castle guards.  When he reached the barred door of the goblin's cell,&lt;br /&gt;
he ordered the prisoner to stand and come forth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;While we were putting on the show for your silly trial,&amp;quot; said the&lt;br /&gt;
dwarf, &amp;quot;someone made off with Oceg the artifact stool.  You must think&lt;br /&gt;
you are pretty smart.  We will see how smart you are at the bottom of&lt;br /&gt;
Stillwater lake.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was faster than the sheriff could react.  The goblin's arm shot&lt;br /&gt;
through the bars wielding an improvised knife.  The sheriff fell to&lt;br /&gt;
his knees, clutching his eye.  The steel bars slammed into the other&lt;br /&gt;
dwarf as the goblin kicked open the unlocked door.  Stunned and&lt;br /&gt;
confused, the dwarves were unable to catch the escaped prisoner.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Omli!&amp;quot; whispered the goblin, once he reached the rendezvous.  &amp;quot;You have it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course, Asmuk,&amp;quot; said the young man, lounging on the wooden stool.&lt;br /&gt;
&amp;quot;How could you doubt me?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Xarph|Xarph]]==&lt;br /&gt;
===(20 February 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;###=@=##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kogan hurtled through the darkness, the two long braids of his golden beard streaming behind him.  It was too much weight!  The wings tied to his arms, made from stretched frogman skin and giant cave spider legs, fluttered uselessly as the chasm walls rushed by.  He had been nervous the night before and, as usual, had gorged himself on plump helmet biscuits and dwarven rum.  Now he was falling like a granite block.  Kogan wondered if the philosophers were correct -- were these chasms actually bottomless?  He would be able to survive for several days without food or alcohol.  Seeing nothing but blackness below, Kogan resigned himself to the journey ahead and began to sing his favorite drinking song.&lt;br /&gt;
&lt;br /&gt;
===(19 May 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;*###*****##**&lt;br /&gt;
#*#*##*##**##&lt;br /&gt;
##*#*****#*##&lt;br /&gt;
#*#*##*##*#*#&lt;br /&gt;
#*#*##S##*#*#&lt;br /&gt;
#*#*#*#*#*#*#&lt;br /&gt;
#*##*###*@#*#&lt;br /&gt;
##**#***##*##&lt;br /&gt;
#*#*******#*#&lt;br /&gt;
*###########*&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It had been two days.  Kogan was dehydrated, and he had begun mumbling to himself.  &amp;quot;Whiskey...  my dear whiskey...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly his fall was arrested by a force which seemed to hold him by the arms and legs.  He still fell, but slower, and slower still, until he stopped entirely and hung in space.  The dwarf tried to spin, but he was unable to move.  Thick, translucent ropes held him.  The reality of the situation dawned on him, and he felt sick.  It was a giant web.  He had been ensnared by one of the dark huntresses of the deep.&lt;br /&gt;
&lt;br /&gt;
As he strained his eyes in the near-total darkness, Kogan could see her.  A bloated many-legged creature, her body clear, her organs visible within.  She was already moving toward Kogan, deliberately picking her way along the lines that were safe for her to grasp with her cruel claws.  The creature chittered in anticipation as the dwarf struggled against the webs. &lt;br /&gt;
&lt;br /&gt;
===(20 September 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;*###*****##**&lt;br /&gt;
#*#*##*##**##&lt;br /&gt;
##*#*****#*##&lt;br /&gt;
#*#*##*##*#*#&lt;br /&gt;
#*#*#####*#*#&lt;br /&gt;
#*#*#*#*S*#*#&lt;br /&gt;
#*##*###*@!!!&lt;br /&gt;
##**#***##*##&lt;br /&gt;
#*#*******#*#&lt;br /&gt;
*###########*&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The spider was upon him.  With what little motion Kogan had in his arms, he tried to bring the wings between himself and the voracious beast.  He flailed helplessly, marshalling a defence that would embarrass even a child of his people.&lt;br /&gt;
&lt;br /&gt;
Yet the spider stopped.  She looked upon him with her many emotionless eyes.  The dwarf could discern nothing.  The spider's head bobbed up and down slowly, and she lifted several of her legs and waved them in simple patterns above the web.&lt;br /&gt;
&lt;br /&gt;
A sudden realization struck Kogan -- the spider legs in the wing frames.  She thinks I'm trying to speak to her!  Kogan continued to wave his arms around as best he could, and she responded in kind.  Giant cave spiders are solitary creatures, Kogan thought, so it must be a mating ritual.  &amp;quot;But giant spiders eat their mates after breeding with them,&amp;quot; Kogan muttered in horror.  &amp;quot;I can't think of a worse way to die!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
===(13 November 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+g++%@%%+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The movement of the spider's legs had ceased.  Now she simply looked&lt;br /&gt;
upon Kogan with her cold, glassy eyes.  Her sinews tensed -- she was&lt;br /&gt;
ready to pounce!  To what end, none dare say, though many a gruesome&lt;br /&gt;
and unseemly scenario had played themselves out in the recesses of&lt;br /&gt;
Kogan's strained mind.&lt;br /&gt;
&lt;br /&gt;
A moment passed, and the bloated thing leapt forward!  As she landed&lt;br /&gt;
on Kogan with the full weight of her body, the dwarf felt himself tear&lt;br /&gt;
free, and the web and spider passed up and beyond his sight as he&lt;br /&gt;
plummeted downward.  Oh, what happy chance is this!  Kogan thought.&lt;br /&gt;
He was free from fear now.  If his body was broken into a thousand&lt;br /&gt;
pieces on some protruding rock, what would matter?  At least he would&lt;br /&gt;
no longer sire an army of evil.&lt;br /&gt;
&lt;br /&gt;
Soon enough, Kogan sensed that the walls were closing in.  He could&lt;br /&gt;
not see well enough in the oppressive darkness of this deepest part of&lt;br /&gt;
the earth, but he felt their nearness.  The dwarf said a prayer to the&lt;br /&gt;
Lordaxe to grant him a swift death.&lt;br /&gt;
&lt;br /&gt;
Kogan felt his bottom smack hard into a smooth slope and he slid&lt;br /&gt;
disoriented into a twisting tunnel.  The friction burned, but his&lt;br /&gt;
descent was slowed, and Kogan found himself gliding down an obsidian&lt;br /&gt;
tube.  Out of a hatch he fell, landing face first in a pile of stone&lt;br /&gt;
trinkets.  Uninjured, but sore, the dwarf stood.  It still felt as if&lt;br /&gt;
the air was rushing by him, but he was teetering on solid ground.&lt;br /&gt;
&lt;br /&gt;
The chamber was lit by torches.  It was almost cheerful.  The trinkets&lt;br /&gt;
were all finely crafted.  It wasn't dwarven work, but each object had&lt;br /&gt;
its own peculiar charm.  Kogan picked up a slate carving.  It was a&lt;br /&gt;
rabbit wearing a jester's hat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey oh, what are you doing in the figure room?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kogan looked up.  A mountain gnome was peering around a doorway.  Only&lt;br /&gt;
its tilted head was visible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I fell,&amp;quot; Kogan said, indicating the hatch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh my!&amp;quot; the gnome said with an equal measure of elation and surprise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You're our first visitor in years!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Visitor?&amp;quot; Kogan asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, my friend!  I'm Largee Pottums!  Welcome to Toy Land!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(27 February 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+g+@+%%%%+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toy Land,&amp;quot; Kogan said flatly, utterly dumbfounded.  The sheer&lt;br /&gt;
implausibility of the situation managed to drive all feelings of&lt;br /&gt;
hunger and thirst from his body.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Kogan, it's Toy Land!&amp;quot; Largee Pottums exclaimed, jumping out&lt;br /&gt;
into full view.  &amp;quot;Where do you think all of your toys come from?  Your&lt;br /&gt;
crafts shops?  Hoy hey!  That would be the day!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, our cr...  wait, how did you know my name?&amp;quot; Kogan scratched his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you remember the miniforge you got when you were six?&amp;quot; Largee Pottums asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Th..  yes,&amp;quot; Kogan finally resolved to think a little less about his situation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gnomes!&amp;quot; Largee Pottums said proudly.  &amp;quot;And the toy axe you got when&lt;br /&gt;
you were eight?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That too?!&amp;quot; Kogan exclaimed.  He had such fond memories of the axe.&lt;br /&gt;
He used to beat his friends with it mercilessly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gnomes,&amp;quot; Largee Pottums replied, nodding in satisfaction.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What about the puzzle box I got when I was nine?&amp;quot; Kogan asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That was your uncle Dorol.  And you just hated it didn't you?  Oh&lt;br /&gt;
ho!&amp;quot; Largee said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Y... yes,&amp;quot; Kogan said, disappointed.  He had hoped to have somebody&lt;br /&gt;
to blame after all these years.  At least he could confront Dorol&lt;br /&gt;
should he ever return home.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gnomes make the best toys!&amp;quot; Largee concluded.  &amp;quot;Mountain gnomes for&lt;br /&gt;
the dwarves, garden gnomes for the humans, and dark gnomes for the&lt;br /&gt;
goblins.  Toys, toys and more toys!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gob... what about the elves?&amp;quot; Kogan asked, not knowing why he cared.&lt;br /&gt;
Like any able-bearded dwarf, he held elves in contempt.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The elves?  Hey oh!  The garden gnomes used to make their toys.  But&lt;br /&gt;
they're so finicky!  One deer bone figurine and they found us out.&lt;br /&gt;
Humans can appreciate a deer bone figurine.  The garden gnomes are&lt;br /&gt;
much happier now, if I do say so myself.  And I do!  Oo hoo!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kogan grunted in affirmation.  He could emphathize with the garden&lt;br /&gt;
gnomes.  Elves were nonsensical creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now, my friend, it's time to talk to the Boss,&amp;quot; Largee Pottums&lt;br /&gt;
announced, clapping his hands.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Boss?&amp;quot; Kogan asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can't make toys without a Boss.  Let's go!  We haven't had a&lt;br /&gt;
visitor in so long, he'll be excited to see you.  Oh yes he will, sure&lt;br /&gt;
as sweet pods!&amp;quot;  With that, Largee Pottums skipped through the&lt;br /&gt;
doorway, with Kogan following after him.&lt;br /&gt;
&lt;br /&gt;
===(1 July 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##################&lt;br /&gt;
###.........%....#&lt;br /&gt;
###....%.......%.#&lt;br /&gt;
###..............#&lt;br /&gt;
gg@+++g+=g%g=%/=|#&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now tell me, Kogan,&amp;quot; said the white-bearded gnome from his plush&lt;br /&gt;
gaudy chair, &amp;quot;why you leapt into the chasm in the first place.&amp;quot;  The&lt;br /&gt;
Boss's coat was nearly bursting at the buttons; the red fabric made&lt;br /&gt;
his belly looked like one of his puffy cheeks.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was my dream.  I wanted to fly,&amp;quot; Kogan said sheepishly, &amp;quot;like a&lt;br /&gt;
bat, soaring through the still air free as a spark, but my&lt;br /&gt;
calculations failed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ho ho ho,&amp;quot; the plump gnome merrily laughed.  &amp;quot;What a brave dwarf you&lt;br /&gt;
are!  Now that you're here in our secret workshop, I was concerned&lt;br /&gt;
about letting you return home, but perhaps you wouldn't stay up above&lt;br /&gt;
very long before daring the chasm again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The chasm...  the spider...&amp;quot;  The dwarf shuddered at the memory.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Largee!  Largee Pottums!&amp;quot; the Boss of Toy Land shouted.  &amp;quot;Our friend&lt;br /&gt;
Kogan needs some ease for his troubled mind.  Why don't you show him&lt;br /&gt;
around Wimble Wizzer's workshop?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hoo hey!  Right away!&amp;quot; came the familiar voice from the doorway.&lt;br /&gt;
Kogan bowed awkwardly to the Boss and followed Largee out of the cozy&lt;br /&gt;
room.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Kogan was awestruck.  It was like a scene out of his wildest&lt;br /&gt;
imaginings during one of those late nights at the drawing table.&lt;br /&gt;
Airborne contraptions looped and soared beneath the high stone ceiling&lt;br /&gt;
as gears turned and wings flapped or rotated according to the whims of&lt;br /&gt;
a particular design.  Down below, three gnomes repaired and tinkered&lt;br /&gt;
with the devices on creaky wooden tables.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wimble-wee, Wimble-woo!&amp;quot;  Largee shouted into the workshop.  &amp;quot;I have&lt;br /&gt;
a guest for you!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the gnomes inside turned toward the door and smiled weakly&lt;br /&gt;
while shaking his head, &amp;quot;Largee, my boy, who ever taught you to speak&lt;br /&gt;
in such a manner?  Surely it was a gnome no less exuberant than&lt;br /&gt;
yourself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Largee presented the still-stunned Kogan to the master of the&lt;br /&gt;
workshop.  &amp;quot;This is Kogan, a dwarf, as you can see (hoo-ee!), and a&lt;br /&gt;
fellow maker of flying machines.  The Boss has sent him down here to&lt;br /&gt;
have a look.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah?  So it's to be an inspection, is it?&amp;quot; Wimble replied gruffly.&lt;br /&gt;
&amp;quot;Well, you won't find these topside, but we're planning to sneak a few&lt;br /&gt;
of the truest models in during the next festival.  The timetable is a&lt;br /&gt;
strict one, and we're still struggling with accidents.&amp;quot;  At this,&lt;br /&gt;
there was the sound of metal grinding on metal above as one of the&lt;br /&gt;
machines lurched and crashed into a table below.  &amp;quot;The Boss is jolly&lt;br /&gt;
as they come, but he is also a grueling taskmaster.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ho ho ho,&amp;quot; came the laughter from the doorway.  &amp;quot;Wimble Wizzer, you&lt;br /&gt;
grumpus, is that the way to greet a new worker?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kogan turned toward the Boss, who was now standing beside him.  A new&lt;br /&gt;
worker?  The dwarf's eyes were wider than ever, and he turned slowly&lt;br /&gt;
back to the workshop, wearing a smile more full of unabashed joy than&lt;br /&gt;
any he had worn in his entire life.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, you know, Largee,&amp;quot; the Boss said, turning to the other gnome&lt;br /&gt;
standing at the door.  &amp;quot;If he wants, we could just let him go back&lt;br /&gt;
home, if we found a way to make him forget all about Toy Land.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We could bonk him on the head!  Hee-whoa...  bonk!&amp;quot; Largee yelled,&lt;br /&gt;
snapping his hand at the wrist.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ho ho ho,&amp;quot; the Boss chuckled.  &amp;quot;Don't you remember?  Sometimes you&lt;br /&gt;
have to bonk them again and again, and they still won't forget!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kogan missed all of this banter, bent over the tables as he was,&lt;br /&gt;
looking over the damaged machine with Wimble and the others.  After a&lt;br /&gt;
moment, Largee and the Boss slipped out of the room, leaving the new&lt;br /&gt;
worker to his workshop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The End&lt;br /&gt;
&lt;br /&gt;
==[[User:ToonyMan|ToonyMan]]==&lt;br /&gt;
===(16 January 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;DDDDDDM,..@EU@@EU@UE,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sword and axe clashed again and again as the fighters struggled to&lt;br /&gt;
best each other in mortal combat.  Arrows rained down on the field of&lt;br /&gt;
battle as man, elf and dwarf fought at once to win the day.  Randar&lt;br /&gt;
took up the sword for the dwarves.  With his mightiness he tried to&lt;br /&gt;
kill Giltra of the elves, but the champion was too fast.  The battle&lt;br /&gt;
seemed endless.  Roars of terror and pain were everywhere.  Just then&lt;br /&gt;
a squadron of dragons appeared, lead by Madnar the Evil.  Could there&lt;br /&gt;
be any hope?&lt;br /&gt;
&lt;br /&gt;
===(14 January 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;DDDDM,.,.s/\@.,.E@E@E@E&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The combatants turned to face the dragons as they landed.  Madnar dismounted his towering red monster, followed by a short stranger, his eyes dark and shining.  Randar stroked his beard as he observed the young warrior.  He carried a sword of strange design.  Giltra would not wait.  She notched an arrow and fired before anyone could blink.  The young swordsman knocked it out of the sky before it could reach Madnar's chest.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fools,&amp;quot; chuckled the villain, &amp;quot;allow me to introduce Lord Strider.  His powers are unmatched in this world.  Now you see there can be no hope.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Randar set his heels and charged, sword raised.  Lord Strider struck a martial pose and set out to meet his dwarven adversary.  As they met, the sound of steel ripping steel echoed across the battlefield.  As the dust cleared, the dwarf found himself gloating in victory.  Strider lay broken and sullied, his weapon shorn in two.  Madnar was horrified.  Had his reign of evil come to an end?&lt;br /&gt;
&lt;br /&gt;
===(18 February 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.M\@,.sssssEssss&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The boy's body churned and twisted, though cut in two.  The dwarves watched, horrified as the two halves stood, bloody gore bubbling over their severed ends.  Madnar cackled with glee.  Sensing the danger, Giltra shouted, &amp;quot;Randar, quickly, or there will be two of them.&amp;quot;  The evil king watched, amused, as the heroes rushed to do battle with the demon.&lt;br /&gt;
&lt;br /&gt;
With passion, the dwarf and elf did damage to the multiplying demon.  No matter how hard they fought, the army of demons kept growing, chop after bloody chop.  That was when Randar saw Madnar giggling in his dragon-saddle.  Without warning, the dwarf moved.&lt;br /&gt;
&lt;br /&gt;
With one swing of his axe, the dwarf hero struck off the head of the dragon.  He pushed off of the dragon's neck with his boot, and in a second was in the saddle with the cowering Madnar.  The dwarf pulled a knife from his boot and put it to the evil king's throat.  The army of bloody demons turned away from the elf and looked to their new master.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Release the elf,&amp;quot; commanded Randar.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I,&amp;quot; stuttered the king, &amp;quot;I lack the power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf saw the villain fiddling with a talisman around his neck.  Randar took it from him, a blue jewel, the color as deep as the sea.  With one mighty kick, Randar sent the king tumbling onto the battle field.  Seeing what was to come, the elf backed away.  Randar held the jewel high.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Demon from the Underworld,&amp;quot; cried the dwarf, &amp;quot;devour that trembling sack of filth!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==[[User:Vattic|Vattic]]==&lt;br /&gt;
===(27th December, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kBkBkBkBkB&amp;quot;&amp;quot;,.&amp;quot;&amp;quot;.,\U\U\U\U&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thunder across the midnight plain.  Captain Gilroy and his men had&lt;br /&gt;
been marching all day in the driving rain, all to bring news of the&lt;br /&gt;
defeat at Tradalfadad.  If they did not reach the castle soon, the&lt;br /&gt;
king's legions would be unready to face the enemy already at their&lt;br /&gt;
doorstep.   Gilroy looked at the thick grass to the sides of the&lt;br /&gt;
trail.  Something charged out of the grass behind him, knocking one of&lt;br /&gt;
the soldiers senseless.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bacabadabis!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kobolds,&amp;quot; shouted Gilroy.  &amp;quot;Make ready!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The knights drew their swords as out of the grass charged a dozen&lt;br /&gt;
menacing beasts, kobolds on their backs.  Keebis Clan, thought Gilroy,&lt;br /&gt;
the boar riders.  The head kobold was a mean-looking creature, not&lt;br /&gt;
cowardly like the rest.  Gilroy took aim at him and lowered his visor.&lt;br /&gt;
He set his leg and charged, sword raised over his head.  Unflinching,&lt;br /&gt;
the kobold kicked the sides of his wild boar and held his spear for&lt;br /&gt;
the kill.&lt;br /&gt;
&lt;br /&gt;
==[[User:Zai|Zai]]==&lt;br /&gt;
===(19 December 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,CT,.,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mining of the dwarves was as an irritating vibration in the bronze giant's head.  For five hundred years he had struck a heroic pose.  Now his anger was so great, he must act.  Stiffly at first, the colossus dismounted his pedestal.  A jungle had grown up around his temple since he had been placed there.  Where were those who worshiped at the shrine?  Dead, while the dwarves lived?  There would be nothing left of their mountain but rubble.&lt;br /&gt;
&lt;br /&gt;
As he passed through many lands, his anger would not fade, for it was as large as he was.  He did not usually care for what he stepped on, but this time was different.  He stopped for a moment and looked below.  Underneath his foot was a tiny speck.  He pinched it up and held it before his eyes.  It was a giant tortoise.&lt;br /&gt;
&lt;br /&gt;
==[[User:Usurper|Usurper]]==&lt;br /&gt;
===(7 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~~~@,...,.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The calls of the loons echoed across the misty lake.  Aliz had come&lt;br /&gt;
here from the mountain to seek answers, and as he looked up to the&lt;br /&gt;
hills leading down to the water, his heart still felt sorrow.  He was&lt;br /&gt;
cursed, you see.  Every weapon he made would break, and every&lt;br /&gt;
foundation he laid would falter.  This was an ill fate for a dwarf.&lt;br /&gt;
Aliz fell to his knees at the water's edge and prayed to the faeries&lt;br /&gt;
that dwelt there.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why do you cry, Aliz?&amp;quot; said a resounding voice.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;All the work I do is of dust,&amp;quot; cried the dwarf.  &amp;quot;Why do the gods let me live?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But your weapons are destined to bring down giants,&amp;quot; said the voice,&lt;br /&gt;
&amp;quot;and your works to last till the end of time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(7 April 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~F@,.,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As Aliz lifted his head, he met the eyes of a girl.  She was&lt;br /&gt;
beautiful, as magic spirits go, but also terrible.  Any dwarf could&lt;br /&gt;
tell you how the ghosts of the woodland tricked them into doing this&lt;br /&gt;
and that.  Aliz was no fool.  As he rose the spirit came to him.  It&lt;br /&gt;
had a hammer in its hand.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take this tool,&amp;quot; said the faery.  &amp;quot;I give it to you freely.  It has&lt;br /&gt;
the power to create anything you can imagine.  But know this, in order&lt;br /&gt;
for it to work, you must use it to destroy something of greater or&lt;br /&gt;
equal value.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Satisfied his curse was broken, Aliz skipped back to town, whistling a&lt;br /&gt;
merry tune.  He thought of the wonders he would create once he reached&lt;br /&gt;
the dwarf fortress.  Sitting on the back of an oxen cart, Aliz&lt;br /&gt;
withdrew the hammer and looked over the many designs etched in its&lt;br /&gt;
surface.  They seemed to change before his eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Destroy something of greater or equal value,&amp;quot; Aliz said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What did you say, little man?&amp;quot; said the ox driver.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nothing,&amp;quot; said Aliz, drawing his cloak over the hammer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Firesign Fortress,&amp;quot; said the driver.  &amp;quot;You made it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And I will re-make it,&amp;quot; muttered Aliz as he jumped from the cart.&lt;br /&gt;
===(9 September 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;[[++\@|,..,.,|+++@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Firesign Fortress was the pride of the dwarven empire.  Beings of all&lt;br /&gt;
races came from far and wide to marvel at the wonders there.  Aliz was&lt;br /&gt;
no exception.  He looked on the domes and spires of the mountain home&lt;br /&gt;
with both pride and jealousy.  One day, he thought, one day it will&lt;br /&gt;
all be mine.&lt;br /&gt;
&lt;br /&gt;
That night he set up shop in a low-rent part of the fortress.  There&lt;br /&gt;
he began the secret work of using the magic hammer.  At first it&lt;br /&gt;
seemed ridiculously hard.  He would smash a table and recreate it in a&lt;br /&gt;
second.  But he could not make his fortune doing this.&lt;br /&gt;
&lt;br /&gt;
Frustrated beyond reason, Aliz roamed the hallways.  He stopped at the&lt;br /&gt;
glass window of Kogan's dress shop.  Looking at his hated reflection,&lt;br /&gt;
he hurled the useless hammer through the glass.  Instantly coming to&lt;br /&gt;
his senses, he climbed through the broken window, took the hammer and&lt;br /&gt;
fled.&lt;br /&gt;
&lt;br /&gt;
Back at the shop, he felt the hammer tingle.  The designs on the metal&lt;br /&gt;
seemed to glow with their own light.  He took the hammer to the anvil&lt;br /&gt;
and began to hammer out the very air.  At last, sitting on the anvil,&lt;br /&gt;
was a perfect beer stein.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You,&amp;quot; said a voice from behind.  It was Kogan.  &amp;quot;Why did you break my window?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It wasn't me,&amp;quot; said Aliz.&lt;br /&gt;
&lt;br /&gt;
So began Aliz's life of crime.  All over the fortress things went&lt;br /&gt;
missing or were right-out smashed.  All fingers pointed to Aliz, but&lt;br /&gt;
he flatly denied responsibility.  All the time his smithy business was&lt;br /&gt;
booming.  The sheriff knew something was up.  It was only a matter&lt;br /&gt;
time before the villain made a mistake.&lt;br /&gt;
&lt;br /&gt;
==[[User:Ves|Ves]]==&lt;br /&gt;
===(08 February 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@@@Ugg,..,.,?J?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some say the world rests on the back of a giant tortoise.  Only few would know for sure.  The dark wizard Afbacam was fleeing from justice when he escaped through the cracks of the earth.  Ramet followed him.  He was hero to his tribe, and with all the villages' money, he had hired a band of dwarves to take him through the darkest recesses of the world. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The gorlak said he went that way,&amp;quot; screamed the dwarf, &amp;quot;so he went that way!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It went on for hours like this.  Ramet and the gorlaks watched inside the dark grotto as the dwarves fought and cussed.  They had been traveling the dark roads underground for days.  There was no sunshine, and the whiskey had long since run dry.  Ramet took to his feet and sighed.  Slowly he meandered toward the direction the gorlak indicated.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't venture there alone,&amp;quot; suggested the little yellow creature.  &amp;quot;The Jabberer might get you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:USP45|USP45]]==&lt;br /&gt;
===(23 May 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;gBgB,.,,,.,,..,@,.e.e&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The beak-dogs could not hunt by smell.  It was with their bulging&lt;br /&gt;
black eyes that they could see through any disguise.  On their backs&lt;br /&gt;
the goblins rode.  They were chasing escaped prisoners, two elves and&lt;br /&gt;
a dwarf.  The dwarf couldn't get far.  Not as far as the elves.  Not&lt;br /&gt;
in this country.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hurry up short-stuff,&amp;quot; said the elf.  &amp;quot;I can hear the beak-dogs chirping.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aliz the dwarf thought it might be better if they did catch him.&lt;br /&gt;
&lt;br /&gt;
===(12 April 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,@~~~.,Bg.,Bg,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Run for your lives,&amp;quot; shouted Aliz.  &amp;quot;I will take out this trash.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With the chain that bound him as a slave, Aliz rose up against his enemies.  One beak dog skidded to a halt before him.  The goblin rider sneered and lifted his spear.  The other beak dog tried to charge past but Aliz threw out the end of his chain and caught the thing around the neck, causing it to spill its rider in a cloud of dust.&lt;br /&gt;
&lt;br /&gt;
The surviving beak dog let out an ear-piercing chirp.  The rider hurled his spear but missed Aliz with his failed attempt.  The beak dog moved slowly backward as Aliz began to swing his chain.  The goblin rider howled and brandished his saber.  Aliz took him out with an expert stroke of the chain.&lt;br /&gt;
&lt;br /&gt;
Now free of all control, the beak dog reverted to its predatory instincts.  Face with the crazed fury of the wild animal, Aliz turned and fled.  As the beak dog gained up him, Aliz did something unthinkable.  He leapt onto the lower branches of a tree and pulled himself up.  The monster's beak snapped shut right below his feet.&lt;br /&gt;
&lt;br /&gt;
==[[User:Tharwen|Tharwen]]==&lt;br /&gt;
===(17 October 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;g,.-,.\@@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He's not worth it, Gatal,&amp;quot; said the dwarf woman.&lt;br /&gt;
&lt;br /&gt;
Gatal lowered his crossbow.  The goblin looked pathetic and beat-up.&lt;br /&gt;
All his fellow thugs were dead.  Still, there was no reforming their&lt;br /&gt;
kind.  The best thanks he could hope for was a dagger between the&lt;br /&gt;
ribs.  He raised the sights of the crossbow to his eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No!&amp;quot; cried the goblin.&lt;br /&gt;
&lt;br /&gt;
The bolt barely missed the goblin's ear.  He scrambled up and ran into&lt;br /&gt;
the woods.  The dwarf woman took her hand off Gatal's crossbow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I told you he wasn't worth it,&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And how do you know such things?&amp;quot; grumbled Gatal.&lt;br /&gt;
&lt;br /&gt;
The dwarf woman snapped her fingers and it began to rain.&lt;br /&gt;
&lt;br /&gt;
==[[User:Timtek|Timtek]]==&lt;br /&gt;
===(17 March 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;~\U/~e~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those were the good times, only yesterday. Any child born this day&lt;br /&gt;
would begin their life in an age of darkness. The dwarf fortresses&lt;br /&gt;
were all shut, blocking out the evil that now flooded every city and&lt;br /&gt;
hamlet. Sunlight itself was a thing of the past, for now black clouds&lt;br /&gt;
crowded out the sky, raining blood on the helpless beings below.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If only my child were like a seed, blessed Lenge,&amp;quot; cried the&lt;br /&gt;
desperate mother, &amp;quot;to plant in the ground, in order to spring up in a&lt;br /&gt;
better day.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The baby grew silent. Tears pouring from her face, the girl carried&lt;br /&gt;
her baby outside and set it beside a large stone. There she dug a pit&lt;br /&gt;
and placed the child inside. With a quick prayer to Lenge, she began&lt;br /&gt;
to fill in the earth.&lt;br /&gt;
&lt;br /&gt;
Many years later, an elf girl found the old house deserted. Nothing&lt;br /&gt;
stood but rubble and an odd stone in the ruined garden. The elf tried&lt;br /&gt;
to read the odd script on the smooth rock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here lies my son, Arkur,&amp;quot; said the elf girl. &amp;quot;May Lenge protect him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The earth began to shake and a giant leaf sprouted from the ground.&lt;br /&gt;
It unfolded and revealed a young man, naked inside. The girl&lt;br /&gt;
approached. As if bound by a spell, she touched his cheek. His eyes&lt;br /&gt;
opened and he rose.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There might still be time,&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
==Ulurius==&lt;br /&gt;
===(16 April 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T%,.%@~,.\U,.,U&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the black bear ran, Betan could feel the cold air burning in its&lt;br /&gt;
lungs.  An invisible line connected the heart of the beast to Betan's&lt;br /&gt;
crossbow.  The marks-dwarf let out one final breath and let fly.  The&lt;br /&gt;
animal fell tail over snout and skidded to a halt before an old pine&lt;br /&gt;
tree.  Betan emerged from behind the log where he had been hiding and&lt;br /&gt;
brushed the snow from his nose.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Capital shot, Betan,&amp;quot; shouted Duka.&lt;br /&gt;
&lt;br /&gt;
The man child Duka, like Betan, was just another hireling, bound to&lt;br /&gt;
the caravan.  Ever west they rolled, over snowfield and desert, bound&lt;br /&gt;
for the fabled adamantine mines of Shoutrock.  The pay almost made it&lt;br /&gt;
worthwhile for an average dwarf, but Betan was anything but ordinary.&lt;br /&gt;
&lt;br /&gt;
It was the call of the wild that Betan answered.  That, and an end to&lt;br /&gt;
the troubles at home.  As he watched Duka run toward the kill, he took&lt;br /&gt;
a swig from his flask.  They were deep in the savage wilds now.  It&lt;br /&gt;
was Betan's duty to deal with the local wildlife.  He had tracked the&lt;br /&gt;
bear far from the caravan.  Maybe too far.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while since I've had a dwarf to eat,&amp;quot; said a voice that&lt;br /&gt;
seemed to sound inside Betan's head.&lt;br /&gt;
&lt;br /&gt;
He turned to see an enormous black panther with a single green eye in&lt;br /&gt;
the center of its forehead.  Betan lifted his weapon, but the monster&lt;br /&gt;
batted it out of his hands with a swipe of his claw.  Without even&lt;br /&gt;
thinking, Betan launched himself backward into the air, pulling his&lt;br /&gt;
knife at the same time.  He landed on his feet, three spans away.&lt;br /&gt;
&lt;br /&gt;
The monster approached.  Everything in its nature was predatory, an&lt;br /&gt;
evil spirit of the forest.  Not content to lay down and die, Betan&lt;br /&gt;
jumped at the panther, brandishing his weapon.  The creature leapt up&lt;br /&gt;
too and the pair collided, tearing and slashing until they slammed&lt;br /&gt;
into the ground in a bloody mess.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Betan,&amp;quot; pleaded Duka.  &amp;quot;Can you hear me Betan?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He has shot his bolt, kid,&amp;quot; said a deep voice.&lt;br /&gt;
&lt;br /&gt;
It was Cuthom, the leader of the caravan.  Betan had always thought of&lt;br /&gt;
him as a father, or maybe an uncle.  Though human he wasn't that much&lt;br /&gt;
older than Betan, but he had a pragmatic way about him dwarves&lt;br /&gt;
admired.  The old man rubbed his hands together and breathed into&lt;br /&gt;
them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We'll have to bury him before another one of those man-eaters finds&lt;br /&gt;
him,&amp;quot; said Cuthom.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But he isn't dead yet,&amp;quot; cried Duka.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then you will wait with him,&amp;quot; said Cuthom as he turned back toward the wagons.&lt;br /&gt;
&lt;br /&gt;
Panic clawed its way through the pain as Betan blinked his eyes,&lt;br /&gt;
looking first at the body of panther beside him, then to Duka.  It&lt;br /&gt;
wasn't only Betan who was afraid.  It wasn't long at all until Duka&lt;br /&gt;
began to pace back and forth.  Betan thought the boy might actually&lt;br /&gt;
try to kill him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You'll be dead in another minute,&amp;quot; said Duka, &amp;quot;but there is no sense&lt;br /&gt;
in me waiting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The boy walked over to where the crossbow landed in the snow.  He&lt;br /&gt;
lifted up the weapon and walked back over to the fallen dwarf.&lt;br /&gt;
Absentmindedly, he brushed the snow from the bowstring.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You won't be needing this where you are going,&amp;quot; said the boy.&lt;br /&gt;
&lt;br /&gt;
With that, Betan was alone.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seems I misjudged you, kid,&amp;quot; said Cuthom.  It was not a compliment.&lt;br /&gt;
&lt;br /&gt;
The only man looked at the crossbow in Duka's hands.  The telling&lt;br /&gt;
crafts-dwarfship said it all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You may need that pea-shooter where we are bound,&amp;quot; said the caravan master.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The wilds of Allsphere were boundless, extending endlessly in every&lt;br /&gt;
direction.  Only a fool would think to set their dimensions on a map,&lt;br /&gt;
or worst still, to set across them unprepared.  But who could prepare&lt;br /&gt;
for the treachery of those closest to him?&lt;br /&gt;
&lt;br /&gt;
A trail of red lead away from the scene of the slaughter to a still&lt;br /&gt;
pond from which Betan drank.  He washed his wounds and found that,&lt;br /&gt;
though serious, none were mortal.  The worst was his leg, the bone&lt;br /&gt;
snapped in two just below the knee.  Tears streamed down his face as&lt;br /&gt;
he thought of justice not done.&lt;br /&gt;
&lt;br /&gt;
It was not justice in the end that moved him.  As he lifted himself up&lt;br /&gt;
against a tree, he thought of Cuthom and young Duka.  It would be&lt;br /&gt;
revenge that spurred him on.  His wrath would pick him up and set him&lt;br /&gt;
against those than wronged him.  Then the pain returned.  One step&lt;br /&gt;
before the next.&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/M-S&amp;diff=177997</id>
		<title>ASCII art reward/M-S</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/M-S&amp;diff=177997"/>
		<updated>2012-10-02T21:46:22Z</updated>

		<summary type="html">&lt;p&gt;Timrem: split from main Stories page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
! colspan=4 | [[ASCII Art Reward]]s (alphabetically by contributor)&lt;br /&gt;
|-&lt;br /&gt;
| [[ASCII Art Reward/A-F|A &amp;amp;ndash; F]]&lt;br /&gt;
| [[ASCII Art Reward/G-L|G &amp;amp;ndash; L]]&lt;br /&gt;
| [[ASCII Art Reward/M-S|M &amp;amp;ndash; S]]&lt;br /&gt;
| [[ASCII Art Reward/T-Z|T &amp;amp;ndash; Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&lt;br /&gt;
==[[User:MacGyvers_Mullet|MacGyvers_Mullet]]==&lt;br /&gt;
===Rognar:(11 November 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;%%%@%%%,../.,\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sword slid through the goblin's throat and the dying creature fell&lt;br /&gt;
to the ground sputtering.  Rognar had been born into a world of&lt;br /&gt;
violence, and he would not share it with these stinking beasts.&lt;br /&gt;
Striding upon their unnumbered broken bodies, the warrior reached the&lt;br /&gt;
summit of the corpse mound and surveyed the carnage.  The siege had&lt;br /&gt;
been broken.  Here and there, a wimpering slave of darkness put up&lt;br /&gt;
resistance or simply clung to life, but soon they would all be&lt;br /&gt;
vanquished and the sun would bring a glorious dawn to the blood-red&lt;br /&gt;
battlefield.  Rognar smiled.  It was a great day to be a dwarf.&lt;br /&gt;
&lt;br /&gt;
-Tarn&lt;br /&gt;
&lt;br /&gt;
===Neandar Begin:(3 July 2008)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;!!()!!,k,...@,..#######||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He would never let the fiend escape again.  That was what Neandar the&lt;br /&gt;
dwarf thought before he flung himself into the black air of the chasm&lt;br /&gt;
after the skulking kobold thief.  For many seconds they fell, time&lt;br /&gt;
enough for Neandar to recall his short life and short career on the&lt;br /&gt;
Fortress Guard.  Wet matter slammed into the dwarf's face and gave&lt;br /&gt;
way.  The dwarf smashed through a dozen giant spider webs and hit the&lt;br /&gt;
ground running, hot on the trail of the kobold scum.&lt;br /&gt;
&lt;br /&gt;
A huge standing ring of fire dominated the floor of the chasm.  The&lt;br /&gt;
kobold made for the hell portal with all speed.  Neandar stopped in&lt;br /&gt;
his tracks.  It was one thing to plunge to certain death in order to&lt;br /&gt;
retrieve a granite puzzle box.  It was quite another to cast oneself&lt;br /&gt;
into a dimension of ultimate evil.  Yet these kobold cowards could not&lt;br /&gt;
be allowed to run about as they pleased.  Lifting his axe over his&lt;br /&gt;
head, the dwarf charged into the portal of doom.&lt;br /&gt;
&lt;br /&gt;
-Zach&lt;br /&gt;
&lt;br /&gt;
==[[User:McDoomhammer|McDoomhammer]]==&lt;br /&gt;
===(5 May 2008)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T,.ggUggg..TT------,TT,.T.U.UU.,..TTT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The three chosen warriors left the Citadel of Hope, strapped on with&lt;br /&gt;
all manner of magic weapons that the Council of Elders had presented&lt;br /&gt;
them.  Shizenbubin was the tracker of the group, always hot on the&lt;br /&gt;
trail of danger.  Shizentubin was her sister, skilled in the ways of&lt;br /&gt;
the blade so that no enemy neck was safe.  Azoul Buck was the leader.&lt;br /&gt;
She ran her fingers through her short blond hair, her muscular arm&lt;br /&gt;
flexing, covered with the crude tattoos of her tribe.&lt;br /&gt;
&lt;br /&gt;
This would be a short quest indeed.  A party of goblins had ambushed&lt;br /&gt;
the prince on his way to the castle.  All the heroes need do is return&lt;br /&gt;
him unspoiled.  It would be easy to intercept them then on their way&lt;br /&gt;
to the Black Fortress, given Shizenbubin's incredible skill.  However,&lt;br /&gt;
time was not on their side.  Goblins grew bored easily and might make&lt;br /&gt;
sport of the prince's bodily members.  Azoul set the pace, a quick&lt;br /&gt;
trot through the woods.  She smiled at the easily-won glory that&lt;br /&gt;
awaited her squad at the end of the journey.&lt;br /&gt;
&lt;br /&gt;
==[[User:McMe|McMe]]==&lt;br /&gt;
===(13 January 2010)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;UU+U++G.,,...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A knock came at the mead hall gate. A powerful blow, nearly tearing&lt;br /&gt;
the doors from their hinges. King Wrathbeard drew his sword and&lt;br /&gt;
strode to the entrance, flanked by his elite warriors. He nodded to&lt;br /&gt;
his men and they unbarred the door. The doors swung open, revealing&lt;br /&gt;
the enormous, heavily-muscled body of Grum, half-giant, lord of the&lt;br /&gt;
hills.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where are my chickens?&amp;quot; growled Grum. &amp;quot;You are to offer me four&lt;br /&gt;
fried chickens on every Tuesday! Friday it is!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wrathbeard stroked his whiskers. &amp;quot;What have you done for me lately,&lt;br /&gt;
Grum?&amp;quot; asked the king. &amp;quot;Goblins still haunt the highways. Jackal men&lt;br /&gt;
still harass my herds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Grum left the hall in confusion, sure he had been tricked. Back on&lt;br /&gt;
his hill, Grum watched as a carriage was stopped by goblin bandits and&lt;br /&gt;
the nobles stripped of their valuables. Feeling his stomach rumbling,&lt;br /&gt;
Grum stood and ran toward the highway.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is the rest of the gold!&amp;quot; yelled the goblin.&lt;br /&gt;
&lt;br /&gt;
The nobles coward, fearing for their lives. The goblin raised his&lt;br /&gt;
whip, better to lash them again. A huge hand caught him by the wrist.&lt;br /&gt;
Grum tossed the goblin into the air. The nobles screamed. The&lt;br /&gt;
half-giant scowled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will have my chickens,&amp;quot; he said, &amp;quot;whether you live or die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Md5i|Md5i]]==&lt;br /&gt;
===(12 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##.,.||+++@+|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That ought to keep 'em out,&amp;quot; Doran said confidently, patting the granite&lt;br /&gt;
block which he had just slid into place.  Ever since the Baron had insisted&lt;br /&gt;
on mining out the gold vein in the wall, Doran had been dealing with the&lt;br /&gt;
rats.  It couldn't be helped.  Gold was gold after all, but it was just&lt;br /&gt;
Doran's luck that the miners had broken through to a large chasm not far&lt;br /&gt;
from the craftsdwarf's room.&lt;br /&gt;
&lt;br /&gt;
The dwarf laid down on his bed and began to think about the next project.  A&lt;br /&gt;
puzzlebox, perhaps, something challenging.  Just as Doran was drifting off&lt;br /&gt;
into dreams of the design, he heard a scratching on the block.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ha!  Keep trying you little demons,&amp;quot; the dwarf chuckled.  The scratching&lt;br /&gt;
continued.  It was irritating, but the dwarf could block it out.  Then there&lt;br /&gt;
was a grating scrape as the block moved an inch.  The dwarf sat up and&lt;br /&gt;
stared at the wall in amazement.  Impossible, he thought.&lt;br /&gt;
&lt;br /&gt;
The block slid forward further.  Small, clawed fingers worked their way&lt;br /&gt;
around the stone until a gray, furry hand grasped one corner of the block.&lt;br /&gt;
The stone turned slightly.&lt;br /&gt;
&lt;br /&gt;
Doran seized his chisel from the nearby table and leapt toward the block,&lt;br /&gt;
stabbing downward.  The tool grazed the hand, leaving a spatter of blood on&lt;br /&gt;
the stone.  There was a shriek, and the bleeding hand disappeared into the&lt;br /&gt;
dark crack.&lt;br /&gt;
&lt;br /&gt;
The craftsdwarf pushed the block back into place and backed away, chisel in&lt;br /&gt;
hand.  After a moment, the scratching began anew.&lt;br /&gt;
&lt;br /&gt;
===(07 Jun 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##.,.||%r%+@+|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leave me be, you fiend!&amp;quot;  Doran yelled, his chisel held toward the stone&lt;br /&gt;
block.  The scratching became louder and more persistent.&lt;br /&gt;
&lt;br /&gt;
Once again, the block moved, but this time no fingers poked through the&lt;br /&gt;
crack.  The beast had learned.  The slab of granite was being pushed&lt;br /&gt;
directly from behind, and it glided slowly toward Doran.  The dwarf backed&lt;br /&gt;
toward his bed.&lt;br /&gt;
&lt;br /&gt;
The block stopped sliding.  There was now enough space to allow something to&lt;br /&gt;
pass through the hole in the wall, but the block was large and Doran could&lt;br /&gt;
not see behind it.  For a long moment, nothing stirred.  The craftsdwarf&lt;br /&gt;
knelt and opened the chest by the foot of his bed, muttering.&lt;br /&gt;
&lt;br /&gt;
At once, a creature leapt from behind the block and faced Doran.  It was a&lt;br /&gt;
ratman, ravening, its long yellow incisors surrounded by froth, its&lt;br /&gt;
patchy-furred flesh stretched tight over its starved body.  The thing&lt;br /&gt;
hungered and would have Doran for its meal.&lt;br /&gt;
&lt;br /&gt;
The dwarf stood, a vial in his hand.  The ratman lunged forward and Doran&lt;br /&gt;
hurled the vial at the beast's face.  The glass shattered, and the creature&lt;br /&gt;
clutched its black protruding eyes as they steamed.  Doran rushed forward&lt;br /&gt;
and stabbed the ratman repeatedly with the chisel until it stopped moving.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pity about that.  I was going to ask Mul to do some etchings for me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(15 Jul 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##===@=D####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, I'm sorry, Mul, it would have been a thrilling project,&amp;quot; Doran said,&lt;br /&gt;
pausing to take another swig of whiskey.  &amp;quot;I can't believe how much trouble&lt;br /&gt;
we've been having with ratmen lately.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perhaps there's a larger beast down in the chasm riling them up,&amp;quot; Mul&lt;br /&gt;
replied.  &amp;quot;Kogan's child was taken not long ago.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, surely something unusual is afoot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Kogan stood with his axe by the chasm bridge.  Ever since the boy&lt;br /&gt;
Aliz had been lost, the soldier had tirelessly patrolled the walkways along&lt;br /&gt;
the deepest parts of the rift, killing dozens of ratmen and a few large&lt;br /&gt;
spiders.  He would not be satisfied until the depths were devoid of life.&lt;br /&gt;
&lt;br /&gt;
A foul wind blew up from the chasm.  Kogan leaned to the side and peered&lt;br /&gt;
down over the edge of the bridge.  The impact was sudden and the dwarf was&lt;br /&gt;
knocked on his back in the middle of the bridge.  Kogan heard the sound of&lt;br /&gt;
stone being scraped without respect, and he.found himself staring into the&lt;br /&gt;
rotten eyes of a giant decaying reptile.&lt;br /&gt;
&lt;br /&gt;
==[[User:Midelne|Midelne]]==&lt;br /&gt;
&lt;br /&gt;
===Fish Dwarf Begin: (6 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~@~~X&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They called him Fish-Dwarf.  He was the only worker in the outpost willing to brave the depths of the cave river in order to service the floodgate mechanisms when they became clogged with the seasonal muds.&lt;br /&gt;
&lt;br /&gt;
It was that time again.  The farming gates weren't operational, and the planting had to begin immediately.  Fish-Dwarf had his tools, and the special fins he had manufactured were secured to broad feet.  Everything was ready.  The frightened faces of the onlooking children would not dissuade him.  Fish-Dwarf understood that this was his calling.  He was the only one that could save the outpost.  The dwarf inhaled, and his chest swelled to nearly double its original size.  Clearing his mind, the dwarf dove into the water.&lt;br /&gt;
&lt;br /&gt;
===(8 November 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~@%X&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fish-Dwarf swam down the narrow tunnel to the gate mechanism.  The water was murky and even with his superior vision he could only just see his hands sweeping ahead of him.&lt;br /&gt;
&lt;br /&gt;
The upper portion of the mechanism appeared suddenly before him.  The dwarf inspected the machinery quickly, mindful of his air, yet confident that he had at least a few minutes left.  The top assembly was clear, so the mud must have worked itself into the lower gears.  Fish-Dwarf pushed his way down.&lt;br /&gt;
&lt;br /&gt;
The swollen rotting face of a lizardman greeted him, twisted into the gears.  Not again, Fish-Dwarf thought, dejected.  It would take at least three trips to dislodge all of the chunks.  The dwarf removed the chisel from his tool case and began working it into the sticking jam.&lt;br /&gt;
&lt;br /&gt;
===(10 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+@@+@@@+~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Fish-Dwarf, you have saved us!&amp;quot; the children shouted as the wet dwarf&lt;br /&gt;
pulled his way up on to the bank.  He had finished his last cleaning&lt;br /&gt;
run, and already the floodgate was rising, ushering in the waters that&lt;br /&gt;
would prepare the way for the summer harvest.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Truly, Fish-Dwarf, your mastery of the murky depths never ceases to&lt;br /&gt;
amaze us.  You are a hero,&amp;quot; the Mayor Kogan said, offering Fish-Dwarf&lt;br /&gt;
a mug of the outpost's best.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I am glad I could help,&amp;quot; Fish-Dwarf said, draining the mug in one&lt;br /&gt;
motion.  &amp;quot;If only the river waters were whiskey, my life would be&lt;br /&gt;
complete.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I fear we would never see you again if that were the case!&amp;quot; the Mayor jested.&lt;br /&gt;
 &lt;br /&gt;
Fish-Dwarf pondered a moment.  &amp;quot;Indeed.  Yet the search for the&lt;br /&gt;
Whiskey River is a quest for the young, I'm afraid.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;We here at Gladanvil are happy to have you,&amp;quot; the Mayor replied as the&lt;br /&gt;
crowd dispersed.  As the others left, the mayor pulled Fish-Dwarf&lt;br /&gt;
aside.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;-- and yet, I fear you cannot stay long.  I've received word from&lt;br /&gt;
King Dorazar.  He has heard tell of your talents, and our liaison from&lt;br /&gt;
the Mountainhome has conveyed his request for your presence at the&lt;br /&gt;
capital.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;My presence?  Surely the engineers of the Mountainhome can manage the&lt;br /&gt;
mighty floodgates and channels of Steelpoint without my help.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;It isn't farming trouble, Fish-Dwarf,&amp;quot; the Mayor said, lowering his&lt;br /&gt;
voice to a whisper. &amp;quot;Many fisherdwarves have been lost to the waters.&lt;br /&gt;
There is something lurking in the Lake of Columns.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(18 January 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~@/~~%OB%OO%%%~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Innumerable stalactites hung from the ceiling of the expansive gem-lit&lt;br /&gt;
cavern, many dipping down through the still surface of the black&lt;br /&gt;
waters.  This was the Lake of Columns, the source of life for&lt;br /&gt;
Steelpoint, and now a place of dread.&lt;br /&gt;
 &lt;br /&gt;
Fish-Dwarf fit the blades into place on his fins.  The citizens of&lt;br /&gt;
Steelpoint did not know what the creature was, but no fewer than seven&lt;br /&gt;
fisherdwarves had been lost at the shore. No matter, thought&lt;br /&gt;
Fish-Dwarf.  King Dorazar had charged him to slay the lurking threat,&lt;br /&gt;
and that is what he would do.  Still, the nature of the creature&lt;br /&gt;
eluded him.  It had been years since his last combat with an aquatic&lt;br /&gt;
beast, and then it was only the cave crocodiles and lizardmen that&lt;br /&gt;
occasionally harassed his own community.  Steelpoint would not have&lt;br /&gt;
sent for him over such a triviality.  Hefting his mighty trident,&lt;br /&gt;
Fish-Dwarf nodded to the gathered onlookers before leaping into the&lt;br /&gt;
lake.&lt;br /&gt;
 &lt;br /&gt;
The water was clear, and he could see the broad columns well ahead of&lt;br /&gt;
him down to where they joined the submerged floor of the cavern.&lt;br /&gt;
Behind any of these formations, the beast could lurk.&lt;br /&gt;
 &lt;br /&gt;
There!  Nestled between three columns was a gigantic bloated form on&lt;br /&gt;
the lake bottom.  Fish-Dwarf swam closer, almost drifting.  What&lt;br /&gt;
manner of beast was this?  Great tentacles it had, and a toothy maw&lt;br /&gt;
which flopped open as it slumbered, surrounded by half-consumed bodies&lt;br /&gt;
of the dead.&lt;br /&gt;
 &lt;br /&gt;
Fish-Dwarf was almost upon it now, his trident lifted above his head&lt;br /&gt;
as he sank slowly toward the sleeping fiend.  As he prepared to&lt;br /&gt;
strike, the lurid thing's lone eye flashed open.&lt;br /&gt;
&lt;br /&gt;
===(15 May 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;------------------------&lt;br /&gt;
~~~~~~~~~~~@/~%~~~~~~~~~&lt;br /&gt;
------------------------&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Tentacles lashed out, looping around Fish-Dwarf's torso and pinning&lt;br /&gt;
his arms to his chest.  A force stronger than any he had ever&lt;br /&gt;
experienced crushed his ribs and a stream of bubbles shot from his&lt;br /&gt;
mouth as the breath was squeezed from his body.  Fish-Dwarf&lt;br /&gt;
desperately slashed at the tentacles with his fin blades and as his&lt;br /&gt;
vision faded to black he saw that the water was thick with curling&lt;br /&gt;
purple ribbons of the foul beast's tainted blood.  The monster's grip&lt;br /&gt;
loosened and Fish-Dwarf was able to free his arms.  His sight had not&lt;br /&gt;
returned, but when he stabbed his trident downward, he felt it sink&lt;br /&gt;
deep into the creature.  The monster's body convulsed and it raced&lt;br /&gt;
into the open water, Fish-Dwarf still clinging to the imbedded weapon.&lt;br /&gt;
 &lt;br /&gt;
I cannot let go so long as I cannot see, or I will surely be devoured,&lt;br /&gt;
Fish-Dwarf thought, though the beast continued on into the depths at&lt;br /&gt;
such speed that the diver could not maintain his bearings, and&lt;br /&gt;
suddenly in the back of his mind arose a strange sensation...  it was&lt;br /&gt;
the need for air, such as he had not experienced for many years.  A&lt;br /&gt;
tingling came to his throat and nose, and his head began to feel numb&lt;br /&gt;
as he became more desperate for breath, and yet slowly, his vision was&lt;br /&gt;
returning.&lt;br /&gt;
 &lt;br /&gt;
The beast slowed, its energy spent, and it settled on to the lake&lt;br /&gt;
bottom, unmoving.  Fish-Dwarf jammed the trident into it a few times;&lt;br /&gt;
the thing was dead.  Now, the surface!  Fish-Dwarf pulled his weapon&lt;br /&gt;
from the monster and swam upward, but he stopped immediately.  As far&lt;br /&gt;
as he could see in the now-dark water, a smooth ceiling of limestone&lt;br /&gt;
greeted him.  The monster had fled into a great crack in the lake&lt;br /&gt;
bottom, so far and so deep that the light from the gem lamps was no&lt;br /&gt;
longer visible.   Just the endless water and rock of the submerged&lt;br /&gt;
tomb of Fish-Dwarf, he thought, as he chose a direction and swam.&lt;br /&gt;
&lt;br /&gt;
===Fish Dwarf End: (1 July 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,@!,.~~~~~~~~&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
He had chosen the wrong direction. Either that or the beast had&lt;br /&gt;
dragged Fish-Dwarf so far into the mountain that the fires of the&lt;br /&gt;
underworld were closer than the light of the lamps. His breath was&lt;br /&gt;
long since gone -- moving forward was all that could keep him from&lt;br /&gt;
panicking. After every few kicks, the dwarf would reach up to feel&lt;br /&gt;
the limestone. If anything, the rock was closing in. No... what's&lt;br /&gt;
this? His hand curled up around a sharp corner. Fish-Dwarf grabbed&lt;br /&gt;
it firmly with both hands and pulled, launching himself upward.&lt;br /&gt;
&lt;br /&gt;
The dwarf fully expected to meet a wall of rock, but instead he glided&lt;br /&gt;
freely until at long last he broke the surface of the water, gasping&lt;br /&gt;
for air. As the dwarf calmed down, he realized that he could still&lt;br /&gt;
see nothing. He felt walls close by in all directions, as if he had&lt;br /&gt;
just swum up a shaft, though there was a ledge overhanging the water&lt;br /&gt;
on to which he could haul himself and rest his weary body. Fish-Dwarf&lt;br /&gt;
passed in and out of consciousness for a time, perhaps an hour, before&lt;br /&gt;
he sat up and assessed his situation. &lt;br /&gt;
&lt;br /&gt;
He could dive back into the water with his lungs full of air and try&lt;br /&gt;
to find the lamps, now unmolested by great underwater beasts, but he&lt;br /&gt;
did not relish the idea of leaving the entrance to the shaft behind in&lt;br /&gt;
total darkness as he explored the crevice below. The only alternative&lt;br /&gt;
was to feel his way along the walls from this ledge above the grotto.&lt;br /&gt;
These limestone mountains were laced with natural caverns and after a&lt;br /&gt;
brief exploration of the surrounding stone he found this hollow was no&lt;br /&gt;
exception -- there was a mud-slicked passage that ran into the&lt;br /&gt;
mountain. Without hesitation, Fish-Dwarf struck out into the cavern.&lt;br /&gt;
&lt;br /&gt;
-- How long since he had started on this dreary journey? Though the mud&lt;br /&gt;
was often thick, Fish-Dwarf had not trudged through so much as a&lt;br /&gt;
puddle these many days. He thirsted for spirits, nay, even water, and&lt;br /&gt;
he longed to swim again. The dwarf had long since abandoned his fins&lt;br /&gt;
and other equipment as they encumbered him too much on the march.&lt;br /&gt;
Every so often, he imagined he saw the gem lamps ahead, though it&lt;br /&gt;
could just as easily be the cooking fires of a goblin encampment, or&lt;br /&gt;
some darker torture, as the lights of the capital he sought. There&lt;br /&gt;
they were, even now... lights! Or light at least, the barest speck&lt;br /&gt;
in the distance ahead. Fish-Dwarf moved swiftly, no longer plodding,&lt;br /&gt;
still careful of the stalactites but driving forward rapidly all the&lt;br /&gt;
same. The speck became an opening, and he could see the mud of the&lt;br /&gt;
passage floor illuminated in the distance, with stone walls further&lt;br /&gt;
beyond. Only a few more steps... &lt;br /&gt;
&lt;br /&gt;
The cavern opened out upon a rocky river valley in a canyon sheer to&lt;br /&gt;
the greatest heights yet welcoming the noon-day sun. The entrance&lt;br /&gt;
where Fish-Dwarf stood was at the bottom of the cliffs a short walk&lt;br /&gt;
down pebble-laden slopes to the stream below. Instantly, Fish-Dwarf&lt;br /&gt;
could tell that these were no ordinary waters. They were the color of&lt;br /&gt;
honey, yet the current flowed rapidly. And the aroma! The&lt;br /&gt;
intoxicating aroma! There was no question in his mind. Whether it&lt;br /&gt;
fell from the throne of some inebriated sky god and vanished into the&lt;br /&gt;
underworld to besot the armies of hell made no difference, for here,&lt;br /&gt;
in this world, in this very mountain range, ran the slightest stretch&lt;br /&gt;
of the Whiskey River. His mind unencumbered by thoughts of duty or&lt;br /&gt;
home, Fish-Dwarf made his way down to the riverside to drink his fill.&lt;br /&gt;
&lt;br /&gt;
===Hunger Begin (11 June 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..,.++U+,.+,.+U~U||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Suffering blighted the land with cruel hunger.  Wagons brought foul&lt;br /&gt;
fungus from the dwarven mountains.  It was barely enough to sustain&lt;br /&gt;
those base enough to eat such filth.  The rest died.  Paldadar rested&lt;br /&gt;
against the hilt of his great sword.  He looked over his shoulder at&lt;br /&gt;
the dark stone castle.  Turning his back on mud brick huts, the knight&lt;br /&gt;
passed by the scraggly bearded guards and entered the keep.&lt;br /&gt;
 &lt;br /&gt;
From a high window, bright, mocking sunlight shone across the dark&lt;br /&gt;
wooden throne and the troubled king that sat upon it.  The old man&lt;br /&gt;
reached for his cup, and after taking a sip, spat the vile dwarven&lt;br /&gt;
brew unto the stone floor.  A herald in a mud-smattered tunic rushed&lt;br /&gt;
to wipe up the spill, but seeing the knight, rose to confront him.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;You were not summoned, Sir Paldadar,&amp;quot; spit the herald.  &amp;quot;Go ask the&lt;br /&gt;
peasants instead of begging the king for scraps from the royal table.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Silence, Rodger,&amp;quot; said the king.&lt;br /&gt;
 &lt;br /&gt;
The herald jumped away like a whipped dog.  The king motioned the&lt;br /&gt;
knight to come forward.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;The gods have abandoned this place,&amp;quot; said the king.  &amp;quot;Only through&lt;br /&gt;
their glory will the days of bounty return.  It is for this reason you&lt;br /&gt;
must smite the heathen Farthlings where they dwell across the river.&lt;br /&gt;
When their land is in ruin, the gods at last will favor us.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
The knight ground his teeth.  This was obviously High Priest Igland's&lt;br /&gt;
doing.  But perhaps there was wisdom in punishing the arrogant&lt;br /&gt;
Farthlings for their many insults.  Death by the sword was much&lt;br /&gt;
preferable to slow certain death by starvation.&lt;br /&gt;
&lt;br /&gt;
===(17 June 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;==?T?====,.UH,.U&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As Paldadar walked away from the keep, peasants averted their hungry&lt;br /&gt;
faces.  He was still a knight, even if he represented the most&lt;br /&gt;
wretched of kingdoms.  A frail sissy approached from behind, leading&lt;br /&gt;
two horses.  Paldadar swung around, drawing his sword.  There stood&lt;br /&gt;
Rodger, wearing the snottiest of faces, his nose in the air.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;By the will of the king,&amp;quot; he hissed, &amp;quot;I am to be your squire.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Paldadar prayed to the gods for mercy.  Would that a Farthling's bolt&lt;br /&gt;
find his heart soon that he be saved from further tortures.  Together&lt;br /&gt;
the pair made their way to the Temple of Love, where High Priest&lt;br /&gt;
Igland waited to bless their holy crusade.&lt;br /&gt;
 &lt;br /&gt;
The temple was built on a tall hill, a ring of marble columns&lt;br /&gt;
surrounding an enormous stone stele, pricking the sky with its&lt;br /&gt;
majesty.  All around the temple, peasants scrambled to snatch at the&lt;br /&gt;
scraps donated by the monks that poured rotten food down the hill.  As&lt;br /&gt;
Paldadar entered the temple, he was surrounded by fat priests and&lt;br /&gt;
priestesses that danced around him in a grotesque, undulating display. &lt;br /&gt;
&lt;br /&gt;
The knight refused a cup of offered wine, which Rodger snatched up&lt;br /&gt;
and drank freely.&lt;br /&gt;
 &lt;br /&gt;
At the center of the temple, High Priest Igland stood, wearing nothing&lt;br /&gt;
save a red loincloth.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;When you wake in the morning,&amp;quot; said Igland, &amp;quot;consider Love.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Many happy couplings,&amp;quot; said Paldadar as was the prescribed response.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;You must put an end to the Farthling menace,&amp;quot; said the priest,&lt;br /&gt;
growing angry.  &amp;quot;If their God of Suicide spreads his faith to our&lt;br /&gt;
kingdom, none of our desperate peasants will survive.  You must strike&lt;br /&gt;
the heart of their kingdom and burn their temple to the ground.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Paldadar made the gesture of obedience and departed, pulling Rodger&lt;br /&gt;
away from the cavorting priests.&lt;br /&gt;
 &lt;br /&gt;
The kingdom of the Farthlings was separated from the kingdom of Love&lt;br /&gt;
by the River of Sorrow, whose wide fast-moving waters could only be&lt;br /&gt;
crossed in one place.  This was the Bridge of Destiny.  As the riders&lt;br /&gt;
approached, Rodger twitched with fear and apprehension, for it was&lt;br /&gt;
said the bridge was guarded by an evil water troll.  At the bridge,&lt;br /&gt;
Paldadar held up his gauntleted hand.  The horses stopped, and the&lt;br /&gt;
knight dismounted.  Paldadar drew his sword and walked out onto the&lt;br /&gt;
wooden planks.&lt;br /&gt;
&lt;br /&gt;
===(3 July 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%,..%,.|%.,.UH,%..%%UH,,%.~%,..(%).,.%|,..%&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Green flames shot up from beneath the bridge.  Horrid laughter pealed&lt;br /&gt;
across the blighted landscape.  The knight turned to see Rodger making&lt;br /&gt;
tracks back to the temple with the speed of a spooked hare.  Slowly&lt;br /&gt;
Paldadar looked over his shoulder to see the enormous bloated troll,&lt;br /&gt;
dripping with slime and black pus.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;You seek to pass into the land of suicide bearing the message of&lt;br /&gt;
love,&amp;quot; said the troll.  &amp;quot;What will you tell them, knight?  Is slow&lt;br /&gt;
certain death by starvation superior than the final empowering&lt;br /&gt;
choice?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Where there is life, there is hope,&amp;quot; said Paldadar.  &amp;quot;Love will&lt;br /&gt;
overcome all obstacles!&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Spoken like a true student of Igland,&amp;quot; said the troll, assuming a martial pose.&lt;br /&gt;
 &lt;br /&gt;
As Paldadar cut the monster down, his mind was wracked with doubt.&lt;br /&gt;
Was the nation of love superior?  He hailed from a place where young&lt;br /&gt;
people sold themselves for scraps of bread and yet he sought to bring&lt;br /&gt;
hope to a strange country.  He found Rodger hiding in a nearby bush&lt;br /&gt;
and hauled him, protesting, across the bridge.&lt;br /&gt;
 &lt;br /&gt;
The land of the Farthlings was lush and green compared to the land of&lt;br /&gt;
love.  Cherry blossoms rained down on the two riders as they wound&lt;br /&gt;
their way through the hills.  Even in these pleasant surroundings, the&lt;br /&gt;
demented nature of the Farthlings soon became evident.  Bodies dotted&lt;br /&gt;
the road here and there, swords plunged into their own guts.  Corpses&lt;br /&gt;
hung in the trees from hastily-tied nooses, over eager to take their&lt;br /&gt;
own lives.  As the riders passed, skeletal bodies lifted themselves&lt;br /&gt;
from the grass to watch them saunter on.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Make babies, make babies, make babies,&amp;quot; babbled Rodger, madly&lt;br /&gt;
reciting the Charm of Making.&lt;br /&gt;
 &lt;br /&gt;
At last they reached the capital of the Farthlings.  The wind blew red&lt;br /&gt;
rose petals through the cold, dead streets.  Even the cheerful sun&lt;br /&gt;
seemed dim in the vast tomb of a city.  Rodger stared straight ahead&lt;br /&gt;
as they made their way to the keep, careful not to look into the dark&lt;br /&gt;
doorway, behind which ominous rustlings could be heard.&lt;br /&gt;
 &lt;br /&gt;
The flag of Farthlingland flew above the ramparts of the citadel. At&lt;br /&gt;
the base of the wall lay the piles of bones of those who had&lt;br /&gt;
hopelessly thrown themselves over the side.  A wide moat circled the&lt;br /&gt;
castle.  As the two riders approached, a draw bridge was lowered over&lt;br /&gt;
the water.  Paldadar thought he could see a crowned figure on the wall&lt;br /&gt;
beckoning them inside.  As they crossed the bridge, Rodger made the&lt;br /&gt;
mistake of looking down into the water.  The currents were filled with&lt;br /&gt;
the souls of those who drowned themselves in desperate sorrow.  Eyes&lt;br /&gt;
shut tight, Rodger hugged the neck of his horse, and followed Paldadar&lt;br /&gt;
into the gate.&lt;br /&gt;
&lt;br /&gt;
==[[User:Onodera|onodera]]==&lt;br /&gt;
===(01 November 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;,&amp;quot;,.@,.T,&amp;quot;&amp;quot;&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't let the sun set on you in the Dark Wood,&amp;quot; said the dwarf&lt;br /&gt;
crones.  &amp;quot;Ole Brick-a-Branch will get you.&amp;quot;  Nonsense, thought young&lt;br /&gt;
Davik as he rode his mule along the twisting green deer path.  The&lt;br /&gt;
darkness came quickly as the sun slipped behind the trees.  As he set&lt;br /&gt;
about making a fire, Davik pondered the dark tales of Brick-a-branch&lt;br /&gt;
and his mischief.&lt;br /&gt;
&lt;br /&gt;
Not even the elves dared enter the Wood at night.  Something older&lt;br /&gt;
than time haunted these cursed trees, but this valley was the quickest&lt;br /&gt;
way to Port City, saving at least a month of travel.  As the night&lt;br /&gt;
grew darker and colder, Davik fumbled in his pack to retrieve the&lt;br /&gt;
charms and idols he had nearly refused as the journey began.&lt;br /&gt;
&lt;br /&gt;
A great shape emerged from the darkness.  It was a gnarled troll, as&lt;br /&gt;
old as the hills.  It picked up Davik by the ankle.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not much meat here,&amp;quot; it said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Please, Ole Brick-a-Branch, don't eat me,&amp;quot; said Davik.&lt;br /&gt;
&lt;br /&gt;
Having said his name, the troll was force to lay the dwarf down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will not eat you,&amp;quot; said the monster, &amp;quot;If you can answer me these&lt;br /&gt;
riddles three.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Peristarkawan|Peristarkawan]]==&lt;br /&gt;
===(16 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;=@()++@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doran stirred the bubbling pot of syrup.  It was ready!  &amp;quot;Pour, pour, pour!&amp;quot; the dwarf sang.  Into the molds the syrup flowed.  &amp;quot;Another batch,&amp;quot; the dwarf said, satisfied.&lt;br /&gt;
&lt;br /&gt;
Just then, he noticed somebody standing in the doorway.  &amp;quot;Ah, Glornol.  What brings you to the kitchens this early?  Come to try a sticky treat?  I have some Anvil Drops cooling now.  Just a moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Doran turned to the tray on the table when he was startled by Glornol's shouting.  &amp;quot;What is the meaning of this?  Isn't there a war on?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even soldiers need sticky treats, Glornol!&amp;quot;  Doran picked up two chocolate goblins and began to speak in a high-pitched throaty voice.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ooo, it's Glornol!&amp;quot; the first chocolate goblin said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Glornol's scared of the mean, mean goblins!&amp;quot; the second chocolate goblin observed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's eat the dwarf!  Yummies for tummies!&amp;quot; the first chocolate goblin offered.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dwarf might eat me instead!  Oh no!&amp;quot; the second chocolate goblin replied.  Doran held the goblin out to Glornol.&lt;br /&gt;
&lt;br /&gt;
Glornol was not amused, but he snatched the candy from Doran's hand.  &amp;quot;Hrmph,&amp;quot; he grunted, and biting the goblin's head off, he walked out of the kitchen.&lt;br /&gt;
&lt;br /&gt;
==[[User:Qwip|Qwip]]==&lt;br /&gt;
===(05 December 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;...@T@..###S#&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Taking a break from their duty, the two guards sat at a table with a scenic view of the chasm.&lt;br /&gt;
They did not notice as they drained their mugs that they were being watched from the shadows &lt;br /&gt;
by clusters of pale eyes.  A table by the chasm?! &lt;br /&gt;
--[[User:Qwip|Qwip]] 05 December 2006&lt;br /&gt;
&lt;br /&gt;
===(09 February 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;.@......####&lt;br /&gt;
...T@@~S####&lt;br /&gt;
.......#####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Dolan was chatting with Aliz about the health benefits of dwarven beer when Aliz disappeared.  &lt;br /&gt;
Dolan sprang to his feet and saw that Aliz was being dragged toward the chasm, a thick rope of&lt;br /&gt;
translucent silk wrapped around his left ankle.  At the lip of the chasm, a bloated form slowly&lt;br /&gt;
reeled the line in with her spindly legs.  &lt;br /&gt;
Dolan knew immediately -- it was the Wolf-Mother of Darkness.  &lt;br /&gt;
He grabbed his axe and ran toward Aliz, who was now only a few more pulls from the beast.&lt;br /&gt;
&lt;br /&gt;
As he was hauling ore to the magma smelter, the peasant Kogarak saw the situation, screamed,&lt;br /&gt;
dropping his load, and ran toward the barracks.  As he heard the sound of an axe ring against&lt;br /&gt;
stone behind him, he wondered if he would make it in time.&lt;br /&gt;
:&amp;amp;mdash; [[User:Qwip|Qwip]] 08:40, 9 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===(18 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@...@.####&lt;br /&gt;
@..T..@S####&lt;br /&gt;
.......#####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The axe had scored the stone floor where it had severed the silk line.  The Wolf-Mother chittered&lt;br /&gt;
angrily and pounced at Dolan, moving with surprising quickness.  Dolan was knocked to the ground,&lt;br /&gt;
the enormous body of the foul creature pressing him into the stone.  His axe clanged some distance&lt;br /&gt;
away.  The blunt knobs at the end of the Wolf-Mother's forelegs dug into Dolan's ribs as her&lt;br /&gt;
dripping mandibles drew closer to his face.  He grabbed her head with both hands, trying&lt;br /&gt;
desperately to keep her at bay.  A foul-smelling spittle dripped on to his cheek.&lt;br /&gt;
&lt;br /&gt;
Aliz, still dazed from his initial fall, slowly made his way to his feet.  Seeing Dolan's desperate&lt;br /&gt;
struggle, he drew his sword and hacked at one of the Wolf-Mother's legs.  The bumpy skin was&lt;br /&gt;
incredibly tough, but the steel blade left the appendage hanging by tatters.  The Wolf-Mother&lt;br /&gt;
belched a grating rasp and rolled away from Aliz and faced the dwarves.  Dolan crawled toward his&lt;br /&gt;
axe, but the nauseating venom drenching his face and beard had left him almost powerless.  The&lt;br /&gt;
Wolf-Mother hesitated, her wound oozing white ichor as Aliz stood his ground.&lt;br /&gt;
&lt;br /&gt;
There were several sharp cracking noises, and the Wolf-Mother crumpled, several iron bolts &lt;br /&gt;
protruding from her many eyes.  In the distance stood Bomtek and the other marksdwarves, &lt;br /&gt;
accompanied by Kogarak.  Aliz rushed to Dolan.  The dwarf was breathing heavily.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My body feels like gravel.  I need a drink,&amp;quot; Dolan said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Wolf-Mother is dead.  Brace up.  I'll bring you your mug.&amp;quot;  Aliz fetched Dolan's mug from&lt;br /&gt;
the table and brought it to the dwarf where he lay on the stone floor.  The mug was almost empty.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The brood,&amp;quot; Dolan whispered.  &amp;quot;The night brood will come.&amp;quot;&lt;br /&gt;
:&amp;amp;mdash; [[User:Qwip|Qwip]] 12:28, 14 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==[[User:Rewolf31|Rewolf31]]==&lt;br /&gt;
===(13 April 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;.B@.~~~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
And so Alor, a wrestler of renown, found himself between a great boar and the wide river.  For six days they struggled, and as the sun descended behind the hills on the evening of the seventh day, Alor finally collapsed in exhaustion.  The boar spoke and said, &amp;quot;I too am tired.  The sun has fallen.  Let us rest.&amp;quot;  And so Alor and the boar slept, and the sun arose on the morning of the eighth day.&lt;br /&gt;
&lt;br /&gt;
===(21 July 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,B@~,~,~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Whiskey?&amp;quot; Alor asked the boar, holding up his flask.  The wrestler had not spoken for a week.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gladly,&amp;quot; the boar said, taking the flask up in its mouth.  &amp;quot;You block my path to the river, and now you offer me your flask.  Strange are the ways of your people.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your path?  I was seeking to cross the river and found myself menaced,&amp;quot; Alor said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The squirrels tell me I am a terror to behold when I am thirsty,&amp;quot; the boar said as it drained the flask.  &amp;quot;Do I menace you now?&amp;quot;  The boar looked mild and plump.  Indeed, the gentle creature reminded Alor of his daughter. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, I am not menaced.  I am reminded of home,&amp;quot; Alor said fondly.  At that moment his stomach growled, for he had not eaten in some time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hopefully I do not remind you of your dinner table,&amp;quot; the boar laughed, &amp;quot;though it remains to be seen who would have the final mastery in our contest.&amp;quot;  Alor smiled broadly and the boar guided Alor to the ford, where they parted as friends.&lt;br /&gt;
&lt;br /&gt;
===(12 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@a@+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Daddy!  Daddy!&amp;quot; the little girl cried happily as she ran toward the mighty dwarf where he stood under the archway.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I missed you, sweet pod!&amp;quot; Alor crouched down and lifted the child up to his shoulder, where she sat, beaming.  &amp;quot;Have you been good while I was away?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I made a puzzle box.  See!&amp;quot;  The girl held out a soapstone box.  The master craftsdwarf always started the young ones with the material since it required little strength to carve, though it crumbled easily.  Even so, the box was quite exquisite. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's beautiful.  Now let me see here...&amp;quot;  Alor pressed a button and the lid popped open.  There was nothing inside.  &amp;quot;Hey, where's my treasure?&amp;quot; he said in mock indignation.&lt;br /&gt;
&lt;br /&gt;
The girl took the box and made a series of complicated motions along the inside of the empty compartment.  A second lid opened, revealing a piece of dwarven sugar candy.  The child giggled and smiled broadly. &lt;br /&gt;
&lt;br /&gt;
Alor scratched his head and laughed.  Coren was only six, but she was already beyond him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did you win, daddy?&amp;quot; Coren asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, the tournament?  Yes, sweet pod, there hasn't been a dwarf born yet that can beat your father,&amp;quot;  Alor looked at the puzzle box.  &amp;quot;At least not at wrestling.  And you know what else?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What else, daddy?  What else?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I met a talking boar and we became friends.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Again?&amp;quot; Coren complained.  &amp;quot;I want to meet your animal friends soon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'll invite them over for your party next month.  Until then, you have to work hard.  Do you have a lesson today?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes.  Mr. Goldlocket says he'll let me try marble today.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Marble, eh?  That's amazing.  You really are your mother's daughter.  I'll walk you to the shop.&amp;quot;  Together they strolled down the passageway.  Alor admired the carvings and architecture, occasionally pointing an engraving out and explaining its history, though his daughter had heard it all before.  It had been two months since he left for tournament, and the wrestler had missed his home very much. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The three of us should have a feast tonight.  What do you say?&amp;quot; Alor asked.  Coren did not respond.&lt;br /&gt;
&lt;br /&gt;
The dwarf looked down.  His daughter was not there.  She was not in the passageway.  There was no sign of her. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins!&amp;quot; A scream echoed through the tunnels.  &amp;quot;Goblins in the fortress!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(18 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..|mBL@+++++++g+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm sure she's in there,&amp;quot; Alor said from his place behind the boulder where he looked down upon the rusted iron doors of Chatteltomb.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must act now, while there's still time,&amp;quot; the boar urged.  This was the same boar that Alor had befriended by the riverbank, and it now came to aid Alor in his time of need. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The door is locked.  Even with our combined strength, I doubt we can force entry,&amp;quot; the leopard observed.  This was the same leopard that Alor had befriended in the high grasses, and it also came to aid Alor in his time of need. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry.  The guards were drunk in the ravine below,&amp;quot; the marmot announced as it scampered up the slope with the key in its mouth.  This was the same marmot that Alor had befriended on the mountainside, and it came to aid Alor after promises of food. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've only challenged the depths of this black pit once in my life.  It is a memory I have longed to forget, though it will serve me now,&amp;quot; Alor said.  &amp;quot;It sickens me that my daughter is kept there.  The way to the dungeons will not be heavily guarded, as fear of this place keeps all but the foolish at bay.  That said, the tower above is garrisoned with unnumbered horrors.  If the alarm is raised, escape will be impossible.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The group made their way down to the entrance.  With some effort, Alor forced the key into place.  The great doors swung open with a grating noise, exposing a palpable darkness that hung heavy in the stale air like a fog of soot.  The thick shadows were penetrated from beyond by sinister red lights which gave vague form to the smooth obsidian corridors. &lt;br /&gt;
&lt;br /&gt;
Once all had passed into the tower, they closed the door behind them.  &amp;quot;We can only hope it is not unusual for the doors to sound.  Do you see anything?&amp;quot; Alor whispered to the leopard.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Several doors down, a goblin is standing,&amp;quot; the leopard spoke softly.  &amp;quot;It has turned to face us.  I don't think it can make us out yet, but its night eyes are almost as strong as my own.  It is coming this way.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Indeed, Alor could barely make out twin spots of crimson shining in the distance.  The dwarf felt the leopard slip from his side.  In a moment, the crimson spots disappeared from view.  No sound accompanied their departure.  Alor and the others padded quietly forward, approaching the stairway and the dungeons below.&lt;br /&gt;
&lt;br /&gt;
==[[User:Senso|Senso]]==&lt;br /&gt;
===(29 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;+@?++&amp;amp;~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wayward manager Aliz stepped quietly down the last flight of stairs into the lowest depths of the abandoned halls.  The air of the room was stale and warm.  The light of the dwarf's torch illuminated a stone pedestal, on which rested a gray book.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Tome of Suffering,&amp;quot; Aliz whispered.  In its blood-stained pages, the collected wisdom of countless outpost managers waited for his perusal.  Never again would his charges starve.  Never again would they complain for want of whiskey.  Never again would Aliz have to consult the half-baked scribblings of his uncle Toran.&lt;br /&gt;
&lt;br /&gt;
The ground shook and Aliz's ears were assailed by a deafening crash.  When the dust cleared, the entire chamber was illuminated by a sinister red glow.  In place of the far wall was a yawning pit filled with bubbling magma and flames.  From the inferno came a betusked fiend, ravening, its slavering maw belching foul vapors through which stared its cruel bulging eyes.  Its clawed hands kneaded the lardy folds of its corpulence as if it sought to make room for this latest morsel.&lt;br /&gt;
&lt;br /&gt;
Aliz was terrified.  The dwarf clutched the Tome to his chest.  The horrific beast crouched by the magma pool, muttering in a grating whisper:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will be eaten.  It will be eaten, the dwarf.  Eaten.  Eaten alive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Shanty|Shanty]]==&lt;br /&gt;
===(30 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@+U@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar spun again and again, staring into the darkness.  The scraping had begun all at once and it seemed to come from every direction.  Nothing could be seen beyond the limit of the flickering torchlight.&lt;br /&gt;
&lt;br /&gt;
There!  A shadow moved slowly out of the darkness.  It had the stature of a dwarf, but Rogar knew the outpost had been abandoned for decades.  After a moment, the warrior could see clearly.  The shuffling thing had no flesh.  The bones of its feet clacked and slid across the stones.  The dead were walking in this place.&lt;br /&gt;
&lt;br /&gt;
There were more, many more.  Rogar was completely surrounded.  He held up his sword and turned from threat to threat.  The dwarves were unarmed, with tatters of cloth hanging over their skeletal remains. Bits of beard were still visible stuck around their garments and their skulls.  The dead stopped short of Rogar's weapon and stood completely motionless.  There was no way the warrior could pass without forcing his way through.&lt;br /&gt;
&lt;br /&gt;
The skeleton he had seen first raised its bony hand slowly, curling all of its fingers save one into its palm.  Its index finger pointed toward Rogar.  From somewhere within its skull, it emitted a long, low moan which ended in a hiss and faded into silence.&lt;br /&gt;
&lt;br /&gt;
==[[User:Spelguru|Spelguru]]==&lt;br /&gt;
===(19 November 2006)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
..@.M.~~~~...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The adventurer, transformed into a ghoul by strange forces, crawls toward the Everlasting River of Curing, barely clinging to his life, such as it had become.  Suddenly, from the ceiling dropped...  Adamantine Man!  Is there any hope?!&lt;br /&gt;
&lt;br /&gt;
===(19 December 2006)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
...M.~~~~..&amp;quot;.&lt;br /&gt;
.....@~~~~...&lt;br /&gt;
....&amp;quot;~~~~~...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adamantine Man spoke and said, &amp;quot;Unfortunate stranger!  You wish to cast off your affliction?  Drink then, and be blessed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So the adventurer drank.  The soothing warmth of the water spread from the center of his body, out to his deformed fingers and toes.  Without pain, they shifted and were set in their proper places, along with the other marks of the affliction.  All was well. &lt;br /&gt;
&lt;br /&gt;
The adventurer looked at Adamantine Man in awe and asked, &amp;quot;I am grateful, Adamantine Man, for I had been without hope.  For years unnumbered, my people have deemed the River unapproachable.  'Adamantine Man is there', they said, and yet, I have found naught here but a generous host and the cure to all that ailed me.  Tell me Adamantine Man, why are you so feared?  I am humbled by your graciousness, but am I truly free from danger?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Adamantine Man spoke for a second time and said, &amp;quot;Indeed, be not afraid.  Your people regard me with terror, for they do not understand me, and verily, who among you can understand Adamantine Man, who does not understand himself?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The adventurer bowed his head and said, &amp;quot;It is true.  Even now I am unsettled, for though you have granted me renewed life asking for nothing, still, even now, I wish to leave and never return.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Adamantine Man spoke for a third time and said, &amp;quot;So it has always been.  Go now in peace.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The adventurer left without looking back.  Overjoyed, his family accepted him, no longer an outcast, and soon all in the land had heard that he who had once been tainted was made whole by the River.&lt;br /&gt;
&lt;br /&gt;
Some years later, a man, broken in body, came to the adventurer's abode.  &amp;quot;I seek your aid, for it is said that you who were once tainted were made whole by the River.  Tell me, where is the River, that I might be restored?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The adventurer looked at the man, and he said, &amp;quot;Adamantine Man is there.  Be content now, as I shall never be again.&amp;quot;  The man departed, and the adventurer remained.&lt;br /&gt;
&lt;br /&gt;
===(25 March 2007)===&lt;br /&gt;
&lt;br /&gt;
The adamantine man story ended.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@-***=.T&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Pulson-9000 seared the sky trailing ion-energized purple lightning.  The XZ-Trollmech Mk7 didn't stand a chance.  Another contract, another payment.  Rogar was the last dwarf of his village, and after many hardships had fallen into the tough life of a mercenary warrior.  He had stolen his first fighting bot, but after three years he had enough money to build and repair his own.  He spent his offtime tinkering, which soothed his still-dwarven heart. &lt;br /&gt;
&lt;br /&gt;
For now though, he was in enemy territory.  True, the contract was complete, but he had fought his way deep into the personal citadel of the vile cyber-modded troll Vanquidor in order to blow his Mk7 body to pieces, and now he had to laze through the bodyguards and sentry droids he hadn't already obliterated.  The dwarf had very little ordinance remaining.  Rogar put on his shades.  Things were about to get hot, but he was cool as a sonic-fan.  Time to fire it up!  Yeah!&lt;br /&gt;
&lt;br /&gt;
==[[User:SupSuper|SupSuper]]==&lt;br /&gt;
===(19 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+R@%+@+%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hya!  Hya!&amp;quot;  Kogan screamed as he careened around the corner astride Lomrin.  He had acquired the giant rat from the dungeon master for a vial of liquid fire.  It had been a barrel of laughs, especially after a mug or three. &lt;br /&gt;
&lt;br /&gt;
As they passed the foodpile, Lomrin stopped suddenly to inspect a large plump helmet biscuit.  Kogan flew over the rat's ears and landed on his beard, sliding to a stop at a pair of black leather boots.  Kogan waited a moment for his head to clear, and then he rolled back on his bottom and stared up at the face of Mul.  It had to be Mul. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;On a bender again, are we Kogan?&amp;quot;  Mul admonished.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We?  I swear I haven't given Lomrin a drop!&amp;quot;  Kogan said indignantly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wouldn't be so sure...&amp;quot;  Mul said, indicating the food stockpile with a nod of his head. &lt;br /&gt;
&lt;br /&gt;
Kogan turned his head.  Lomrin had pried the lid off of a whisky barrel.  Only her rear legs and tail were now visible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She takes after her uncle Kogan!&amp;quot;  Kogan beamed proudly.  Mul knocked him down to the ground with a push from his foot.&lt;br /&gt;
&lt;br /&gt;
==[[User:Syndlig|Syndlig]]==&lt;br /&gt;
===(18 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;oU++@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
The man struggled against the chains.  The dwarves stared at him, smiling in satisfaction.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That should ward you off our treasures, human.  Be glad we don't send for the Hammerer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The human scoffed.  &amp;quot;Ha!  I may be a thief, but at least I'm not a dwarf.  See how I tower above you!  I may not have a trade, I may not have any notable achievements whatsoever, but I am still a man.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The blackbearded dwarf turned to his companion.  &amp;quot;You know, Mul, I suppose we could call for the Hammerer.  The Baron will understand.  After all, it was the Baron's goblet we found in his pack.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf named Mul considered this.  &amp;quot;The Hammerer could certainly give him a new perspective on life.  From two or three handspans lower down, at that.  Start at the ankles, perhaps?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I always preferred the kneecaps, myself,&amp;quot; the blackbearded dwarf said as they turned to leave.  &amp;quot;It's really up to Rashok to decide though.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Mul hummed in disappointed affirmation.  &amp;quot;Hmm, Rashok gets to have all the fun doesn't he?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait!  Don't leave, my little friends!&amp;quot; the man screamed as the dwarves disappeared through the iron gate. &lt;br /&gt;
&lt;br /&gt;
The blackbearded dwarf poked his head back into the dungeon.  &amp;quot;We'll spare some whiskey, don't worry!&amp;quot;  He disappeared again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Watered down, of course...&amp;quot; Mul could be heard saying as their footfalls faded away.&lt;br /&gt;
&lt;br /&gt;
==[[User:Minion21g|Minion21g]]==&lt;br /&gt;
===(28 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;||,g.g,gg....,.UU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fiends pounded the trail, hunting Belmir and his thieving partner.&lt;br /&gt;
The two had stolen into the dark goblin tower in the dead of night and&lt;br /&gt;
taken the vial that held the demon king's essence.  By destroying it,&lt;br /&gt;
they could stop the war and put an end to the demon forever.  Why&lt;br /&gt;
destroy it, thought Belmir, when it obviously held so much value?  He&lt;br /&gt;
and Gal would be rich men.  Or, he thought, looking at Gal with&lt;br /&gt;
murderous intent, perhaps just me.&lt;br /&gt;
&lt;br /&gt;
==[[User:NoNotTheBees|No Not The Bees]]==&lt;br /&gt;
===(29 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.M%,..U.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The lonely cottage stood underneath a great hill of snow that had been&lt;br /&gt;
born of the great blizzard.  Wind and sleet kept the pioneers indoors.&lt;br /&gt;
That, and the promise of hated predators searching for meat in the&lt;br /&gt;
frozen wastes.  But as his family grew hungry, Fram knew that he must&lt;br /&gt;
join the hunters outside.&lt;br /&gt;
&lt;br /&gt;
Almost immediately Fram saw the danger.  Bloody footprints of a great&lt;br /&gt;
creature circled the cottage as if a monster sought a way inside.&lt;br /&gt;
Grimly, Fram gripped his spear.  He must persevere lest his family&lt;br /&gt;
starve.  He followed the monster's tracks away from his home as he&lt;br /&gt;
pulled his furs tight against the freezing winds.&lt;br /&gt;
&lt;br /&gt;
Ahead he saw a shape, a black mound against an ocean of white.&lt;br /&gt;
Cautiously, Fram approached.  It was the half eaten body of a black&lt;br /&gt;
bear.  But what could kill such a large beast.  As if to answer, a&lt;br /&gt;
monster loomed into sight, its body covered with long icicles.  A&lt;br /&gt;
blizzard man!&lt;br /&gt;
&lt;br /&gt;
==[[User:Scrollhaven|Scrollhaven]]==&lt;br /&gt;
===(28 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;@,.UE,.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With one mighty swing, Alfonso knocked away the prone elf's sword and&lt;br /&gt;
placed his boot on his wrist.  Many moons had past since the vile&lt;br /&gt;
creature had killed poor Jim and ate him.  Even now the elf looked up&lt;br /&gt;
in defiance.  Finally, in these haunted woods far from home, vengeance&lt;br /&gt;
would be served.  Alfonso held the tip of his sword over the&lt;br /&gt;
creature's heart, wondering vaguely if it had one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back off, human,&amp;quot; came a voice from behind, &amp;quot;this is my kill.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The human ranger turned to see a dwarf holding a crossbow.  By the&lt;br /&gt;
state of his boots and armor, Alfonso could tell the dwarf too, had&lt;br /&gt;
been on a long quest.  The elf saw its chance and snaked its way out&lt;br /&gt;
from between the ranger's legs and was off into the brush in an&lt;br /&gt;
instant.  Alfonso cursed and charged after him, the dwarf close&lt;br /&gt;
behind.&lt;br /&gt;
&lt;br /&gt;
== [[User:NobbZ|NobbZ]] ==&lt;br /&gt;
===(16 February 2009)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@$@,.~~@,..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarven toughs stood around the curve in the corridor, taunting&lt;br /&gt;
the dwarf lasses as they passed.  A particularly vicious young dwarf&lt;br /&gt;
fingered his crossbow as he saw a dwarf he knew.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, Moody,&amp;quot; said a thug.  &amp;quot;There's the dwarf that owes you that coin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said Moody, stepping up to the dwarf, pointing his weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You owe me,&amp;quot; said Moody.  &amp;quot;Hand over the purse.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don't have your money!&amp;quot; said the dwarf.&lt;br /&gt;
&lt;br /&gt;
The dwarven outlaws piled onto the dwarf, beating him near to death.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'll be back,&amp;quot; said the blood-soaked dwarf over his shoulder as he&lt;br /&gt;
ran.  &amp;quot;I'll be back!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You're never coming back coward!&amp;quot; shouted Moody.&lt;br /&gt;
&lt;br /&gt;
== [[User:Shzar|Shzar]] ==&lt;br /&gt;
===(July 16 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;D###ggggggg,.|@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The demon king rode high on his dragon as his vast army assaulted the&lt;br /&gt;
dwarf fortress below.  Catapults smashed the battlements with huge&lt;br /&gt;
balls of fire.  Bolts and arrows filled the air in a deadly exchange&lt;br /&gt;
of fire.  Armored trolls ran into the stone gates, smashing into the&lt;br /&gt;
rock and sending shards flying.  Not one space above ground was safe.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;How could it come to this?&amp;quot; cried Durkan, hands over his ears.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Courage,&amp;quot; said the warrior dwarf Glamsfir.&lt;br /&gt;
 &lt;br /&gt;
Pebbles fell from the ceiling as another bombardment rocked the&lt;br /&gt;
fortress.  Glamsfir stood and peered out of an archery portal.  The&lt;br /&gt;
situation was fatal.  He lifted his crossbow and put down a goblin&lt;br /&gt;
archer in an act of defiance, though it mattered little.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;We have not long to live,&amp;quot; said Durkan, &amp;quot;do we Glamsy?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I told you not to call me that,&amp;quot; said the dwarf hero.&lt;br /&gt;
&lt;br /&gt;
==Meto==&lt;br /&gt;
&lt;br /&gt;
===(9th December, 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;UUUU/UU/U#+!++@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves hurled boulders down on the invaders as they advanced by&lt;br /&gt;
ladder.  Sharkra smiled, for this meant they had run out of ammunition&lt;br /&gt;
for their war machines.  She dodged out of the way as a human invader&lt;br /&gt;
plunged down past her to a rocky doom.  Sharkra grimaced.  Machines or&lt;br /&gt;
not, these dwarves would fight the death to save their blasted&lt;br /&gt;
mountain.  At last she reached the battlements.&lt;br /&gt;
&lt;br /&gt;
Battle master Sharkra was an evil genius of combat.  It was rumored&lt;br /&gt;
she had sacrificed everything she loved for riches and lost it all&lt;br /&gt;
gambling the same night.  Her very aura smelled of the underworld.&lt;br /&gt;
Now she soldiered for anyone who would pay her.  Pay her and her elite&lt;br /&gt;
troop of mercenaries, the Unholy Band.  This time is was rat-lord&lt;br /&gt;
Gomra that hired her.&lt;br /&gt;
&lt;br /&gt;
Sharkra pulled herself onto the fortress wall.  Members of the Unholy&lt;br /&gt;
Band leapt over the battlements, light on their feet.  Together they&lt;br /&gt;
advanced on the dwarves.  Sharkra wielded a giant mace, while the Band&lt;br /&gt;
pulled rapiers from polished sheaths.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have you,&amp;quot; said Sharkra.  &amp;quot;Throw down your weapons and die quickly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Something sailed through the air and struck Sharkra in the face, a&lt;br /&gt;
glass flask filled with fuming liquid.  The glass shattered sending&lt;br /&gt;
pain coursing through the evil woman's body.  She put her hand to her&lt;br /&gt;
face and it came back covered in slime.  She straightened up and&lt;br /&gt;
looked around.  The Unholy Band was laughing at her.  Sadly, this&lt;br /&gt;
wasn't the first time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What are you standing around for?&amp;quot; screeched Sharkra.  &amp;quot;Kill them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The vain and evil Sharkra pulled a mirror from her pack which she&lt;br /&gt;
carried at all times.  Her face was never much to begin with, but now&lt;br /&gt;
it was utterly ruined.  Gomra, thought Sharkra, it is all his fault.&lt;br /&gt;
The warrior woman whistled and the Unholy Band followed her as she&lt;br /&gt;
retreated from the fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is said,&amp;quot; intoned dwarf captain Duzelm, &amp;quot;that evil shall always&lt;br /&gt;
turn upon itself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is your plan master?&amp;quot; asked Bally, the dwarven squire.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We shall follow this villain back to Lord Gomra,&amp;quot; said Duzelm &amp;quot;and&lt;br /&gt;
catch all the rats in the same trap.  Go to the humans in Gelthtown,&lt;br /&gt;
they have the quick steeds we require.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Before the day was through, the men of Gelthtown had assembled the&lt;br /&gt;
horses, along with master rider Jorna.  She was blond and lean, draped&lt;br /&gt;
in the leathers of a Gelthtown tracker.  The dwarves climbed onto the&lt;br /&gt;
horses and strapped themselves in.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you sure you can keep up with the Unholy Band?&amp;quot; asked Captain Duzelm.&lt;br /&gt;
&lt;br /&gt;
Jorna laughed.  &amp;quot;Just pray I don't reach Gomra before Sharkra does,&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
==Schmi==&lt;br /&gt;
&lt;br /&gt;
===(16th March, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;EHEHEHEHEHE#####||@+@@@@+||==O|TTTOTTO+&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magic flying horses galloped through the sky carrying the elf warriors&lt;br /&gt;
on bolts of enchanted lightning.  It was war, oh war, that brought the&lt;br /&gt;
warriors hence.  The evil dwarf fighter stood atop the tower of the&lt;br /&gt;
dwarf fortress waiting for them to come.  In his arsenal were a dozen&lt;br /&gt;
flame-throwing catapults ready to spring into action.  Giant trolls&lt;br /&gt;
dragged the ammunition up from the mines.  The dwarf raised his hand.&lt;br /&gt;
A hundred marksdwarves aimed their crossbows.  Rainbows filled the sky&lt;br /&gt;
as the elves approached.  With a final snort, the dwarf let his hand&lt;br /&gt;
drop.&lt;br /&gt;
&lt;br /&gt;
===(23 April, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~/~~U~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When it was over, not a good thing lived.  With the failure of the&lt;br /&gt;
sacred band all hope was lost.  The trees of the forest were swept&lt;br /&gt;
from the earth, and those luckless beings that lived were enslaved to&lt;br /&gt;
the evil dwarf fortress.  The dwarves delved deep into the earth and&lt;br /&gt;
released onto it, the horrors of the underworld.  Fed up with the&lt;br /&gt;
world, the gods turned their back on it, leaving only Armok, the blood&lt;br /&gt;
god, to rule alone.&lt;br /&gt;
&lt;br /&gt;
Peasant farmer Alan heard a whistling noise from above and turned his&lt;br /&gt;
head to the blood red sky.  He leapt to the side as a huge broadsword&lt;br /&gt;
landed at his feet.  Alan scratched his head.  The gods ask too much,&lt;br /&gt;
he thought.  All of his ancestors had fought and died in elongated&lt;br /&gt;
wars.  What can he give but his weak life?&lt;br /&gt;
&lt;br /&gt;
==Robert 'Brightgalrs' Schultz==&lt;br /&gt;
===(31 June 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.Wk,.. //####||@++&amp;gt;||###&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No lock was safe from the kobold master thief, Macabis.  The last year&lt;br /&gt;
he broke into the thick-walled castle Varnus.  And only two weeks ago&lt;br /&gt;
he had robbed the goblin dungeon under the Blood Mountain.  But&lt;br /&gt;
Macabis shared the failings of all of his kind.  For to a kobolds&lt;br /&gt;
there was no difference between a rough diamond and a piece of&lt;br /&gt;
shattered glass.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;You, go here,&amp;quot; said the wizard, pointing at a map scrawled in the dirt.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Bring me this.&amp;quot;  The wizard produced from his robes a metal cup.  The&lt;br /&gt;
kobold blinked, its yellow eyes seemed to search for meaning and&lt;br /&gt;
quickly gave up.  The wizard reached into his other sleeve and&lt;br /&gt;
produced a drinking horn.  The kobold screeched and grabbed it with&lt;br /&gt;
both hands.  The humans always had the best drink.  Macabis knew what&lt;br /&gt;
the scratchings on the cup meant.  It was the dwarf fortress of&lt;br /&gt;
Antguard.  He yanked away the horn and slung it over his back.  There&lt;br /&gt;
would be many more such drinks once the wizard had his cup.&lt;br /&gt;
 &lt;br /&gt;
Aliz still felt a little queasy as the sun broke over the mountains.&lt;br /&gt;
He had been on tower duty for two months, punishment for staring too&lt;br /&gt;
long at the beautiful queen.  Had they only know the true subject of&lt;br /&gt;
his avarice.  It was the artifact cup from which she drank.  It had&lt;br /&gt;
the power to make any liquid taste like the finest wine.  As he&lt;br /&gt;
daydreamed, a shadow passed under the castle gate.&lt;br /&gt;
&lt;br /&gt;
==markpank==&lt;br /&gt;
===(27 November 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,&amp;quot;&amp;quot;.&amp;quot;&amp;quot;.,UU,..,.&amp;quot;&amp;quot;,.&amp;quot;||W+++||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Power.  That was all that mattered.  Evil wizard Marcon commanded a&lt;br /&gt;
legion of vampires and all manner of night creatures.  It was the&lt;br /&gt;
daylight that was his greatest weakness.  When all his creatures&lt;br /&gt;
crawled back into their graves, there he was, nothing but a lonely old&lt;br /&gt;
man in a crumbling tower.  The peasants of the village knew to stay&lt;br /&gt;
away from the ugly building.  It was rumored you could see a mournful&lt;br /&gt;
eye staring out of the highest window, resenting all that lived.&lt;br /&gt;
&lt;br /&gt;
Young page Allen took the hand of his best girl Mandy and raced&lt;br /&gt;
through the dawn village on a lover's tryst.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where are we going, my love?&amp;quot; asked Mandy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To Marcon tower,&amp;quot; said the boy.  &amp;quot;They will never look for us there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No!&amp;quot; cried Mandy.  &amp;quot;A thousand times no!  That place is haunted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's a matter Mandy?&amp;quot; mocked Allen.  &amp;quot;Are you afraid of the bogeyman?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(18 December 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.||&amp;gt;W&amp;gt;+UU||,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shafts of light from the failing sun shone through the high windows&lt;br /&gt;
and fell on the lovers as they lay on the grassy floor.  As Allen&lt;br /&gt;
looked up at the inside of the crumbling building, he did so with the&lt;br /&gt;
eyes of a boy who knew he was now a man.  Somewhere in the distance a&lt;br /&gt;
coyote howled.  Night was falling.  Not even Allen was stupid enough&lt;br /&gt;
to stay in Marcon tower after dark.   He tried to sit up, but Mandy&lt;br /&gt;
lay across his arm and would not stir.&lt;br /&gt;
&lt;br /&gt;
With wondrous motion the tower began to transform.  Torches appeared&lt;br /&gt;
on the walls.  Cold stones replaced the grass on which Allen lay.&lt;br /&gt;
Planks of wood sprouted from the walls and unfolded into a great&lt;br /&gt;
spiral stairway.  Chill gripped Allen's heart as he heard steps&lt;br /&gt;
resounding down the stair.  He tried to pull his hand free but Mandy&lt;br /&gt;
lay still and cold to the touch.  With horror, the young man watched&lt;br /&gt;
as the wizard descended, cloaked and menacing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;All hope is for naught,&amp;quot; said the wizard.  &amp;quot;The fruit of your deed is&lt;br /&gt;
death eternal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(06 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,||U*+++=U=++||,.,o,.,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mandy rose from her place with the jerking movement of a marionette.&lt;br /&gt;
Allen cried out and crawled backward across the floor.  Naked, he ran&lt;br /&gt;
from the tower, the wizard's evil laughter ringing in his ears.  He&lt;br /&gt;
ran in fear, faster even than the bogeymen the wizard sent to chase&lt;br /&gt;
him.  Finally, his body cut up, bleeding, and exhausted, he collapsed&lt;br /&gt;
on the steps of the temple.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I pity you Allen,&amp;quot; said the priest, &amp;quot;for it takes such a disaster to&lt;br /&gt;
bring you to the temple of Domon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The boy cried and told his tale of terror and woe.  The priest shook&lt;br /&gt;
his head and told him there was little hope for Mandy now.  He handed&lt;br /&gt;
Allen a small gem -- the Eye of Domon.  It was said to pierce all&lt;br /&gt;
darkness.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must return to the tower tonight,&amp;quot; said the priest, &amp;quot;lest Mandy&lt;br /&gt;
fall forever.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That night, Marcon was preparing for the ceremony, giggling like a&lt;br /&gt;
little girl.  Mandy was laid out before him on a stone slab.  Just as&lt;br /&gt;
he raised the dagger for the death stroke, Allen kicked in the door.&lt;br /&gt;
Marcon made to spit out a curse when the boy raised up the Eye of&lt;br /&gt;
Domon.  With a shriek, Marcon transformed into a barn owl and escaped&lt;br /&gt;
through the open ceiling.&lt;br /&gt;
&lt;br /&gt;
===(02 April 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|++UuU++++U|N.,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is nothing we can do for her but wait,&amp;quot; said the priest.&lt;br /&gt;
&lt;br /&gt;
Allen paced the length of the church, stealing glimpses of Mandy's&lt;br /&gt;
body splayed out on the altar.  He remembered the wizard's curse.  His&lt;br /&gt;
hand gripped the jewel as he prayed to Domon for mercy.  Mandy cried&lt;br /&gt;
out.  The priest put his hands on the girl's body and forced her down.&lt;br /&gt;
&lt;br /&gt;
Allen's eyes went to the windows where candles flickered and went&lt;br /&gt;
out.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This girl is with child,&amp;quot; growled the priest.  &amp;quot;Where is the father?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A knock came at the door.  Allen looked to the priest, eyes wild with&lt;br /&gt;
fear.  &amp;quot;Go,&amp;quot; said the priest, turning back to the writhing girl. The&lt;br /&gt;
frightened boy picked up a torch and made his way to the front of the&lt;br /&gt;
darkened church.  Behind him, the girl was screaming between gurgling&lt;br /&gt;
coughs.  He dare not look now.&lt;br /&gt;
&lt;br /&gt;
The door swung open to reveal a terrible phantom.  It wore a tattered&lt;br /&gt;
black robe and its head was a bare skull.  &amp;quot;My master Marcon has sent&lt;br /&gt;
me to take what is his,&amp;quot; it said.  Allen was paralyzed with fear.  The&lt;br /&gt;
girl's screams had stopped.  Allen turned to see the priest, covered&lt;br /&gt;
in blood.  In his hands he held a baby, squirming and alive, but&lt;br /&gt;
silent as death itself.&lt;br /&gt;
&lt;br /&gt;
===(14 November 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U/|++++U|.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The air was still, and not an insect stirred in the cursed village.&lt;br /&gt;
It was here that evil was born, and it was here evil would die.  Sir&lt;br /&gt;
Ramet looked to the most pathetic cottage and made his way to the&lt;br /&gt;
door.  When no one answered, he knocked the door off its hinges with a&lt;br /&gt;
blow from his hammer.&lt;br /&gt;
&lt;br /&gt;
He walked through a cloud of dust to see the body of a white haired&lt;br /&gt;
old man, half starved to death.  Ramet put his foot on the man's&lt;br /&gt;
shoulder and jostled the body.  It was then that he saw that it was&lt;br /&gt;
not a man, but a boy, his hair as white as snow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Allen?&amp;quot; said Ramet.  &amp;quot;Know that your treason has cause many a soldier&lt;br /&gt;
to lose his life, and while your son walks the earth, no one is safe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Son?&amp;quot; said Allen to the darkness.  &amp;quot;I have a son?  My poor Mandy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ramet lifted his hammer and Allen seemed suddenly to come to life.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait!&amp;quot; shouted the wretch.  &amp;quot;I hold something which is your only salvation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The knight watched as Allen held up a small jewel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Eye of Domon?&amp;quot; asked Ramet, unbelieving.&lt;br /&gt;
&lt;br /&gt;
The two left the cottage and turned toward Marcon's tower.  The&lt;br /&gt;
crumbling building cast a shadow across the village, the sun hiding&lt;br /&gt;
behind its upper reaches.  It was deserted, but both men knew what&lt;br /&gt;
would happen after sundown, only a few short hours away.&lt;br /&gt;
&lt;br /&gt;
===(14 December 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;U,.,.,.||U/++Ui++||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once they reached the ruined tower, Ramet reached under his cloak,&lt;br /&gt;
behind his ample belly and drew a short, thick sword.  He bid Allen&lt;br /&gt;
come closer and took the Eye from him.  There was a socket in the hilt&lt;br /&gt;
of the blade and the knight drove the jewel home.  A flash of&lt;br /&gt;
light blinded the two men briefly and when he opened his eyes, Allen&lt;br /&gt;
saw Ramet holding the glowing sword before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Behold,&amp;quot; shouted Ramet.  &amp;quot;This is a weapon of Domon.  Take it!  For&lt;br /&gt;
the seed you have spilled now soils the land, and you must put it&lt;br /&gt;
to right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Allen touched the sword as the last rays of sunshine faded from behind&lt;br /&gt;
the hills.  Once again, Marcon's tower rebuilt itself.  Bats flew&lt;br /&gt;
out from the top as all manner of groans and scrapings came from&lt;br /&gt;
inside.  Allen's courage failed him and he turned to run.  Ramet put&lt;br /&gt;
his hand on the boy's chest and pushed him back.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Forget all that,&amp;quot; said the knight.  &amp;quot;It is time you understood the&lt;br /&gt;
consequences of your actions.  I didn't loose the demon.  You did.&lt;br /&gt;
Take the sword, go in there, and slay the monster.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sword of Domon trembled in Allen's shaking hand as he opened the&lt;br /&gt;
door to the tower.  Calling on all his force of will, he stepped&lt;br /&gt;
inside.  It was dark save for a single candle resting on the floor.&lt;br /&gt;
Beside it knelt a person in a dark colored robe.  Silently, Allen&lt;br /&gt;
stepped up behind and pulled back the hood of the robe with the tip of&lt;br /&gt;
his sword.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mandy?&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
===(02 February 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;U&amp;lt;&amp;lt;&amp;lt;U####/##o##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I could be Mandy to you,&amp;quot; said the girl, rising from the floor.&lt;br /&gt;
&lt;br /&gt;
Allen's sword fell to his side, a tear rolling down his cheek.  The&lt;br /&gt;
dark creature brushed the white hair away from his face.  The shadows&lt;br /&gt;
dancing around began to take physical shape.  Allen put his arm around&lt;br /&gt;
the girl.  The world began to spin.  In his mind he could see ghostly&lt;br /&gt;
armies marching across the land.  His lips touched hers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That thing is your daughter!&amp;quot; cried Ramet.  &amp;quot;Kill it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a jerk, Allen drove his sword through the girl's ribs.  The&lt;br /&gt;
creature screamed.  Red gas shot from its mouth and eyes.  Allen&lt;br /&gt;
backed away, disgusted and horrified.  Ramet caught Allen in his arms&lt;br /&gt;
as the building shook and swayed.  Then, all went silent, all but&lt;br /&gt;
Marcon's laughter.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This villain has lived long enough,&amp;quot; spit Ramet.&lt;br /&gt;
&lt;br /&gt;
Up and Up the knight ran, bounding three steps at a time.  Marcon&lt;br /&gt;
spotted him and quit his laughter quick.  A pair of shadow demons rose&lt;br /&gt;
from the floor, but Ramet barreled straight through them and met&lt;br /&gt;
Marcon at the roof of the tower.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don't suppose you would stab an opponent in the back?&amp;quot; asked Marcon.&lt;br /&gt;
&lt;br /&gt;
The wizard turned and leapt from the tower, transforming into an owl.&lt;br /&gt;
The knight threw his war hammer with all his might.  It struck the&lt;br /&gt;
bird in an explosion of feathers.  Marcon's lifeless body spiraled&lt;br /&gt;
slowly down to the earth.&lt;br /&gt;
&lt;br /&gt;
When Ramet reached the bottom of the stairs, Allen was on his knees,&lt;br /&gt;
staring at the floor.  The knight lifted him up, leaned close and&lt;br /&gt;
spoke to him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Listen,&amp;quot; said Ramet.  &amp;quot;We have something Marcon and your poor Mandy&lt;br /&gt;
don't have.  A future.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==suntorvic==&lt;br /&gt;
===(13th December, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;s,.s.C,..@,.,//%%%%%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarf hero Ulkram walked right up to the cyclops's lair.  It was a&lt;br /&gt;
shabby place, just a cave under a grassy hill.  Here and there, stray&lt;br /&gt;
sheep wandered hither and fro, nibbling on the wet grass.  Not a&lt;br /&gt;
stranger to herohood, Ulkram barged inside, axe held high.  Inside, he&lt;br /&gt;
was met with all manner of foul smells.  Dwarven skins lined the walls&lt;br /&gt;
and on the floor was a pile of bearded skulls.  Ulkram was rendered&lt;br /&gt;
senseless by the unimaginable evil.  He went outside to wretch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My home is not to your liking?&amp;quot; came a deep voice.&lt;br /&gt;
&lt;br /&gt;
The cyclops was enormous.  In its mighty fist was a shepherd's cane.&lt;br /&gt;
The monster dropped to one knee.  Ulkram could barely keep his axe&lt;br /&gt;
steady.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell you what,&amp;quot; said the monster.  &amp;quot;How about we play a game?  You&lt;br /&gt;
ask me what I'm thinking, then I you.  If I can't answer, I let you&lt;br /&gt;
go.  If you can't answer, you go in my pot.  Agreed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Having no other choice, Ulkran nodded his head in agreement.&lt;br /&gt;
&lt;br /&gt;
==[[User:Sowelu|Sowelu]]==&lt;br /&gt;
===(6 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ccccc,.,.||,.,@,.,.@,..c||sssss||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like wild banshees, the calls of the coyotes went on all night,&lt;br /&gt;
disturbing the dwarf outpost and all within.  Watch-dwarf Aliz took up&lt;br /&gt;
his torch and scaled the stairs of the wooden tower that stood at the&lt;br /&gt;
gatehouse of their wooden palisade.  Nothing.  Nothing, but the hated&lt;br /&gt;
forest that stood upon the rolling hills on which their wooden&lt;br /&gt;
fortress sat.  It was risky to mine out in the wilderness, away from&lt;br /&gt;
the mountains.  But without risk there is no profit, and danger is its&lt;br /&gt;
own reward.&lt;br /&gt;
&lt;br /&gt;
They kept sheep behind that wooden fence.  Nali could smell them.  The&lt;br /&gt;
short hairy man things look easy enough to outrun, but they were like&lt;br /&gt;
men, they would have weapons, and fire.  But Nali's charge were&lt;br /&gt;
hungry.  A coyote nipped at Nali's hairy leg.  Nali tussled the&lt;br /&gt;
coyote's head. It would be tonight.&lt;br /&gt;
&lt;br /&gt;
The coyotes howled from the woods in front of the gate whilst Nali&lt;br /&gt;
made his way around the back of the fortress, clutching a pair of&lt;br /&gt;
spears.  When he reached the darkest spot, he wedged a spear against&lt;br /&gt;
the wall and used it to lift himself over the side.  He made his way&lt;br /&gt;
carefully past the drunken dwarven guards to the place where the sheep&lt;br /&gt;
were penned.  Just as he was about to open the gate, he froze.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Coyote man!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Narushima|Narushima]]==&lt;br /&gt;
===(06 February 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;||%@~+|++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tosid, Aliz, and Sedil watched with anticipation as the workers&lt;br /&gt;
chiseled through layer after layer of raw adamantine. The dwarves had&lt;br /&gt;
long imagined this moment, a reality of eternal wealth. There was a&lt;br /&gt;
scream, then another. The mineral vein on which they were mining fell&lt;br /&gt;
away into darkness.&lt;br /&gt;
&lt;br /&gt;
Aliz awoke in the manager's barracks. It had all been a dream, but&lt;br /&gt;
his hands were wet. He hopped off the top bunk and slid on a puddle&lt;br /&gt;
of liquid. It was blood. He stood up to see Tosid in the bottom&lt;br /&gt;
bunk, stone dead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Could I have done this in my sleep?&amp;quot; thought Aliz. &amp;quot;But I was just&lt;br /&gt;
at the mining ceremony. Where is Sedil? First things first. Where&lt;br /&gt;
do I hide the body?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Psitaylor|Psitaylor]]==&lt;br /&gt;
===(2 April 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,|++++|@,.U.,.T,.,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The footstep of doom fell hard on Tiger Valley. Many of the elves and&lt;br /&gt;
dwarves that lived there peaceably watched with horror as Mount Ugath&lt;br /&gt;
erupted. Clouds of purple fog flowed down the sides of the mountain&lt;br /&gt;
and engulfed the valley. In a few days the dust settled. No one&lt;br /&gt;
thought anything was the worse for wear. Not at first.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Valley of the Waking Dead?&amp;quot; asked the poacher. &amp;quot;Aye, you are&lt;br /&gt;
headed in the right direction. Tiger Valley they once called it. But&lt;br /&gt;
you don't want to go that way boy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The young man thanked the grizzled hunter and went on his way. Casser&lt;br /&gt;
was the eldest son of King Darek. With all his younger brothers&lt;br /&gt;
beginning to cast their eyes on his aging father's throne, Casser knew&lt;br /&gt;
he had to prove his worth as a hero.&lt;br /&gt;
&lt;br /&gt;
The entrance to the valley was a steep cliff following a tumbling&lt;br /&gt;
stream. Prince Casser bid his page return his horse to the castle and&lt;br /&gt;
descended into the valley alone. When he reached the bottom, he&lt;br /&gt;
looked up to see the green, glowing trees in the bright sun. There&lt;br /&gt;
was not a sound in the whole valley.&lt;br /&gt;
&lt;br /&gt;
At long last he found the village. The fields were neatly kept, but&lt;br /&gt;
there was no animal in sight. Not one living being. Casser moved to&lt;br /&gt;
one of the thatch-roofed huts. He put his gauntlet to the door and it&lt;br /&gt;
swung open. Inside the furniture was all in order. Dinner places&lt;br /&gt;
were set at the table.&lt;br /&gt;
&lt;br /&gt;
There was no food. No people. Casser was taken by a sudden hunger.&lt;br /&gt;
He looked in his pack and found it empty. His servant had forgotten to&lt;br /&gt;
fill it. He grew angry, but his frustration vanished when he spied&lt;br /&gt;
it. An apple hung low on a tree just outside the house. He emerged&lt;br /&gt;
from the cabin and reached out for the fruit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't do it,&amp;quot; said a voice from deeper in the village.&lt;br /&gt;
&lt;br /&gt;
Casser looked to see a dwarf girl, strangely glowing with some fell&lt;br /&gt;
light. Casser brought the apple away from his lips and spat. What&lt;br /&gt;
had happened to this place? He looked away from the strange phantom&lt;br /&gt;
and up at the mountain. It was said a dragon lived there.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Had you taken one bite of that apple, you would be ‘stone dead' as&lt;br /&gt;
you humans are fond of saying,&amp;quot; said the dwarf. &amp;quot;Not now. Not days&lt;br /&gt;
from now. But soon. This whole valley is poisoned. Its only&lt;br /&gt;
inhabitants are the dead. You must save us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The prince retreated as the girl approached. Other spirits began to&lt;br /&gt;
appear from the houses.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must kill the dragon,&amp;quot; she said, &amp;quot;and end the curse. You have no&lt;br /&gt;
choice. You have already breathed the air of the valley. Your fate&lt;br /&gt;
is sealed, along with all of ours.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Running back toward the waterfall, Casser knew he had failed the test&lt;br /&gt;
of manhood. He climbed and climbed, not stopping till he breathed the&lt;br /&gt;
sweet air of the real world. One of the lord's squires was there.&lt;br /&gt;
&amp;quot;That didn't take very long,&amp;quot; said the smart ass. &amp;quot;The underworld&lt;br /&gt;
must not sire demons like it used to.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On the ride home, Casser felt an itch under his gauntlet. He removed&lt;br /&gt;
the metal glove and found his hand red and inflamed. He poked at his&lt;br /&gt;
blackened fingernail and it fell away. Underneath was a thin,&lt;br /&gt;
razor-like talon. Casser gagged into his mouth, a tear falling from&lt;br /&gt;
his eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Problem, sire?&amp;quot; asked the squire.&lt;br /&gt;
&lt;br /&gt;
They rode in silence to Red Castle, where King Darek awaited them.&lt;br /&gt;
&lt;br /&gt;
==[[User:mux951|mux951]]==&lt;br /&gt;
===(13 June 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~++@||.,,..,.,gggDDggDDggggDggDgg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night and day were the same, months of black darkness, punctuated by&lt;br /&gt;
jets of fire from the many wingless dragons that crawled in the valley&lt;br /&gt;
below.  Goblins were everywhere, picking off careless dwarfs with&lt;br /&gt;
well-placed arrows.  One dwarf remarked that it was like living each&lt;br /&gt;
waking moment in the shadow of the hammerer.&lt;br /&gt;
&lt;br /&gt;
Alnar was not one to give up so easily.  He vowed, though only a&lt;br /&gt;
blacksmith's apprentice, to save the fortress singlehandedly.  He&lt;br /&gt;
would build a tube from the lip of the volcano to the goblin horde and&lt;br /&gt;
fry them forever.  If only he had the king's permission.  Best to ask&lt;br /&gt;
later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(04 December 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++++|++@\o|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the enemy surrounded the fortress and all seemed lost, the dwarven&lt;br /&gt;
king did an inexplicable thing by granting an audience to a lone idiot&lt;br /&gt;
dwarf.  A pair of royal guards dragged Alnar into the feast hall.  His&lt;br /&gt;
eyes were blackened as the guards had beaten him up a taste for his&lt;br /&gt;
insolence.   They dumped him before the king and he sneezed, spraying&lt;br /&gt;
blood onto the king's slipper.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Speak,&amp;quot; hissed the king.&lt;br /&gt;
&lt;br /&gt;
Alnar crawled to the side of the throne and pulled away a plain white&lt;br /&gt;
sheet revealing a crimson handled lever.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One pull of this lever and you will unleash the fury of Red&lt;br /&gt;
Mountain,&amp;quot; said Alnar, &amp;quot;and bathe the enemy in a lake of fire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You did this without my knowledge or consent?&amp;quot; asked the king.&lt;br /&gt;
&lt;br /&gt;
Alnar swallowed and slowly nodded his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lock him in his quarters,&amp;quot; said the king, &amp;quot;to await the hammerer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As he heard the lock slide in, Alnar walked to the corner of his tiny&lt;br /&gt;
room.  Silently, he slid his cabinet away from the wall, revealing a&lt;br /&gt;
second red lever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(04 March 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~~~~~~~~~~~~~|@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Out of ammunition, the dwarves were reduced to hurling rocks at the&lt;br /&gt;
invaders now scaling the walls.  The king locked himself in the throne&lt;br /&gt;
room, forbidding all disturbances.  Try as he might, he could think of&lt;br /&gt;
no solution to the mess he was in.  Always he found his eyes drawn to&lt;br /&gt;
the lever.  Maybe the crazed dwarf was right.&lt;br /&gt;
&lt;br /&gt;
No, thought the king.  No dwarf would make a fool of the king.  He&lt;br /&gt;
seized the lever and ripped the whole mechanism from the floor in a&lt;br /&gt;
frenzied rage.  A messenger ran into the room, finding the king&lt;br /&gt;
wheezing, spittle dripping from his beard.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know you ordered no disturbances,&amp;quot; said the page, &amp;quot;but someone has&lt;br /&gt;
released the fire of Red Mountain!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The king trotted up the stairs of the tower, his lungs burning.  Once&lt;br /&gt;
at the top, he saw a sight like no other.  Rivers of molten rock&lt;br /&gt;
flowed from the mountain, burying the invaders or sending them&lt;br /&gt;
running, on fire.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;An outrage,&amp;quot; spat the king.  &amp;quot;I will have that traitor Alnar skinned alive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Met|Met]]==&lt;br /&gt;
===(June 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;||~@++%||@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am innocent of these crimes!&amp;quot; cried Fuglin as he was dragged away. Sitting in the dungeon cell, he could recall the cheers of the dwarves as the judge pronounced the verdict.  It wasn't fair.  The adamantine wasn't his.  He was just holding it for somebody.  Now in prison, he was left to rot.  A guard stopped by his cell and poured a cup of gruel on the cold stone floor.  Anger and despair were all he felt now.  From now on he dared not hope.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
It had begun as such a small thing.  Fuglin and the goblin had known each other since the construction of the fortress.  Fuglin was young then.&lt;br /&gt;
&lt;br /&gt;
One day Fuglin visited the goblin, this time locked in the stockade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know the path through the stone?&amp;quot; said the goblin.  &amp;quot;The one we built as children?  You must go there and bring me what you find.  It is the key to my release.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(July 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,.,.,.,@|#######&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The space was not built for more than a child, a narrow, twisting tunnel winding its way through the foundations of the fortress.  At the bottom, Fuglin saw a light, a silvery glowing rock at the end of the tunnel.  This must be it, thought Fuglin, a bribe to set the goblin free.  Hastily, Fuglin took up his pick and chiseled off a piece of the silver metal.&lt;br /&gt;
&lt;br /&gt;
Something lay beyond the tunnel.  A hole the size of a dwarf's fist opened where Fuglin struck.  He could hear a strange howling within, no doubt another subterranean jungle.  The dwarf didn't stay to find out.  He squirmed as fast as he could, finally reaching the exit where he found the goblin, free from his bonds.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You survived,&amp;quot; said the goblin.  &amp;quot;Keep the adamantine as a token of our friendship.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait!&amp;quot; cried Fuglin, but the goblin had disappeared.&lt;br /&gt;
&lt;br /&gt;
===(October 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@,.,o@,..##||#&amp;amp;#&amp;amp;#&amp;amp;&amp;amp;&amp;amp;&amp;amp;#&amp;amp;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What happened next was hard to say.  There was a lot of smoke and fire.  Dwarves ran screaming through the fortress.  Captains shouted orders to soldiers they could not see through the clouds of burning vapor.  Fuglin was scared beyond reason.  He tried to follow the others, ducking when the monsters swooped down.&lt;br /&gt;
&lt;br /&gt;
It seemed it would never end, then Fuglin came rolling out of the fortress gate just as another fire blast rocketed overhead.  As it was, the demons could not, or would not set foot outside the fortress. What few dwarves that were left gathered at the hills below.  Fuglin recognized a blacksmith which with he had apprenticed.  Before he could speak the blacksmith pointed his finger.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He is the one!&amp;quot; the dwarf cried.  &amp;quot;Look!  He still has the rock in his paw!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Fuglin looked down, having until now forgotten the adamantine in his hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Rhazak|Rhazak]]==&lt;br /&gt;
===(19 July 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+++@@++++@||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Terror!  Badru cried defiantly as he was shaved.  The evil dwarves&lt;br /&gt;
held Badru down as dwarven bandit lord Ukros worked his knife against&lt;br /&gt;
the victim's beard.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You look better this way, Badru,&amp;quot; said Lord Ukros.  &amp;quot;More like an elf.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The villain left Badru upon the hillside in the shadow of the dwarf&lt;br /&gt;
fortress.  He was sore and beaten, and his leg was most likely broken.&lt;br /&gt;
The guards were sure to find him soon.  He pulled his scarf up to his&lt;br /&gt;
nose.  The sign of his shame couldn't be seen by his underlings.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened to you, Badru?&amp;quot; asked the king.  &amp;quot;And why are you&lt;br /&gt;
wearing that ridiculous mask?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Badru withdrew the mask from his shaven face and the guard holding him&lt;br /&gt;
cried out and dropped the dwarven hero to the floor.&lt;br /&gt;
&lt;br /&gt;
===(11 August 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;||+++@@|+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They are no more dwarf than you,&amp;quot; said Badru's woman.  &amp;quot;They may have&lt;br /&gt;
beards it's true, but they live outdoors, squatting in the grass like&lt;br /&gt;
rabbits.  You will find them, and return them to the hammerer, dead or&lt;br /&gt;
alive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Metal clanked against stone as Badru rose.  His limb was now more&lt;br /&gt;
machine than leg.  He scratched at the bristling hairs of his chin.&lt;br /&gt;
From the wall, he took his trusty axe.  As he walked from the room,&lt;br /&gt;
his woman embraced him from behind.  &amp;quot;Kill them,&amp;quot; she said.  &amp;quot;Kill&lt;br /&gt;
them all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Badru strode before the recruits, his metal leg creaking, a scarf over&lt;br /&gt;
his mouth.  &amp;quot;Alright daisies,&amp;quot; he said.  &amp;quot;Our target is a worthless&lt;br /&gt;
bandit named Ukros.  If you see him, leave him be.  That elf-spawned&lt;br /&gt;
toadstool is mine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Molay|Molay]]==&lt;br /&gt;
===(25 December 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;+@~~~@++g&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The miners sat in a circle around the lava well, dipping bits of bread&lt;br /&gt;
into a bowl of melted dwarven cheese.  It was the end of the year, so&lt;br /&gt;
Aliz stood up and announced that he would make the first prediction.&lt;br /&gt;
He said that in the next year the war would be over and the dwarves&lt;br /&gt;
would all come home.  Then the miners would strike adamantine, with&lt;br /&gt;
Nictat taking the first chunk.&lt;br /&gt;
 &lt;br /&gt;
Smiling, Nictat rose and looked over the glad faces of his friends.&lt;br /&gt;
He said that in the coming year old king Ironboot would die and be&lt;br /&gt;
replaced by his beautiful daughter.  All rations would be doubled, and&lt;br /&gt;
all the prisoners set free.&lt;br /&gt;
 &lt;br /&gt;
Something moved in the shadows.  The dwarves looked around anxiously.&lt;br /&gt;
Aliz let out a sigh.  It was only poor goblin Dusna.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I have a prediction for you,&amp;quot; said Dusna.  &amp;quot;Not but one of us in this&lt;br /&gt;
room will live to see the coming year.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Malimbar04|Malimbar04]]==&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;TUe,,.,-,.,g&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What are you doing?&amp;quot; asked Sarvesh.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Giving my thanks to the trees,&amp;quot; said Alan.  &amp;quot;Isn't that what you people do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sarvesh would never understand her new human friend.  Why did he want&lt;br /&gt;
to be like the elves?  Elves have been talking to trees as long as&lt;br /&gt;
Sarvesh could remember, and they never talked back.  She flipped an&lt;br /&gt;
apple into the air, but before she could catch it, an arrow struck it&lt;br /&gt;
to a tree.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins!&amp;quot; cried Sarvesh.&lt;br /&gt;
&lt;br /&gt;
===(8 September 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;g\U,.,.e,.,,.-g&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alan came up from his knees and cut down a charging goblin with one&lt;br /&gt;
swing of his sabre.  Sarvesh dodged out of the way of a second arrow&lt;br /&gt;
and readied her bow.  She fired blind into the woods, praying to the&lt;br /&gt;
spirit of the forest to guide her arrow.  A strangled gasp echoed from&lt;br /&gt;
the darkness.  It was over.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We live,&amp;quot; said Sarvesh.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maybe now is the time to thank the trees,&amp;quot; said Alan.&lt;br /&gt;
&lt;br /&gt;
The elf warrioress walked straight by Alan and looked at the dead&lt;br /&gt;
body.  The armor bore the twisted mark of Darquan the snake lord.  It&lt;br /&gt;
had been many centuries since the evil one had shown his face in these&lt;br /&gt;
parts.&lt;br /&gt;
&lt;br /&gt;
Sarvesh tried in vain to remember the old days, the bad old days&lt;br /&gt;
before she met Alan and their adventures began.  There was a time when&lt;br /&gt;
the sun didn't shine, when life itself hung on a thread.  So it was&lt;br /&gt;
when Darquan ruled the world.  If he had come back, he must be stopped&lt;br /&gt;
immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come,&amp;quot; said Sarvesh, &amp;quot;we must track them back to their nest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At last,&amp;quot; said Alan.  &amp;quot;Fate has grated us a quest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Peregarrett|PereGarrett]]==&lt;br /&gt;
===(25 April 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;||@###@@@+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Put him in the fiery pit,&amp;quot; said Mabdug the Mad.&lt;br /&gt;
&lt;br /&gt;
Following the king's orders like obedient slaves, the guardsdwarves&lt;br /&gt;
dragged the victim to the flaming orifice.  It was a square opening at&lt;br /&gt;
the base of the throne, surrounded by engravings of forest creatures.&lt;br /&gt;
Down through the hole was a huge cavern, a lake of magma under its&lt;br /&gt;
dome.  As the prisoner disappeared in a puff of smoke the king clapped&lt;br /&gt;
his hands together like a gleeful child.  He should enjoy himself, for&lt;br /&gt;
he didn't have too much more time on earth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's going down tonight,&amp;quot; said Gekur.  &amp;quot;Mabdug is going to the pit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Imagine a royal guard talking that way,&amp;quot; said Oltar.  &amp;quot;You could go&lt;br /&gt;
to the hammerer for that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gekur embraced his brother in arms.  They had served in the royal&lt;br /&gt;
guard together for the reign of three kings.  Mabdug was by far the&lt;br /&gt;
worst.  The senseless killings were only a minor thing compared to the&lt;br /&gt;
rest.  The kingdom was nearly bankrupt due to his wild parties.  The&lt;br /&gt;
goblins sensed his weakness as was their knack and were spoiling for&lt;br /&gt;
war.  But it was fate of the Ermis boy that moved the guardsdwarves&lt;br /&gt;
most.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My poor son,&amp;quot; said father Ermis.  &amp;quot;You must have a tomb for him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The place is picked out for furniture storage,&amp;quot; said Mabdug.  &amp;quot;You&lt;br /&gt;
will have to bury him in the dirt.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But without proper burial,&amp;quot; pleaded the father, &amp;quot;he will never be forged anew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The king laughed, &amp;quot;Take him away.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Markous|Markous]]==&lt;br /&gt;
===(28 April 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;ggggggggggg,.,U/M@,.,,@@@@||&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fear loosened all dignity as the dwarves fled the burning fortress.&lt;br /&gt;
But while they escaped the fiends of the underworld, freed by hapless&lt;br /&gt;
miners, they now had to deal with the vile force of evil which awaited&lt;br /&gt;
them in the world under the sun.&lt;br /&gt;
&lt;br /&gt;
Darkmaster the Evil brought his halberd down onto the dwarven knight's&lt;br /&gt;
mule.  The bearded hero hit the ground at a roll and came up with a&lt;br /&gt;
knife, cutting a gash out of the evil ruler's breastplate.  The battle&lt;br /&gt;
all around became silent as the fighters circled.  None would&lt;br /&gt;
interfere, for now it was a matter of honor.&lt;br /&gt;
&lt;br /&gt;
==[[User:pingeee|pingeee]]==&lt;br /&gt;
===30 September 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;g@gg@@@gg@g~~~%~@!@~~~gg@@g@gg@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How is it, when all hope is lost, that the best of us continue to endure?  So it was that the knights of Amador stood strong against the force of overwhelming odds.  As the horde of a hundred thousand goblins belched forth from the underworld and town after town fell, only the dwarves of Amador stood before the dwarf fortress and against the armies of evil.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Booze,&amp;quot; whimpered the fallen knight.  &amp;quot;Give me booze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dworn slid down next to his comrade as the battle raged all around.  The knight was dying, struck through the gut with a spear.  The goblin that killed him lay a short way away in a bloody mess.  Dworn held his wine flask up to the knight's lips, who was dead before he took his first sip.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How did I end up here?&amp;quot; asked Dworn, as all around, the dwarves and goblins fought and died.&lt;br /&gt;
&lt;br /&gt;
It was a full year before the war that Dworn signed on as a knight's squire.  Those were the good days, the days before Morduk the Mad.  Dworn didn't mind the rigors of military life, industrious as any dwarf.  Happily he served the king and the mountain home.  Time would test him, just as it tests all things under the eternal sky.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Excellent,&amp;quot; said Alek.  &amp;quot;Are you really a knight's squire?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For a fortnight, Sir Kamag had lent Dworn to the marks-dwarves to build up his archery skills.  Every dwarf should learn the ins and outs of a crossbow.  Or so his master Kamag claimed.  Dworn hit every target at fifty paces.  Alek was so pleased, he offered Dworn a job.  But Dworn was pledged to his master.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you really think Morduk will invade?&amp;quot; asked Dworn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They call him Morduk the Mad for a reason,&amp;quot; said Kamag, putting a hand on Dworn's shoulder.  &amp;quot;Come.  Let's not talk of such things.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=177996</id>
		<title>ASCII art reward/G-L</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=177996"/>
		<updated>2012-10-02T21:36:03Z</updated>

		<summary type="html">&lt;p&gt;Timrem: split from main Stories page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
! colspan=4 | [[ASCII Art Reward]]s (alphabetically by contributor)&lt;br /&gt;
|-&lt;br /&gt;
| [[ASCII Art Reward/A-F|A &amp;amp;ndash; F]]&lt;br /&gt;
| [[ASCII Art Reward/G-L|G &amp;amp;ndash; L]]&lt;br /&gt;
| [[ASCII Art Reward/M-S|M &amp;amp;ndash; S]]&lt;br /&gt;
| [[ASCII Art Reward/T-Z|T &amp;amp;ndash; Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellzon|Hellzon]]==&lt;br /&gt;
===(17 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@@~~o~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A rock plopped into the cave river from the platform above.  There&lt;br /&gt;
Durgal and the dwarf girl sat, above the murky waters.  Durgal&lt;br /&gt;
explained, in great detail, his plans for the future.  When the riches&lt;br /&gt;
of the mountain were plundered, he would diagram the plans for a&lt;br /&gt;
second fortress himself.  How the dwarves would love him!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But in your haste for riches,&amp;quot; asked the girl, &amp;quot;would you have time&lt;br /&gt;
for the ones you love?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Durgal's face became red as a cave turnip.  He looked quickly away&lt;br /&gt;
from her and stared into the dark water.  There, eyes gazed up to meet&lt;br /&gt;
him.  Durgal reached for his axe, telling the girl to warn the others.&lt;br /&gt;
A pale, slimy hand reached out of the depths and pulled the creature&lt;br /&gt;
upward.  It was an olmman!&lt;br /&gt;
&lt;br /&gt;
===(3 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ff,@,.@,o~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back!&amp;quot; cried Durgal, &amp;quot;back to the hall!&amp;quot;  The dwarf girl turned and&lt;br /&gt;
screamed.  Two blind cave fish men blocked the way out.  Durgal turned&lt;br /&gt;
and swung his axe at the olmman, now completely out of the water.  It&lt;br /&gt;
deftly dodged his panicked swings.  The dwarf girl screamed as the&lt;br /&gt;
cave fish men crawled toward her, arms outstretched, feeling their way&lt;br /&gt;
along the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By the power of the Lordaxe!&amp;quot; screamed Durgal, holding his axe aloft.&lt;br /&gt;
The dungeon rumbled.  The sound of water crashed through the tunnel.&lt;br /&gt;
The fighters were swept away.  The olmman grabbed Durgal's axe arm as&lt;br /&gt;
they were washed through the watery tunnel.  The dwarf pulled a dagger&lt;br /&gt;
from his belt and jammed it into the monster's guts.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gula!&amp;quot; cried Durgal, bursting above the surface of the water.  He&lt;br /&gt;
pulled the axe free of the olmman's grasp and brought the pommel down&lt;br /&gt;
on its head, knocking it senseless.  &amp;quot;Gula!&amp;quot; he cried again.  With&lt;br /&gt;
sudden terror, Durgal recalled where this tunnel led -- the chasm.&lt;br /&gt;
Only a few seconds until the ultimate terrible plunge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Durgal!&amp;quot; cried the dwarf girl, Gula.  With all his strength, he&lt;br /&gt;
stretched to reach her in the crashing water.&lt;br /&gt;
&lt;br /&gt;
==[[User:Janus|Janus]]==&lt;br /&gt;
===(12 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;BgB&lt;br /&gt;
B@g&lt;br /&gt;
gBB&amp;lt;/pre&amp;gt;&lt;br /&gt;
Beak dogs and goblins surround the adventurer!  What will happen next?!&lt;br /&gt;
&lt;br /&gt;
===(13 February 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;gg...&lt;br /&gt;
.B.B=&lt;br /&gt;
..BB.&lt;br /&gt;
.%B@/&lt;br /&gt;
.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
One of the five beak dogs pounced.  Rogar leapt, planting a foot on the beast's head and propelling himself toward the tattoed goblin.  Just as they collided, Rogar planted his dagger through the goblin's left eye.  They hit the ground hard, and Rogar rolled forward to his feet, spinning to face the remaining eight opponents.  The beak dog he had jumped on was still shaking its head, wincing.  Behind them stood a wiry goblin with a wild mane of maroon hair, brandishing a scimitar, and a lardy goblin holding an iron-studded club.&lt;br /&gt;
&lt;br /&gt;
The beak dogs charged Rogar in unison.  His dagger was stuck back in the twitching goblin's face, but weaponless he stood his ground before them.  The first dog to reach him received Rogar's knee under its chin, the long cruel spike at the top of the warrior's half-greave piercing the creature's throat.  Two more beak dogs reached him as he twisted his leg in the air, trying to free it from his bleeding adversary.  The beasts slammed into him, one getting a hold of his right arm above the elbow, the other gnashing at his face.  Before it could tear his nose off, Rogar grabbed it by the neck with his left hand and held it back.  The other dog sank its beak deeper into the flesh of Rogar's arm.  Could this be the end?!&lt;br /&gt;
&lt;br /&gt;
===(5 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|+@g+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar awoke in pain, his wrists in chains, his wounded arm throbbing.  He opened his eyes only to be greeted by an all-encompassing darkness.  This must be Shalthidon's dungeon, which meant that he was locked inside the Tower of Hate from which no man had ever returned.&lt;br /&gt;
&lt;br /&gt;
A dim light flickered some distance away, and he could see the silhouetted bars of his prison.  Beyond them, shadows danced, and he heard a grating sound.  The bars slid aside, and the lardy goblin waddled into the chamber holding a torch.&lt;br /&gt;
&lt;br /&gt;
The foul creature stood below Rogar where he hung, an idiot grin perking up the otherwise sagging jowls of its bloated face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to be entertained,&amp;quot; it croaked as it continued to smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not desire such pleasures as Shalthidon has to offer,&amp;quot; Rogar answered.  &amp;quot;Be off with you.  The larder has grown lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to feel the fire,&amp;quot; the thing chortled.  The goblin lifted the torch and took a step toward Rogar.&lt;br /&gt;
&lt;br /&gt;
It was enough.  Rogar lashed out with his legs, hooking them around the goblin's neck.  In a feat of strength that would become legend, Rogar strained against the chains on his arms, lifting the massive goblin and all its corpulence from the floor.  There was a sickening crack, and the fixtures in the ceiling gave way.  Rogar fell into the goblin's lardy folds, pushing away desperately until he regained his feet, ready to fight, but the goblin was already dead with a broken neck.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the torch had not been smothered.  The warrior picked it up and held it high.  There was nothing else in the cell.  Aside from the chains, the torch was his only possession.  Now it's the master who'll be entertained, Rogar thought, as he strode out into the passageway.&lt;br /&gt;
&lt;br /&gt;
===(7 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+++&amp;quot;E&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar strode toward the great iron doors, leaving a trail of blood that was not his own.  In his hand he held a scimitar and from each of his wrists the chains still hung.  All of the servants of Shalthidon that lurked within the Tower of Hate were now dead, save whatever was in this room at the pinnacle of the tower.  The sword he had seized from the maroon-maned goblin, who had led the goblins in the tower barracks.&lt;br /&gt;
&lt;br /&gt;
The warrior pushed hard on the iron doors and they opened inward with a groan.  There, surrounded by brightly colored flowers, was an elf.  The sun shone down on the tower top through windows in the elegant curved ceiling.  The entire room sparkled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you a prisoner here?  Where is Shalthidon?&amp;quot; Rogar asked urgently.&lt;br /&gt;
&lt;br /&gt;
The elf chuckled pleasantly.  &amp;quot;Child, Rogar, I am Shalthidon.  My parents named me Lilarilqua, but my attempts to hold the goblins under my sway with that name met with disaster.  Are you cold?  Let me fetch you something warm.&amp;quot;  Shalthidon fished around under a dresser and pulled out a plush cloak with lacy frills.  &amp;quot;The material was all offered freely from the feather trees, Rogar.  You don't have to worry about the animals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rogar was still stunned.  Shalthidon, the Bringer of Ruin, murderer of his parents, lord of the evil of the creeping wastes that had engulfed half the world, was an elf.  Dispelling the cloud over his mind, the warrior focused.  That will only make killing him all the more satisfying, he thought.  Rogar lifted his blade and advanced.&lt;br /&gt;
&lt;br /&gt;
==[[User:John Tait|John Tait]]==&lt;br /&gt;
===(4 November 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;+@++\M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The young adventurer stepped up to the statue, torch in hand.  After a quick inspection he grasped the stone minotaur's horn.  He gave it a sharp yank and just as Albert foretold, the rock hand opened dropping the Sword of Fire into the adventurer's waiting hands.  The stones in the ceiling above began to rumble, as if the temple itself was being rocked from its foundations.  Throwing his cloak over his head, the young man made his way to the entrance, dodging the falling stones.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jevon|Jevon]]==&lt;br /&gt;
===(13 June 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,.gg,.\@,.ggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waves of arrows rained down on Aliz's machine.  It was not a machine, in truth, but a suit of armor, powered by its user to great strength. Aliz himself wore the machine now, wading into the goblin ambush to check the kinks in the system.  Once he returned the king would reward him handsomely and he could continue his research well-funded.&lt;br /&gt;
&lt;br /&gt;
The goblins came out from behind the rocks to inspect the curiosity. The thing was the shape of a dwarf, but made of metal.  It held an axe but was far from threatening because it moved so slowly.  The lead goblin snatched the axe out of the dwarf's hand.  As the other goblins laughed, the chief kicked the contraption on its side.  Aliz wondered how he might escape alive.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jibz|Jibz]]==&lt;br /&gt;
===(25 December 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###N,.,.o@,.@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Far below the pond grabbers in the underground seas in the depths long&lt;br /&gt;
forgotten, a beast awoke.  Scratching, itching, biting.  It was the&lt;br /&gt;
little ones again.  The beast put a claw over its aching head.  Didn't&lt;br /&gt;
they remember the last time they pulled this?  The beast was still&lt;br /&gt;
trying to get the taste out of its mouth.  With a turn of its tail,&lt;br /&gt;
the monster rose from the murky water.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you going to the mead hall after work?&amp;quot; asked Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah,&amp;quot; said Mokez, chipping off another piece of microcline, &amp;quot;I don't&lt;br /&gt;
think those guys understand me anymore.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, a crack formed in the end of the tunnel.  Mokez started.  It&lt;br /&gt;
was unlike him to miss cues like this.  Call it ‘female trouble,' he&lt;br /&gt;
thought.  Aliz scuttled up to see.  A hole was forming before them.&lt;br /&gt;
Quickly the dwarves rushed back up the mineshaft.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You saw it,&amp;quot; said Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Re-wall,&amp;quot; replied Mokez.  &amp;quot;Dwarves have been here before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it must have been an age ago,&amp;quot; started Aliz.  &amp;quot;You saw the rock…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crash!  A huge claw shot up through the shaft and landed in between&lt;br /&gt;
the miners.  Aliz ran to call the guard, while Mokez stayed behind&lt;br /&gt;
throwing rocks.  The monster was a giant black newt with external ribs&lt;br /&gt;
and massive claws.  Mokez stared into the creature's third eye and&lt;br /&gt;
dropped his stone.  There was a connection.&lt;br /&gt;
&lt;br /&gt;
==[[User:JoystickHero|Joystick Hero]]==&lt;br /&gt;
===(14 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%W%%W%    ,.,.&amp;quot;&amp;quot;,&amp;quot;@@@@&amp;quot;.,@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fires burned on the high mountain.  The wind carried the cries of the&lt;br /&gt;
dwarves as all they ever cared about was destroyed.  But one dwarf had&lt;br /&gt;
not given in to despair.  It was Malvedar, slayer of dragons and&lt;br /&gt;
veteran of a thousand famous battles.  He watched the dwarf fortress&lt;br /&gt;
burn from his hiding place in the wooded slope.  There would come a&lt;br /&gt;
time when the enemy was not so lucky, when his schemes failed.  That&lt;br /&gt;
would be when they remember what they did to the dwarves this day and&lt;br /&gt;
would expect no mercy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lord Malvedar,&amp;quot; said a dwarf soldier, &amp;quot;I think the werewolves have&lt;br /&gt;
caught our scent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf warlord nodded.  Together, the ragged band of dwarven&lt;br /&gt;
survivors made their way down the slope.  The road back to the&lt;br /&gt;
mountain homes was long and full of danger, but there was nowhere else&lt;br /&gt;
left to go.  While others cried, Malvedar resisted the urge to throw&lt;br /&gt;
himself on the enemy.  He would kill many, but not enough before he&lt;br /&gt;
was brought low.  No.  It would be a hard time, and a long time, but&lt;br /&gt;
he would have his satisfaction.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kosmos|Kosmos]]==&lt;br /&gt;
===(11 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;T+TT@C +&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twist my arm, why don't you?  You louse,&amp;quot; Doran had complained as Bomtek continued to bother him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come on, Doran!  It's just a bottle of whiskey.  The Baron won't miss it.  When you deliver his table, just take a little something for yourself.  And share it with me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Now Doran was standing in the Baron's dining room.  It already had a fine granite table at its center; the noble had just wanted an obsidian corner piece as an accent.  As the dwarf set the table down, Bomtek's repeated needling suggestions still echoed in his mind.  It was just one bottle.  There are so many in the cabinet.  The Baron won't miss just one of them. &lt;br /&gt;
&lt;br /&gt;
The dwarf had to pass the cabinet on the way out.  With every step toward it, he felt the whiskey within calling in his heart.  Doran's face flushed hot and his stomach felt as if it were being squeezed and twisted.  Maybe I'll just look, he thought.  Just look and go.  He reached out his hand and gently opened the cabinet's door.  There was only one bottle inside.  Bomtek, you fool, he thought.  Yet the whiskey still beckoned him forward, and he continued to gaze on the bottle in silence as it drew him ever closer.&lt;br /&gt;
&lt;br /&gt;
==[[User:Laod|Laod]]==&lt;br /&gt;
===(15 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T..o..T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trolls are playing dodgeball with a boulder!  Who will win?!&lt;br /&gt;
&lt;br /&gt;
==[[User:.Jim|Jim]]==&lt;br /&gt;
===(29 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U\U,.....M,.UUH..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So unsteady was the rule of the land that no one walked the halls of&lt;br /&gt;
Castle Sanazar alone.  It had become fashion for the lords to stab&lt;br /&gt;
each other in the back, or perhaps poison each other's beer steins.&lt;br /&gt;
Not even a squire was safe.  Rumors of war spread as did the news of&lt;br /&gt;
Sanazar's weakness.  The king called an audience of all the knights of&lt;br /&gt;
the realm.  A quest was called for -- something to prove the kingdom's&lt;br /&gt;
legitimacy.&lt;br /&gt;
&lt;br /&gt;
The tables of the great hall filled with mighty knights as squires&lt;br /&gt;
rushed back and forth filling cups.  The king looked on silently&lt;br /&gt;
through sunken eyes, having recently lost his ability to speak.  He&lt;br /&gt;
motioned his consort to stand forth to deliver his proclamation.  She&lt;br /&gt;
was a handsome woman, recently bound to the king, from a kingdom far&lt;br /&gt;
to the north.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The flower that is Sanazar,&amp;quot; she said, &amp;quot;is wilting and sick.  While&lt;br /&gt;
we fight amongst ourselves, hungry jackals vie for their part of the&lt;br /&gt;
carcass.  What we need is a hero, and what better to prove a hero than&lt;br /&gt;
a mighty quest!  Far to the east lays Forgotten Quilts, an ancient&lt;br /&gt;
dwarf fortress abandoned long ago.  It is said that within can be&lt;br /&gt;
found Gilded Lunch, the golden artifact boot.  Return with the boot,&lt;br /&gt;
and return a hero!  Who will take the challenge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I shall!&amp;quot; boomed a voice from the end of the hall.&lt;br /&gt;
&lt;br /&gt;
Through the door came Bram, mighty barbarian warrior, a squire&lt;br /&gt;
following behind, eyes downcast.  The hall erupted into Chaos.  How&lt;br /&gt;
could this outsider be given the quest?  The king's consort looked on&lt;br /&gt;
the barbarian, heart racing.  &amp;quot;What makes you think you are up to the&lt;br /&gt;
task?&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May I know thy name Madame?&amp;quot; asked the barbarian.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scandala,&amp;quot; said the consort, brushing a blond hair from her face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lady Scandala,&amp;quot; said Bram, &amp;quot;I have slain dragon, cyclops, and ogre.&lt;br /&gt;
There is nothing under the sky that I fear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That same day, Bram found himself on a horse on the road to Forgotten&lt;br /&gt;
Quilts, his squire Dolphin on a mule trailing behind.  The lords of&lt;br /&gt;
the realm had not taken it well.  Without the Mandate of the King,&lt;br /&gt;
returning with the boot would be useless.  Bram must die.  No knight&lt;br /&gt;
knew this better than Crusier, cruel black night of Petoun.  That very&lt;br /&gt;
night he left the castle with his squire, taking the fast roads to&lt;br /&gt;
arrive on the trail before the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Help!&amp;quot; cried the boy, &amp;quot;Oh help!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't trust it Bram,&amp;quot; said Dolphin.  &amp;quot;I recognize that boy, a squire&lt;br /&gt;
from the hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A countryman in distress is just that,&amp;quot; said the hero dismounting his&lt;br /&gt;
horse and drawing his sword.&lt;br /&gt;
&lt;br /&gt;
As he approached, he found the boy laughing.  &amp;quot;Let's see how fast you&lt;br /&gt;
can complete your quest without horses!&amp;quot; yelled the boy.&lt;br /&gt;
&lt;br /&gt;
Bram spun around to see Crusier leap upon Dolphin and, a knife to the&lt;br /&gt;
boy's throat, ride away on Bram's horse.  The evil squire laughed&lt;br /&gt;
until Bram turned and brought his sword across the boy's face, leaving&lt;br /&gt;
a deep gash in his cheek.  &amp;quot;I have marked you,&amp;quot; said the barbarian,&lt;br /&gt;
&amp;quot;for you are mine now.  Lead me to your master's den.  Know that if he&lt;br /&gt;
harms a hair on Dolphin's head, there won't be enough of you left to&lt;br /&gt;
fill your god forsaken tomb!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Kuroneko|Kuroneko]]==&lt;br /&gt;
===(29 October 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.UUOW.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thunder shook the crumbling shack as the old crone stirred the&lt;br /&gt;
steaming black cauldron.  Across from her sat mighty warrior Johns,&lt;br /&gt;
resplendent in his shining armor.  Behind and to the side squatted his&lt;br /&gt;
squire, Toolsman.  The metal pot began to glow.  Images began to form&lt;br /&gt;
above the bubbling stew.  Fighters and monsters danced in the wispy&lt;br /&gt;
smoke.  Toolsman gasped and took Johns's arm.  The knight lord drove&lt;br /&gt;
his elbow into the squire's cheek.  The warrior leaned close and&lt;br /&gt;
questioned the shriveled hag.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Tell me of black knight Scroder,&amp;quot; commanded Johns, &amp;quot;as you promised to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The witch woman raised her face to stare into Johns's eyes.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;He waits for you,&amp;quot; she said, &amp;quot;in the Valley of Ultimate Despair.&lt;br /&gt;
You shall not live to see him though, for you are already betrayed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Toolsman looked fearfully to his master, but the crusader's eyes were&lt;br /&gt;
ever on the crone.  &amp;quot;It is you who betray!&amp;quot; shouted Johns as he seized&lt;br /&gt;
the old woman and forced her into the pot.  Black smoke billowed forth&lt;br /&gt;
and the air was filled with wicked laughter.  In the end only Johns&lt;br /&gt;
and Toolsman remained.  There was no sign of the spiritual guide.&lt;br /&gt;
&lt;br /&gt;
==Lord Herman==&lt;br /&gt;
===(Early 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;=&amp;amp;]RR,...\@@@,.,.++++||\^^^^^&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chariot roared through the battle plain, towed by two giant black,&lt;br /&gt;
slathering rats and carrying the dread lord Sarumak, kingdom smasher&lt;br /&gt;
and orphaner of children.  The dwarves held out the pikes but Sarumak&lt;br /&gt;
swept them aside with his cursed broadsword, Emilplec.  So he reached&lt;br /&gt;
the gates of the dwarf fortress.  The dark lord stepped down from his&lt;br /&gt;
chariot and surveyed the masterwork of architecture.  The gates were&lt;br /&gt;
tall and wide, braced from behind, and no doubt rigged with dozens of&lt;br /&gt;
traps.&lt;br /&gt;
&lt;br /&gt;
It wasn't long before the dwarves were swept from the field.  Now only&lt;br /&gt;
their citadel remained.  Sarumak ordered his siege engines brought&lt;br /&gt;
forward.  As they reached the wall the dwarves dropped down fiery&lt;br /&gt;
liquid and forced them back.  The evil king was growing frustrated.&lt;br /&gt;
He ordered his sappers to dig under the wall.  It was turning into a&lt;br /&gt;
long campaign, and his army of evil beasts wouldn't hold together long&lt;br /&gt;
without a victory.&lt;br /&gt;
&lt;br /&gt;
===(5 December 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..,..@.@@@@@@@@@@@,.||+++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eat lead goblin scum!&amp;quot; shouted dwarf warrior Joan as he overturned a&lt;br /&gt;
bucket of heavy metal blocks.&lt;br /&gt;
&lt;br /&gt;
It would seem that terror would strike the hearts of dwarves like&lt;br /&gt;
Joan, now trapped in their fortress tomb.  This was far from the&lt;br /&gt;
truth.  Joan grew bolder the harder he was pressed.  The deeper the&lt;br /&gt;
goblins forced their way in, the more horrible their deaths would be.&lt;br /&gt;
Joan's father had devised most of the traps in the south market&lt;br /&gt;
burrow.  A dwarf shouted in his ear and beckoned him to come off the&lt;br /&gt;
wall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The goblins have dug under the wall,&amp;quot; said the guard captain.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's impossible,&amp;quot; said Joan, &amp;quot;The rock beneath the wall descends&lt;br /&gt;
into the root of the mountain.  It would take hundred years to breach&lt;br /&gt;
that way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;None the less,&amp;quot; said the captain, &amp;quot;It is said that Sarumak has power&lt;br /&gt;
over giant moles and possesses the secret of dragon fire.  We have&lt;br /&gt;
analyzed the threat, and there is a danger.  We need an elite unit of&lt;br /&gt;
dwarven commandos to sally forth, determine the nature of the enemy's&lt;br /&gt;
plans, and put an end to them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can count on me, Captain,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good show,&amp;quot; said the officer in command.  &amp;quot;Assemble the squad before&lt;br /&gt;
the gate at the day's last light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Torches and campfires sprang to life in the invader's camp as the sun&lt;br /&gt;
sank behind the mountains.  The captain passed in front of a line of a&lt;br /&gt;
dozen dwarves dressed in black, strapped with all manner of weapons.&lt;br /&gt;
They were a mixed bunch.  A few were adventurers looking for glory.&lt;br /&gt;
Some were drunken toughs looking for a brawl.  The rest were released&lt;br /&gt;
fresh from prison, where they were promised freedom if they fought for&lt;br /&gt;
the king.  Joan stood at the end of the line, his right arm across his&lt;br /&gt;
chest.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My axe is yours,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
The captain looked at Joan, appraising the dwarf hero.  &amp;quot;Keep it,&amp;quot; he&lt;br /&gt;
said.  &amp;quot;You will surely need it before the night is through.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The captain signaled the catapults to begin their barrage.  The&lt;br /&gt;
raining balls of fire were just enough to distract the goblins as the&lt;br /&gt;
gate opened just enough to let a dozen dwarven soldiers out into the&lt;br /&gt;
night.&lt;br /&gt;
&lt;br /&gt;
===(15 January 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;[,.&amp;amp;]TT,..@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silently the dwarves wound their way between the campfires around&lt;br /&gt;
which danced the goblins in their orgies of bloodlust.  Ahead was the&lt;br /&gt;
grand tent of Sarumak, six-armed demon from the pit of Thamusula.  Two&lt;br /&gt;
trolls guarded the entrance.  Joan looked to his dwarf Hogan, a&lt;br /&gt;
professional soldier, just let out of prison for failing to meet a&lt;br /&gt;
noble's mandate.  Summoning him closer, Joan whispered his plan into&lt;br /&gt;
the warrior's ear.  Hogan stared into his leader's eyes and blinked&lt;br /&gt;
once.  They both understood the seriousness of the situation.&lt;br /&gt;
&lt;br /&gt;
Hogan had been born the tallest of eight dwarven children.  Freakish&lt;br /&gt;
in size, he was shunned by the others and spent all his spare hours in&lt;br /&gt;
the barracks, smashing sparring dummies.  Now he stepped in front of&lt;br /&gt;
the enemy's headquarters.  Two giant furry trolls stared down at him.&lt;br /&gt;
Hogan threw down his helmet and shouted at the top of his lungs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is that coward Sarumak?&amp;quot; he said.  &amp;quot;Dare he come forth and face&lt;br /&gt;
a true opponent!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A huge black head appeared through the opening in the tent.  Its&lt;br /&gt;
nostrils snorted fire.  Hogan's jaw went slack and he ran for his&lt;br /&gt;
life.  The huge six-armed demon ran after him and the trolls ran close&lt;br /&gt;
behinds.&lt;br /&gt;
&lt;br /&gt;
===(23 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@@@+@/++@||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarven commandos watched as the demon ran after the intruder, the&lt;br /&gt;
two troll guards following soon after.  Joan ordered the dwarves into&lt;br /&gt;
the tent.  Inside, the ceiling was hung with all manner of bones and&lt;br /&gt;
rotting meat.  Joan stared at a pyramid of severed heads and wondered&lt;br /&gt;
if he had known any of them.  A commando took him by the arm and&lt;br /&gt;
pointed to the table at the center of the tent.  On it were Sarumak's&lt;br /&gt;
battle plans!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Joan,&amp;quot; said a scruffy looking commando, &amp;quot;what do we do with&lt;br /&gt;
this?&amp;quot;  In the dirty ex-prisoner's hands lay Emilplec, the infamous&lt;br /&gt;
broadsword of the demon prince.&lt;br /&gt;
&lt;br /&gt;
Smiling Joan snatched up the blade.  He was sure to be named Champion&lt;br /&gt;
now.  With a great sweep of his arm, Joan gathered up the battle plans&lt;br /&gt;
and led the dwarves on a mad dash out of the tent.  All around,&lt;br /&gt;
goblins cried out in alarm.  Halfway on the slope, a runner joined&lt;br /&gt;
them.  It was Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How did you fare?  Where is Sarumak?&amp;quot; asked Joan.&lt;br /&gt;
&lt;br /&gt;
Hogan breathed hard and said, &amp;quot;Not far behind Sir!  The mission, did&lt;br /&gt;
we succeed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Joan held up the sword and smiled.  Hogan looked at him, questioning.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Stones fell from the ceiling of the great hall as the enemy&lt;br /&gt;
bombardment pounded on.  It had been a relentless barrage ever since&lt;br /&gt;
the commandos returned.  The dwarf king stared out into the empty&lt;br /&gt;
room, deserted save for the commandos and their captain.  The old king&lt;br /&gt;
lifted his heavily lidded eyes and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have news, Captain Willard?&amp;quot;  said the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have raided the enemy camp,&amp;quot; said the captain.&lt;br /&gt;
&lt;br /&gt;
The king raised an eyebrow.  &amp;quot;What have you brought me?&amp;quot; he asked.&lt;br /&gt;
&lt;br /&gt;
Joan stepped forward and threw down the blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have captured Emilplec, hated sword of the enemy!&amp;quot; he shouted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fool!&amp;quot; yelled the king.  &amp;quot;Now he will never loosen his grip on our fortress!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(16 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##||+@/&amp;amp;+||##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joan hung his head, deeply shamed.  He wanted nothing more than to&lt;br /&gt;
sink into the cracks of the mountain, never to be remembered.  He had&lt;br /&gt;
dealt the enemy a blow so humiliating now there was no chance of&lt;br /&gt;
peace.  A dwarf at his side rose to his feet and stepped before the&lt;br /&gt;
king.  The rest of the commandos watched in wonder.  It was tall&lt;br /&gt;
Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It matters not what we do,&amp;quot; shouted the dwarf.  &amp;quot;Sarumak will come&lt;br /&gt;
for us all the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who is this dwarf?&amp;quot; asked the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hogan Longstride,&amp;quot; said Captain Willard from his place at the king's&lt;br /&gt;
side, &amp;quot;a common criminal.  I shall cut him down, should you wish it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No,&amp;quot; said the king.  &amp;quot;We will hear what this young dwarf has to say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hogan took a breath and fell to his knee, holding the dread sword&lt;br /&gt;
Emilplec out before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To stay behind these walls is to die,&amp;quot; said Hogan.  &amp;quot;Sarumak would&lt;br /&gt;
have us driven into the Underworld, living like goblins in the grimy&lt;br /&gt;
dark.  We must attack!  Drive this sword into the demon's black&lt;br /&gt;
heart.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Joan?&amp;quot; asked the king.  &amp;quot;Do you plan to lead this attack?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was certain death and Joan knew it.  He had seen the enemy horde up&lt;br /&gt;
close and there was no way to win, but with the help of this fearless&lt;br /&gt;
dwarf, he now had a way to restore his honor.  Grinding his teeth, he&lt;br /&gt;
took the sword from Hogan and stood before the throne.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will strike the demon dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Great rocks and balls of flaming matter passed each other in the sky,&lt;br /&gt;
arching down and smashing tall towers and the siege works below.  No&lt;br /&gt;
one even noticed when the commandos emerged from the front gate.  Joan&lt;br /&gt;
looked up to see Sarumak atop one of his siege towers, directing the&lt;br /&gt;
barrage.  The dwarves fought their way to the tower, cutting through a&lt;br /&gt;
host of unsuspecting goblins and trolls.  One by one, the dwarves were&lt;br /&gt;
struck down.  When they reached the tower, only Joan and Hogan&lt;br /&gt;
remained.  The tall dwarf held off a dozen enemies while Joan climbed&lt;br /&gt;
the wooden structure.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Burn them!&amp;quot; screamed Sarumak.  &amp;quot;Burn them all!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The demon turned to see a dwarf behind him, holding a long curved sword.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is mine!&amp;quot; cried the demon.  &amp;quot;Give it to me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a flick of the wrist, Joan brought the sword down onto the wrist&lt;br /&gt;
of an outstretched hand, lobbing it off in a bloody arch.  But the&lt;br /&gt;
demon had five more and was said to be devious.  This proved not to be&lt;br /&gt;
the case.  In his bloody rage, Sarumak threw himself onto the&lt;br /&gt;
outstretched sword.  Joan tore the blade from Sarumak's stomach and&lt;br /&gt;
severed the demon's head.&lt;br /&gt;
&lt;br /&gt;
The tower began to shift and rock.  Below, the magic creatures&lt;br /&gt;
disappeared in clouds of dust and bursts of flame.  As Joan tried to&lt;br /&gt;
lower himself down the side of the tower, the headless body of Sarumak&lt;br /&gt;
grabbed him by the wrist.  Joan lifted the demon sword, but it became&lt;br /&gt;
glowing hot.  As he dropped it, the sword disintegrated in a spark of&lt;br /&gt;
flame.  The claw released him, and Joan found himself plunging through&lt;br /&gt;
the air.&lt;br /&gt;
&lt;br /&gt;
Hogan caught the hero as he fell.  Together they made their way&lt;br /&gt;
through the army of fleeing goblins, back to the fortress gate.  There&lt;br /&gt;
they were met by much fanfare.  The war was over.  Joan was indeed&lt;br /&gt;
crowned champion, and Hogan became Captain of the Guard, replacing&lt;br /&gt;
Willard, now recently retired.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.bb@bdbb@bb@ddbbb.,k,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ganagus ran as fast as he could, turning this way and that to throw&lt;br /&gt;
off the posse of dwarves tailing him.  He was close to the kobold&lt;br /&gt;
nest, and if he didn't stop them now, he would bring the dwarves right&lt;br /&gt;
to it.  Looking down the trail, he could see the dwarves coming, their&lt;br /&gt;
blood hounds leading the way.  Ganagus looked up into the canopy to&lt;br /&gt;
see if the old trap was set and hid behind a tree.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She's got him now!&amp;quot; said a dwarf.  &amp;quot;Looks like a whole mess of them.&lt;br /&gt;
They'll be sorry they ever stole from fortress Heartwears!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The kobold chopped through the rope with his short sword.  A hive of&lt;br /&gt;
bees fell from the sky, crashing amongst the dwarves.  Ganagus leapt&lt;br /&gt;
out from behind the tree and began to chatter and cackle with glee.&lt;br /&gt;
One of the meaner dwarves saw him and charged out of the chaos,&lt;br /&gt;
brandishing an axe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bacabadabis,&amp;quot; said Ganagus as he turned and fled, a wide grin across his fangs.&lt;br /&gt;
&lt;br /&gt;
===(5 February 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~k~~kk~~~~~~..,.,@%@,.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That night, when the beaten dwarves returned to the fortress, the king&lt;br /&gt;
pronounced his doom.  The forest would be burned and every living&lt;br /&gt;
thing in it would die.  Someone brought up the elves, but the dwarves&lt;br /&gt;
laughed him down.  The magma pumps were made ready just in time for&lt;br /&gt;
dawn.&lt;br /&gt;
&lt;br /&gt;
When the sun rose that day, it was not the only thing bringing warmth&lt;br /&gt;
to the world.  Rivers of molten rock poured down either side of&lt;br /&gt;
Heartwears Fortress.  Birds and animals ran, squawked and flew as the&lt;br /&gt;
fire spread through the forest.&lt;br /&gt;
&lt;br /&gt;
Ganagus howled as the flames came closer to his home.  Some of the&lt;br /&gt;
kobolds ran, others sought shelter in the nest.  The nest, and all its&lt;br /&gt;
lovely dwarven toys.  There was no time.  Ganagus gathered what&lt;br /&gt;
kobolds would follow and ran to the lake they called Bagadagus.&lt;br /&gt;
&lt;br /&gt;
Floating in the center of the lake with two of his friends, Ganagus&lt;br /&gt;
was surrounded by a ring of fire.  It was possible other kobolds made&lt;br /&gt;
it out, but not likely.  He thought of all that was lost and grew&lt;br /&gt;
angry.  The dwarves think they can hoard all those lovely things from&lt;br /&gt;
us.  They will be made to give all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened here?&amp;quot; asked the dwarven sheriff.&lt;br /&gt;
&lt;br /&gt;
The two dwarves stood in an ashen field, burnt tree trunks standing&lt;br /&gt;
all around.  At their feet was a body, hardly recognizable as a dwarf.&lt;br /&gt;
It had been bitten and stung a thousand times.&lt;br /&gt;
&lt;br /&gt;
==Insanity Prelude==&lt;br /&gt;
===(1. I forgot, sometime in 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;c@,.ccccccccccc@ccccc@ccc@cccccccccc&amp;lt;/pre&amp;gt;&lt;br /&gt;
Kittens roamed through the halls, as dwarf tanner Kramer worked the&lt;br /&gt;
cat skins.  It seemed his work would never end.  The uncounted vermin&lt;br /&gt;
in the fortress made the cat bellies full, and they bred out of&lt;br /&gt;
control.  Baron Zarkin issued a final order:  &amp;quot;Suffer no cat to live.&amp;quot;&lt;br /&gt;
Death squads searched the corridors for felines, and brought the&lt;br /&gt;
bodies to Kramer.  It was a tough job; Kramer admired cats for their&lt;br /&gt;
aloofness.  Someone tapped him on the shoulder.  It was cat-lord&lt;br /&gt;
Tainaria.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who are you?&amp;quot; asked Kramer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who I am is not important,&amp;quot; said the beast-woman.  &amp;quot;Don't you feel&lt;br /&gt;
that what you are doing is wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said the dwarf, &amp;quot;but…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(2. December 10, 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;cccc,c,.C@.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stomer,&amp;quot; said Tainaria, snapping her clawed fingers, &amp;quot;take him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An enormous walking cat emerged from the shadows.  It was striped and&lt;br /&gt;
grey with a round golden belly.  In its paws it held a large brown&lt;br /&gt;
sack.  The cat people pounced on Kramer, tackling him to the ground.&lt;br /&gt;
They kicked and stomped him until he was knocked senseless.  Tainaria&lt;br /&gt;
looked on as Stomer poured the dwarf into the sack.&lt;br /&gt;
&lt;br /&gt;
Kramer awoke, suffocating in the damp confines of the sack that was&lt;br /&gt;
his prison.  The sack bounced up and down as the cat ran.  At last&lt;br /&gt;
Kramer was thrown down onto the mud.  He peered out of the bag into&lt;br /&gt;
the nauseating sunlight.  He felt a sharp kick to his ribs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come out, killer!&amp;quot; shouted Tainaria.&lt;br /&gt;
&lt;br /&gt;
The dwarf crawled out onto the mossy ground.  He looked around as the&lt;br /&gt;
tall trees and thick green ferns.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the elf forest,&amp;quot; said Kramer.&lt;br /&gt;
&lt;br /&gt;
Stomer drew his lips back across his teeth in a grotesque mockery of a smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You,&amp;quot; said Kramer, &amp;quot;you're not going to leave me out here!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Kittah_Khan==&lt;br /&gt;
&lt;br /&gt;
===(12th January, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,~E/~..,.@,..@g@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doom approached with the morning light.  At any moment, Thun expected&lt;br /&gt;
the elves to come along the high branch to his wooden cage.  He had&lt;br /&gt;
been taken while drinking with his dwarves at a fortified position&lt;br /&gt;
along the southern front.  The elves pounced on them like hungry lions&lt;br /&gt;
and disarmed them before they could fight back.  Staring through the&lt;br /&gt;
bars of his cage at the ground so far below, Thun remembered how his&lt;br /&gt;
friends had been taken from the cage and dragged away, lost to hope.&lt;br /&gt;
The elves appeared before the cage bars.  The door swung open and Thun&lt;br /&gt;
struck, spraying the air with a fine red mist.&lt;br /&gt;
&lt;br /&gt;
Ninzul, he called it, the Wooden Axe of Freedom.  Possessed by a&lt;br /&gt;
strange mood,  Thun worked all night in the cage, carving the&lt;br /&gt;
master-work weapon from the wood of the bars with his fingernails.&lt;br /&gt;
With scant effort, Thun hacked his way through the elven guards.  The&lt;br /&gt;
crazed dwarf swung from tree to tree, knocking arrows out of the air&lt;br /&gt;
with Ninzul.  The elves close behind him.  Something gave way, and&lt;br /&gt;
Thun looked up to see an elf cutting away his vine.  Thun let out a&lt;br /&gt;
hoot as he plunged toward the forest floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must have him,&amp;quot; said the elf prince, &amp;quot;to lose him, after what he&lt;br /&gt;
has done, would disgrace us to the Forest Spirit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Prince Altera,&amp;quot; said the elf woman.&lt;br /&gt;
&lt;br /&gt;
The elf ruler called for his Jay.  Two elves dragged the giant blue&lt;br /&gt;
bird from his pen.  Altera mounted the great bird.  His woman, elf&lt;br /&gt;
mistress Renere, leapt onto the saddle behind him.  She held in her&lt;br /&gt;
hands Creneri, the bow of courage.  Prince Altera knew there was no&lt;br /&gt;
hope for the dwarf but, not being the kind to leave things to chance,&lt;br /&gt;
he called for the chipmunk men.&lt;br /&gt;
&lt;br /&gt;
Soon the tree was crawling with small, hairy creatures, vaguely humanoid.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will tell every animal person in the kingdom to hunt for this&lt;br /&gt;
dwarf,&amp;quot; ordered the prince.  &amp;quot;Every needle of the forest will turn&lt;br /&gt;
against him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The heart in his chest felt as though it would beat right out of him.&lt;br /&gt;
His lungs burned like forge fire.  He looked to his side to see a man&lt;br /&gt;
in green hopping along next to him.  It turned to him revealing a&lt;br /&gt;
horribly distorted insectoid face.  A grasshopper man.  Thun skidded&lt;br /&gt;
to a halt and wielded the axe over his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I yield, great warrior,&amp;quot; said insect in his clicking way.  &amp;quot;I come,&lt;br /&gt;
show you not all creatures follow the elf prince.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What have you to gain from aiding my escape?&amp;quot; asked Thun, lowering his weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dwarves in the south,&amp;quot; said the grasshopper man.  &amp;quot;If you lead&lt;br /&gt;
them back this way, they will put an end to the elves?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf looked down at his new green friend.  &amp;quot;That,&amp;quot; he said, &amp;quot;I&lt;br /&gt;
promise you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Explosions rocked the southern fortifications as the giant hawks&lt;br /&gt;
dropped great boulders and bags of poison gas.  Thun looked through a&lt;br /&gt;
slit in the fortress wall.  The elf forest was only a ballista shot&lt;br /&gt;
away.  Already the sky was traced with fiery shots from the siege&lt;br /&gt;
engines, slamming into the trees beyond.  The dwarf warlord approached&lt;br /&gt;
the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will take three more weeks before our fortifications are close&lt;br /&gt;
enough to strike the heart of the forest,&amp;quot; said the warlord.  &amp;quot;I'm&lt;br /&gt;
told you could put an end to this contest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can lead your vanguard to the heart of the forest,&amp;quot; said Thun.&lt;br /&gt;
&lt;br /&gt;
The dwarven leader looked at the legendary axe and back at Thun.  He nodded.&lt;br /&gt;
&lt;br /&gt;
The air was quiet as Thun and his dwarves approached through the tall&lt;br /&gt;
grass.  The barrage had been called off to lure the elves into a false&lt;br /&gt;
sense of security.  The smell was sweet with burning wood.  The ground&lt;br /&gt;
was covered with smoldering craters where the elves had quenched the&lt;br /&gt;
dwarven fireballs.  Further inside, the grasshopper man was waiting.&lt;br /&gt;
&lt;br /&gt;
Through a dry creek the dwarves marched.  They held their crossbows at&lt;br /&gt;
the ready.  The grasshopper man signaled for them to stop.  He pointed&lt;br /&gt;
with one of his arms.  Thun saw them at once, five elves and a jaguar&lt;br /&gt;
man, waiting to ambush them.  The dwarf did not fail to notice one of&lt;br /&gt;
the elf women was carrying a masterpiece bow of dwarven design.&lt;br /&gt;
&lt;br /&gt;
The dwarves made their way up out of the stream bed and encircled the&lt;br /&gt;
elves.  The jaguar man smelled them and tried to cry out but was&lt;br /&gt;
silenced by a dwarven bolt.  Shots fired in all directions.  The elves&lt;br /&gt;
split and fought to break away.  Thun marked the elf leader's bow and&lt;br /&gt;
ran after her.  She turned and loosed an arrow at his face.  He ducked&lt;br /&gt;
just in time and looked behind to see a young sapling torn in two by&lt;br /&gt;
the shot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You cannot defeat Renere,&amp;quot; said the elf.&lt;br /&gt;
&lt;br /&gt;
Thun drew back the wooden axe and flung it at the elf's head, but it&lt;br /&gt;
smashed into the tree behind her after striking off her ear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My ear!&amp;quot; cried Renere.  &amp;quot;You will pay for this insult.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The elf threw down the bow and yanked Ninzul out of the tree trunk.&lt;br /&gt;
The other dwarves filed into the clearing.  Thun held up his hand.&lt;br /&gt;
The elf was his.  Silently, the fighters circled.  The dwarves never&lt;br /&gt;
wanted this war, just logs for the furnaces.  Now, looking at this&lt;br /&gt;
bleeding fanatic, Thun knew that the feud could only end by final&lt;br /&gt;
victory.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hazmat|Hazmat]]==&lt;br /&gt;
===(24 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ||U+++WWWbbbbWb &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night, thief of all cheer. When has the sun set on a happy soul in&lt;br /&gt;
Bonverland? Everyone knows the terror that lurks behind every shadow,&lt;br /&gt;
ever since the evil knight Galrod took up residence in Highthorn&lt;br /&gt;
castle. Werewolves and blendecs were at his command. It was said&lt;br /&gt;
that only one thing could end his cursed life, the Golden Shank of&lt;br /&gt;
Allmine. The people wailed with misery, for the shank was said to be&lt;br /&gt;
in the deep dungeon of a dwarf fortress many leagues to the east. It&lt;br /&gt;
was a time of mass panic. That was until the hero Mandack arrived.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kaltor|Kaltor]]==&lt;br /&gt;
===(30 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ,E..U~~~ &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ash rained from the sky for ten years.  Few were alive that could&lt;br /&gt;
retell the story of that dreadful day, the day the dragon came.&lt;br /&gt;
Through the dusty haze of the burned forest, one could often see elves&lt;br /&gt;
moving about, hopelessly searching the ground for seeds of the sacred&lt;br /&gt;
trees.  Death ruled that mirthless place, and all who dwelt there did&lt;br /&gt;
so in mourning and at the mercy of the dragon.&lt;br /&gt;
&lt;br /&gt;
It was then, ten years since the massacre, that the hero Brandish&lt;br /&gt;
arrived.  He followed the clear stream from the mountain into the&lt;br /&gt;
ravaged valley.  It was then that he stopped to fill his jug.  He&lt;br /&gt;
found the stream water had a strange taste.  It was not water -- it&lt;br /&gt;
was tears.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What are doing in this wasted valley?&amp;quot; came a voice.&lt;br /&gt;
&lt;br /&gt;
Brandish turn to see an elf girl, starving and covered in rags.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I come to slay the dragon,&amp;quot; said the hero.&lt;br /&gt;
&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~~~U~~~~~~  ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The elf threw her head back and laughed as a man would at a fool.&lt;br /&gt;
Brandish, angered, threw down his jug.  Deep in his heart he was&lt;br /&gt;
terrified of the little girl, for she was a tool of the dragon.  He&lt;br /&gt;
cursed himself for a coward and stepped forward.  The elf looked at&lt;br /&gt;
him with tired eyes filled hate.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sometimes I hope you would kill me,&amp;quot; said the dragon through the&lt;br /&gt;
girl's lips.  &amp;quot;It has been a long ten years with nothing to chew on&lt;br /&gt;
but dry bones.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it's death you want,&amp;quot; said Brandish, &amp;quot;you shall have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taken by a sudden fit of tremors, the girl moved this way and that,&lt;br /&gt;
then collapsed into a pile of dust.  After a minute, Brandish let his&lt;br /&gt;
hand fall from the hilt of his weapon.  He wondered if this whole&lt;br /&gt;
valley was peopled only by ghosts and monsters.&lt;br /&gt;
&lt;br /&gt;
Deeper into the wastes he traveled.  Here were the black outlines of&lt;br /&gt;
buildings and the ashen shadows where people and animals fell.  Doubt&lt;br /&gt;
took his heart once more.  He had braved death a thousand times, but&lt;br /&gt;
this was different.  It was said that the dragon could look into your&lt;br /&gt;
very soul.  Brandish did not want to know what weakness the monster&lt;br /&gt;
would find.&lt;br /&gt;
&lt;br /&gt;
==Kaelis Ebonrai==&lt;br /&gt;
===(22 June 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###UH/###,.,..UH,g.gg,g.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fierce warrior brushed the feathers out of his face as the battle&lt;br /&gt;
hawk circled for another dive.  He slapped the neck of his winged&lt;br /&gt;
steed and leaned low, one hand on the reins, the other on his deadly&lt;br /&gt;
javelins.  Since the time of the first legends, Geldrix and his men&lt;br /&gt;
had been bird riders.  The ground rushed by as the hawk dove.  The&lt;br /&gt;
goblins never knew what hit them.  Spears fell from the sky like rain.&lt;br /&gt;
Talons tore and beaks pecked.  Seeing the enemy commander, Geldrix&lt;br /&gt;
took the dagger from his teeth and launched from his saddle.&lt;br /&gt;
&lt;br /&gt;
The enemy general rode proud in the saddle.  His dark metal armor was&lt;br /&gt;
festooned with black roses.  Geldrix tackled him off his horse with&lt;br /&gt;
the force of a meteor.  Sitting astride the evil knight, Geldrix&lt;br /&gt;
marked the spot for the death stroke.  As his knife plunged toward the&lt;br /&gt;
knight's neck, a gauntlet seized him by the wrist.  Geldrix smiled.&lt;br /&gt;
There is still some fight in this one, he thought.  He flipped back&lt;br /&gt;
the enemy's visor and was shocked by what he saw.&lt;br /&gt;
&lt;br /&gt;
Beneath him lay by far the most beautiful woman in the world.  Pain&lt;br /&gt;
shocked Geldrix's system as he suffered a blow to the lower body.  He&lt;br /&gt;
rolled to the side, his eyes shut tight in pain.  He could hear the&lt;br /&gt;
woman knight curse him as she kicked him about the neck and head.&lt;br /&gt;
Others came, and he was bound.  He opened his eyes and found himself&lt;br /&gt;
lashed to the back of a horse.  There was nowhere they could take him&lt;br /&gt;
that the hawkmen could not find him, but would he be whole when he was&lt;br /&gt;
found?&lt;br /&gt;
&lt;br /&gt;
===(6 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+u~+U++U+UUUUUU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Geldrix returned to Hawkvir half a man.  Something was missing.  He&lt;br /&gt;
moved like a shadow, avoiding the company of his fellow warriors.  A&lt;br /&gt;
fair lass came to him, offering a cup of wine.  He knocked it away,&lt;br /&gt;
spilling dark liquid onto the carpet of the royal hall.  All went&lt;br /&gt;
silent as the king rose from his throne.  Geldrix hid his face with&lt;br /&gt;
his cloak, staring at the king with a single maddened eye as he&lt;br /&gt;
approached.  The guards opened a door and the king ushered Geldrix&lt;br /&gt;
outside, into a narrow passage.  Once they were alone, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened to you out there?&amp;quot; asked the king.  &amp;quot;What was it like&lt;br /&gt;
to be a prisoner of the goblins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was defeated,&amp;quot; said Geldrix, sobbing.  &amp;quot;I can never be a hawk rider&lt;br /&gt;
again.  I did not escape, as I told the others.  I was traded to the&lt;br /&gt;
dwarves for a crate of dimple-dyed cloth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The king looked down on the broken man that was once captain of the&lt;br /&gt;
riders and shook his head slowly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Surely there is something you can live for,&amp;quot; shouted the king.&lt;br /&gt;
&amp;quot;Revenge, perhaps?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix found it difficult to take the saddle, having spent so long on&lt;br /&gt;
the earth.  Now in the air, he watched the trails for Zona, warrior&lt;br /&gt;
princess of the goblins.  It was all her fault, he kept telling&lt;br /&gt;
himself.  He would strike her down and his manhood would be restored.&lt;br /&gt;
His hand trembled at the reins.  Memories of his time underground came&lt;br /&gt;
flooding back.  Then his eye caught something on the road below, two&lt;br /&gt;
riders heading for the dark mountain.&lt;br /&gt;
&lt;br /&gt;
===(26 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.&amp;quot;.,&amp;quot;~~,.&amp;quot;.,.@,.g||,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flying low over the road, Geldrix pulled the hood over his head.  With&lt;br /&gt;
a double flip, he launched through the air and landed before the&lt;br /&gt;
riders.  The two goblins sat upon their beak dogs glancing at each&lt;br /&gt;
other.  Geldrix drew his sword and turned his head to the side,&lt;br /&gt;
staring out of the hood with one hateful eye.  The goblins dismounted&lt;br /&gt;
and took up their heavy iron spiked clubs.  One of the goblins stepped&lt;br /&gt;
forward.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Show your face,&amp;quot; it said, &amp;quot;so we can tell tales of which mighty hero we slew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix's face burned with anger and shame.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Coward?&amp;quot; said the mocking goblin.  &amp;quot;Is that it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At last, he could take it no more.  He threw back his hood, his blond&lt;br /&gt;
curls blowing in the wind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Geldrix?&amp;quot; laughed the goblin.  &amp;quot;You have a lot of nerve showing your&lt;br /&gt;
face around here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boo!&amp;quot; shouted the goblin.  Overwhelmed by fear, Geldrix dropped his&lt;br /&gt;
sword and ran.  His hawk landed before him but died instantly as a&lt;br /&gt;
crossbow bolt struck its eye.  Geldrix collapsed onto the carcass,&lt;br /&gt;
openly weeping.  The goblins approached, chuckling and calling out&lt;br /&gt;
cruel jokes.  Geldrix screamed out to the heavens.  He stood, ripping&lt;br /&gt;
out two handfuls of feathers.  When the goblins reached him, he threw&lt;br /&gt;
the feathers in their faces and ran, to where the gods only knew.&lt;br /&gt;
&lt;br /&gt;
Breaths came hot and stinging, his boots ankle deep in the forest&lt;br /&gt;
swamp.  Geldrix felt his extreme shame.  He was not a warrior, not&lt;br /&gt;
even a man.  He was the ultimate traitor to all the hawk men, his&lt;br /&gt;
cowardice now a thing of legend.  He planted his butt in a muddy&lt;br /&gt;
puddle and looked up to see a gremlin sitting on a high tree branch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry, son,&amp;quot; said the creature.  &amp;quot;We all have a little rabbit in us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Japa==&lt;br /&gt;
===(27th December, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;llllllllllllllllllll,.@,.@@@@@@@@@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a beast called the Strangler that lived deep in the forest.&lt;br /&gt;
No one knew what forces woke it, but one night it scaled the walls of&lt;br /&gt;
the dwarf fortress with its four long arms and caught the dwarf king&lt;br /&gt;
as he was star gazing on the royal balcony.  Without a moment's&lt;br /&gt;
hesitation, the monster pitched the king over the side to meet a&lt;br /&gt;
violent death at the base of the mountain.&lt;br /&gt;
&lt;br /&gt;
At dawn's light the dwarves set out in search of the creature.&lt;br /&gt;
Captain Aliz, who had been trusted with the safeguarding of the king's&lt;br /&gt;
life, now sought vengeance.  He lead his posse of a dozen dwarves,&lt;br /&gt;
with twenty gray langurs leading the way.  As they entered the forest&lt;br /&gt;
Aliz pounded his chest and prayed the Forge Father for victory.&lt;br /&gt;
&lt;br /&gt;
===(4th February, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;lllllTS-@,lllll,.@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the base of an ancient tree, a langur called out.  As the dwarves&lt;br /&gt;
came rushing, swords drawn, more gray langurs scaled the tree.  The&lt;br /&gt;
strangler stirred from its den.  Its four muscular arms flexed as it&lt;br /&gt;
crawled from the knot in the tree.  It blinked its three black eyes&lt;br /&gt;
and gave out a loud hoot through its shark-like teeth.&lt;br /&gt;
&lt;br /&gt;
The monkeys pounced one after another and the strangler knocked them&lt;br /&gt;
away.  They kept coming and even the four hands of the monster were&lt;br /&gt;
not enough to swat them all.  The langurs grabbed onto the monster's&lt;br /&gt;
legs.  Others mounted the strangler's head and poked its eyes as the&lt;br /&gt;
dwarves cheered below.&lt;br /&gt;
&lt;br /&gt;
Branches cracked and snapped as the strangler fell.  With a mighty&lt;br /&gt;
crunch, the monster slammed into the forest floor.  As the dwarves&lt;br /&gt;
closed in, the strangler coughed up blood, clearly dying.  Aliz&lt;br /&gt;
prodded his sword under the creature's chin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who sent you?&amp;quot; demanded the dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know very well who,&amp;quot; said the monster as it died.&lt;br /&gt;
&lt;br /&gt;
===(23rd May, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++Ao@++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It could only be Malfacto, the evil necromancer.  Once Malfacto was a&lt;br /&gt;
greedy dwarf with his eyes on the throne.  Universally loathed, the&lt;br /&gt;
wretched dwarf wandered the wilds, finding that not even the animals&lt;br /&gt;
would tolerate him.  He wasted his days away, scavenging meat like a&lt;br /&gt;
jackal and playing with bare bones.&lt;br /&gt;
&lt;br /&gt;
It was at the depths of his insanity that a vision came to him.  It&lt;br /&gt;
was an angel clothed in darkness, a spirit of some foreign religion.&lt;br /&gt;
It beckoned to him and he came, through the jungle and to a lost&lt;br /&gt;
temple.  As he neared the temple's entrance he had to do his best to&lt;br /&gt;
avoid stepping on the human bones that littered the ground.&lt;br /&gt;
&lt;br /&gt;
The entire time he was in the temple, Malfacto couldn't shake the&lt;br /&gt;
feeling that the ever-present skulls turned to watch him.  The shade&lt;br /&gt;
lead him to the altar at the center of the ossuary.  On top was a&lt;br /&gt;
table marked with dashes and dots, some alien language.  The angel&lt;br /&gt;
moved its hand over the markings and they became words in the dwarven&lt;br /&gt;
tongue.&lt;br /&gt;
&lt;br /&gt;
Such were the beginnings of Malfacto, and Aliz knew he had to stop&lt;br /&gt;
him.  No dark wizard would sit on the throne.  He ordered the monkeys&lt;br /&gt;
made ready.  There would be more than jungle monsters to hunt tonight.&lt;br /&gt;
&lt;br /&gt;
===(24th April, 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@/+++ahssGccbGshggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The forest was creepy, dark and deep, but Aliz had far to go before he&lt;br /&gt;
reached Malfacto's temple.  The monkeys fanned out, beating the bushes&lt;br /&gt;
and trees and howling as Aliz loaded a bolt into his crossbow.  How&lt;br /&gt;
low could a dwarf sink?, he thought.  Malfacto the dark wizard.&lt;br /&gt;
Malfacto the cannibal cultist.  It would all end tonight.&lt;br /&gt;
&lt;br /&gt;
Something rushed through the bushes, excited by the grey langurs.&lt;br /&gt;
Aliz aimed his weapon.  It was a rhesus macaque, the eyes of the&lt;br /&gt;
enemy.  The animal just barely dodged the bolt shooting past its left&lt;br /&gt;
ear.  Aliz hooted to his monkeys and they gave chase.&lt;br /&gt;
&lt;br /&gt;
When the dwarf monkey master reached the macaque, it wasn't in good&lt;br /&gt;
shape.  Aliz came to it and grabbed it by the chin.  He raised its&lt;br /&gt;
head to him and stared into its remaining eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Malfacto,&amp;quot; said Aliz, &amp;quot;I know you are in there.  Know you will pay&lt;br /&gt;
for the life you took, your rightful king.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master?&amp;quot; asked the australopithecus.  &amp;quot;Did you have the dream again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The hero is near,&amp;quot; said Malfacto, rising from his sarcophagus.&lt;br /&gt;
&amp;quot;Ready the apes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creature ran from the room panting as the evil wizard brushed the&lt;br /&gt;
dust from his robes.  Once the champion was dead, nothing would stand&lt;br /&gt;
between him and the crown.  Slowly, he made his way to the top of the&lt;br /&gt;
pyramid.  Venomous plants snaked their way all over the stone slabs.&lt;br /&gt;
Once at the top, he surveyed his army.  Hundreds of simians of all&lt;br /&gt;
types and descriptions jumped and howled before the temple.  A homo&lt;br /&gt;
habilis arrived with Malfacto's staff.  Taking it, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Soon they will know to fear our power!&amp;quot; shouted Malfacto.&lt;br /&gt;
&lt;br /&gt;
A siamang began to hoot and soon all the apes were howling and beating&lt;br /&gt;
their chests.  The jungle was alive with hatred.  Aliz could hear them&lt;br /&gt;
from almost a league away.  It was clear now that the wizard must be&lt;br /&gt;
stopped.  Aliz could very well be the only dwarf standing between the&lt;br /&gt;
fortress and oblivion.&lt;br /&gt;
&lt;br /&gt;
==[[User:Gunslinger|Gunslinger]]==&lt;br /&gt;
===(7 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;aa,.a,.W,.%,%%,.T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wizard walked barefoot along the sandy lake bottom, schools of&lt;br /&gt;
axolotls swimming around his toes.  Through the murky water, the&lt;br /&gt;
wizard could see the remains of a wrecked ship.  The salamanders&lt;br /&gt;
guided him through a hole in the wooden hull.  In the darkness the&lt;br /&gt;
wizard noticed the faintest light.  It was coming from a chest half&lt;br /&gt;
buried in the sand.&lt;br /&gt;
&lt;br /&gt;
Before the wizard could open the treasure chest a shock wave shot&lt;br /&gt;
through the water, knocking the wizard flat on his back.  The ship&lt;br /&gt;
tore in half revealing a huge monster covered in waving aquatic&lt;br /&gt;
plants.  It was the titan of the lake.  The axolotls scattered in all&lt;br /&gt;
directions.  The wizard scuttled backward.  He could not speak, making&lt;br /&gt;
his charms useless.  It was to be a battle of flesh and steel.&lt;br /&gt;
&lt;br /&gt;
==[[User:Haggle|Haggle]]==&lt;br /&gt;
===(18 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@++U+%++||,.,.MU,.MU,.MU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toward the light,&amp;quot; cried Sot, master of the moth riders.  The&lt;br /&gt;
squadron descended in wild corkscrews, falling toward the dwarf&lt;br /&gt;
fortress.  But Sot had dived too soon.  Flaming arrows shot up from&lt;br /&gt;
the castle walls, confusing the giant insects.  Sot's mount took three&lt;br /&gt;
hits and died in mid air.  The moth leader took the reins hard and&lt;br /&gt;
tried to pull the moth out of a death spiral.  He hit the ground hard&lt;br /&gt;
and rolled across the paved stone, jumping up in a combat stance.&lt;br /&gt;
When he saw the two dozen dwarves that approached him, he took off his&lt;br /&gt;
chitin helmet, pointed at the closest dwarf and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's see what you've got, half-man.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Haedrian|Haedrian]]==&lt;br /&gt;
===(11 August 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@=@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside or outside, the dwarf fortress was an ugly place.  Black smoke&lt;br /&gt;
rose from its misshapen stacks, and beneath the menacing gatehouse,&lt;br /&gt;
poor hill-dwarves moved under armed guard to bring their offerings to&lt;br /&gt;
Count Agak.&lt;br /&gt;
&lt;br /&gt;
The Count had long been allergic to light.  His case of cave&lt;br /&gt;
adaptation was more pronounced than any ever known.  His skin was pale&lt;br /&gt;
and shot through with spidery veins.  His eyes were red and bloodshot.&lt;br /&gt;
Even in the dark, he looked sickly, and he never touched a morsel on&lt;br /&gt;
the feast days.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Count is a vampire,&amp;quot; said Roder.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence,&amp;quot; said fair Nel.  &amp;quot;What if the guards hear you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell me you aren't suspicious,&amp;quot; said Roder.  &amp;quot;Have you ever seen the&lt;br /&gt;
Count eat or drink?  Or his guards?  I don't know if I would even&lt;br /&gt;
recognize them underneath their plated armor.  No.  We need proof.&lt;br /&gt;
Then we need deliverance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jmullan|jmullan]]==&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
(I donated in honor of my friend Zach J's birthday, since he is too afraid to play DF)&lt;br /&gt;
&amp;lt;pre&amp;gt;@@||,.,,..,.,U..,uuuuUuu&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf fortress at Mount Hope was once the pride of the empire.&lt;br /&gt;
Pilgrims came from every corner of Allsphere to glory in its great&lt;br /&gt;
halls and carved pillars.  But years pass, and all that shines goes&lt;br /&gt;
dim.  The empire was overthrown and monsters roamed freely through the&lt;br /&gt;
land.  Some sought shelter at Mt. Hope and were always turned away.&lt;br /&gt;
It was this discourtesy that would spell the doom of the fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Will you let us in?&amp;quot; shouted the monk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, sir!&amp;quot; laughed the dwarf from the high wall.  &amp;quot;Find somewhere else to die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why not just take the little ones?&amp;quot; pleaded the monk.  &amp;quot;Even if they&lt;br /&gt;
were vampires, they couldn't do much harm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take your lying, no good carcass of my property,&amp;quot; said the dwarf, &amp;quot;or&lt;br /&gt;
I will shoot you down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The monk was still for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will find,&amp;quot; said the holy man, &amp;quot;that your walls don't protect you&lt;br /&gt;
from the evils of this world.  They were built to hold a greater evil&lt;br /&gt;
inside.  In time you beg to be let out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarves pelted the refugees with rocks until they fled.  They did&lt;br /&gt;
not give a single thought to the monk's warning, but they would all&lt;br /&gt;
remember it when the time came.  It was only a matter of days before&lt;br /&gt;
the killings started.  A dwarf would go missing for a week, then a&lt;br /&gt;
body would turn up drained of blood, and that was only the beginning.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jupotter|Jupotter]]==&lt;br /&gt;
===(3 March 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;////+++U\N+\\\\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the top of the great stone temple, the high priest vampire held a&lt;br /&gt;
bone dagger over the victim under the light of the full moon.  The&lt;br /&gt;
evil spirit rose over the altar, changing the moonlight to a blood red&lt;br /&gt;
hue.  Another heartbeat and the victim's eyes snapped open.  A scream&lt;br /&gt;
tore the night as the final blow fell.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it is spring, Grandfather,&amp;quot; said the kid, &amp;quot;why are the days getting colder?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Old man Udma patted the boy on the shoulder.  This could only mean one&lt;br /&gt;
thing.  Gonra had returned.  Upon reaching to his hut, Udma found his&lt;br /&gt;
hiding place and retrieved the sword Sangrak, the vampire slayer.  But&lt;br /&gt;
he could no longer wield it.  If the world was to be saved, a true&lt;br /&gt;
hero must be found.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellrider|Hellrider]]==&lt;br /&gt;
===(12 April 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++g+++@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblin master thief Garu picked his way through the irrigation ditch&lt;br /&gt;
of the dwarf fortress.  The dwarves were fools to leave the floodgate&lt;br /&gt;
open during the dry season.  There were fewer traps down there.  It&lt;br /&gt;
wasn't long before he reached the mushroom fields.  There were a few&lt;br /&gt;
gardeners here and there but nothing that proved much of a challenge.&lt;br /&gt;
&lt;br /&gt;
Once inside, Garu shed his black cloak in exchange for the robes of a&lt;br /&gt;
monk of Alak.  He passed silently by the dwarves, a long hood hiding&lt;br /&gt;
his face.  Slowly, he made his way to the meeting hall.  There were a&lt;br /&gt;
bunch of dwarf youths posing and trying to look tough.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are impressive,&amp;quot; said Garu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's it to you, holy dwarf?&amp;quot; said the most obnoxious of the dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's just that I heard from Zuglar that you were a weakling and a&lt;br /&gt;
coward,&amp;quot; said Garu.  &amp;quot;He said he'd wait for you in the lower warehouse&lt;br /&gt;
if you were dwarf enough.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You tell that son of an elf I'll be there,&amp;quot; shouted the dwarf.&lt;br /&gt;
&lt;br /&gt;
==[[User:kurtss|kurtss]]==&lt;br /&gt;
===8 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U|,,.UH-,.,-Bg,,.|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The riders aimed their lances.  It was to be a contest of skill and&lt;br /&gt;
righteousness.  The goblin's beak dog chirped and kicked, pawing up&lt;br /&gt;
the dirt of the jousting track.  Sir Benefact lifted his lance in&lt;br /&gt;
salute of Princess Marmalade.  Just then the goblin charged.  Benefact&lt;br /&gt;
had just enough time to wheel around and face his opponent.&lt;br /&gt;
&lt;br /&gt;
Wood snapped as the lance found its mark.  Blood shot like a fountain&lt;br /&gt;
from Benefact's chest.  He collapsed in the saddle, and fell from his&lt;br /&gt;
horse.  The goblin rode before the princess and gave his salute.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is your name, Sir knight?&amp;quot; asked Marmalade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Masterdad,&amp;quot; said the goblin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then, Sir Masterdad,&amp;quot; said the princess, &amp;quot;you are the new champion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:landrus|landrus]]==&lt;br /&gt;
===25 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;gggg,.-,.@.==@,.@,-.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Death comes with the sun,&amp;quot; was the call.&lt;br /&gt;
&lt;br /&gt;
Goblins lined every hill and tree line.  Evil impulses made their&lt;br /&gt;
muscles pop and twitch.  It had been weeks since they had any fresh&lt;br /&gt;
flesh, longer still since they had any loot to fight over.  The bigger&lt;br /&gt;
ones imagined the things they would take.  The smaller ones imagined&lt;br /&gt;
stabbing the bigger ones in the back and taking it for themselves.&lt;br /&gt;
&lt;br /&gt;
The dwarf caravan had come to a halt in Wicked Forest as one of the&lt;br /&gt;
wagons had broken down.  They hadn't the parts so Kobem ordered the&lt;br /&gt;
wood cutters to fashion some from the local trees.  As the day dragged&lt;br /&gt;
on the dwarves began to see a night in Wicked Forest as a real&lt;br /&gt;
possibility.  They worked into the night, all the while coyotes and&lt;br /&gt;
other spooky animals called and brayed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have never been so grateful to see the sun,&amp;quot; said Sigun.&lt;br /&gt;
&lt;br /&gt;
No kidding, thought Kobem.  He had been working underground,&lt;br /&gt;
organizing this caravan for seven weeks.  When he finally saw daylight&lt;br /&gt;
he was sick for two days.  Now in the predawn light, Kobem was indeed&lt;br /&gt;
grateful.  Who knows how many night creatures haunted this ill-named&lt;br /&gt;
forest.  The first rays of the sun fell across the wagons.  Sigun&lt;br /&gt;
turned, smiling at his master.&lt;br /&gt;
&lt;br /&gt;
Blood splattered across Kobem's chest.  Kobem froze as Sigun's body&lt;br /&gt;
sank to the ground in slow motion.  Firebrands and sling bullets&lt;br /&gt;
landed among the dwarves.  Kobem collected his wits and dove under the&lt;br /&gt;
nearest wagon.  It couldn't be kobolds.  They were never this brazen.&lt;br /&gt;
Goblins then.  Their leader had guile to attack when they least&lt;br /&gt;
expected it.&lt;br /&gt;
&lt;br /&gt;
Now all Kobem needed was a crossbow.  He looked out from beneath the&lt;br /&gt;
wagon at the body of a fallen marks-dwarf still clutching his weapon&lt;br /&gt;
in his dead hands.  Kobem launched from his hiding place, racing past&lt;br /&gt;
struggling goblins and dwarves.  Almost there, Kobem was blocked by a&lt;br /&gt;
stocky goblin in full plated armor.  Angry eyes burned behind the&lt;br /&gt;
visor.&lt;br /&gt;
&lt;br /&gt;
The evil knight struck first, bringing his iron mace down onto Kobem's&lt;br /&gt;
skull.  It was a glancing blow, but messy.  Kobem fell to one knee.&lt;br /&gt;
The knight sucked in a breath and raised his weapon once more.  That&lt;br /&gt;
was when Kobem drove his fist into the fighter's lower body, smashing&lt;br /&gt;
vital organs.  Kobem grabbed him by the chest plate and slammed him to&lt;br /&gt;
the ground.  He picked up the mace and flipped the knight's visor&lt;br /&gt;
open.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urist?&amp;quot; asked Kobem.&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/A-F&amp;diff=177995</id>
		<title>ASCII art reward/A-F</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/A-F&amp;diff=177995"/>
		<updated>2012-10-02T21:22:03Z</updated>

		<summary type="html">&lt;p&gt;Timrem: split from main Stories page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
! colspan=4 | [[ASCII Art Reward]]s (alphabetically by contributor)&lt;br /&gt;
|-&lt;br /&gt;
| [[ASCII Art Reward/A-F|A &amp;amp;ndash; F]]&lt;br /&gt;
| [[ASCII Art Reward/G-L|G &amp;amp;ndash; L]]&lt;br /&gt;
| [[ASCII Art Reward/M-S|M &amp;amp;ndash; S]]&lt;br /&gt;
| [[ASCII Art Reward/T-Z|T &amp;amp;ndash; Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&lt;br /&gt;
==[[User:Beefx|Beefx]]==&lt;br /&gt;
===(25 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;++@k@++&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zolon and Morul stood near the steel cage.  The brown humanoid inside sat with its hands on its knees, rocking back and forth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Clearly, the kobold was molded from stone.&amp;quot;  Zolon stroked his black beard. He then glanced at Morul, raising an eyebrow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not so fast...  the yellow eyes glow.  Fire was involved.&amp;quot;  Morul was a slow thinker, but he was not easily moved.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stagis!  Bacabadabis!&amp;quot;  The kobold began to screech in its low tongue.  Zolon and Morul observed in silence until the creature quieted down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Was that the wind then?&amp;quot;  Zolon asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seems the interplay of the elements is nuanced in this one, even if the final realization is... lacking.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morul did not disdain the beast so much that he did not feed it, now that the trapper had entrusted it into his keeping.  The philosopher had left a few pieces of old venison in the cage and the creature now lifted one and inspected it.  After a few sniffs, the kobold pitched it through the steel bars.  The dwarves watched as the meat spun through the air and landed a few yards from the cage.  When they turned back around, the kobold was inches away from them, its face pressed against the bars.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Augis,&amp;quot; it moaned.  &amp;quot;Augis!&amp;quot;  Louder and louder it wailed.&lt;br /&gt;
&lt;br /&gt;
Zolon and Morul covered their ears.  &amp;quot;And this is a tempest?&amp;quot;  Zolon said facetiously.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's adjourn until the storm passes.  Perhaps we can find a meal the thing will accept.&amp;quot;  Morul turned and walked down a nearby corridor, toward the kitchen.  Zolon followed close behind.&lt;br /&gt;
&lt;br /&gt;
After they had left, the kobold stopped moaning and sat back on its haunches.  Opening its small clawed fingers, the creature smiled.  On its palm rested an iron key.&lt;br /&gt;
&lt;br /&gt;
==[[User:Bombcar|Bombcar]]==&lt;br /&gt;
===(30 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++g~~U~~C+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblins in tattered rags pulled the chains with speed as the whips&lt;br /&gt;
cracked.  Slowly the gate rose revealing a grotesque creature bent on&lt;br /&gt;
destruction.  Its three eyes bounced on their stalks as the monster&lt;br /&gt;
pulled itself forward on two huge, muscular arms.  It came to a sudden&lt;br /&gt;
halt as Ameltoss the wizard stepped into its path.  Though he had&lt;br /&gt;
raised it from a stinking poisonous egg, the wizard knew not whether&lt;br /&gt;
he still commanded the beast.  This was the final test.  He raised his&lt;br /&gt;
staff and commanded the monster to return to its lair.  The creature's&lt;br /&gt;
lips peeled back to reveal ten rows of razor sharp teeth.  Ameltoss&lt;br /&gt;
swallowed hard and shouted his command once more.  Now was the moment&lt;br /&gt;
of truth.&lt;br /&gt;
&lt;br /&gt;
===(13 April 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;c+||@++c+cc+@@||,.,,.U,ggCgggT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf Frankle ran through the corridors, chasing after the many&lt;br /&gt;
cats that infested the fortress.  He stopped when the alarm was&lt;br /&gt;
sounded.  The captain of the guard shouted orders.  The dwarves rushed&lt;br /&gt;
to their stations.  Frankle, a reserve marks-dwarf, grabbed up a&lt;br /&gt;
crossbow from the arsenal and trotted up the stairs to man the&lt;br /&gt;
battlements.  When he reached the top he saw the other marks-dwarves&lt;br /&gt;
standing, shocked by what they saw.  Taking a deep breath, he looked&lt;br /&gt;
over the side.&lt;br /&gt;
&lt;br /&gt;
At the fortress gate stood an enormous monster, dragging itself upon&lt;br /&gt;
its vicious, clawed arms.  Goblins stood around it, jeering, and&lt;br /&gt;
hurling curses.  A feeling of terror gripped Frankle's chest.  In all&lt;br /&gt;
his years in the service he had never fired his bow in anger, but no&lt;br /&gt;
bolt could take this beast down.  The captain put a hand on Frankle's&lt;br /&gt;
shoulder.  Below, a robed man stepped out before the creature.  A&lt;br /&gt;
fresh scar transected his missing left eye.  It was the evil wizard&lt;br /&gt;
Ameltoss.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lay down your weapons and accept a swift death,&amp;quot; shouted the wizard.&lt;br /&gt;
A bolt thudded down between his feet.  &amp;quot;Somehow I thought you'd&lt;br /&gt;
refuse.  Release the beast!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A troll stepped forward wielding a huge axe.  With several violent&lt;br /&gt;
chops, the chain binding the monster's wrist was broken.  The creature&lt;br /&gt;
surged forward.  Frankle screamed in fright and fired his crossbow.&lt;br /&gt;
His bolt, along with a dozen others, bounced harmlessly from the&lt;br /&gt;
creatures hide.  As the monster beat down the gate.  It seemed their&lt;br /&gt;
was no hope.  That was when champion dwarf Rokwan emerged from the&lt;br /&gt;
keep within the castle.&lt;br /&gt;
&lt;br /&gt;
==[[User:Bott Maggot|Bott Maggot]]==&lt;br /&gt;
===(03 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+&amp;amp;=o=@+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You've come, Kogan.  The Lordaxe.  It is said you have a mighty constitution, but can you hold your own at my table?&amp;quot;  The demon slammed the great flagon down on to the center of the table.  A few dark drops splattered on the stone and smouldered. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can take whatever you offer, fiend, and I'll count you a poor host if that brew there on the table doesn't move me half as much as the whiskey of my homeland.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, your homeland.  It will make a fine gateway to the Underworld someday.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wish I could say the dwarves would enjoy making a mine of this palace, but alas, your halls reek of filth.  It would be difficult to persuade them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Less talk, more drink.  You call yourself a dwarf?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Without another word, Kogan seized the flagon with his scarred fist.  He could feel the infernal heat emanating from the brew, and the smell was appalling.  Even so, he hefted the drink to his open mouth and downed it completely, setting the empty flagon on the table in triumph. &lt;br /&gt;
&lt;br /&gt;
==[[User:Brownie210|Brownie210]]==&lt;br /&gt;
===(22 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+&amp;amp;@\O+||~~~~~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sweat glistened on the hairy dwarf's body as he wrestled the dark lord&lt;br /&gt;
Slandar.  Above them lay the steel orifice holding back the sea of&lt;br /&gt;
lava that was the last defense against the evil army, if only a dwarf&lt;br /&gt;
could pull the lever.  The dwarf held the evil general's arm in both&lt;br /&gt;
hands as the fiend tried to drive his dagger through the hero's heart.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Slandar,&amp;quot; asked the dwarf, &amp;quot;when did you become so hot-headed?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
The dwarf let go of the villain's arm and pulled the lever.  As the&lt;br /&gt;
fiend drove his blade through the laughing dwarf's heart, the gates&lt;br /&gt;
opened above and a torrent of lava fell from the ceiling, incinerating&lt;br /&gt;
them both in a cloud of steam.&lt;br /&gt;
&lt;br /&gt;
==[[User:Caeonosphere|Caeonosphere]]==&lt;br /&gt;
===(07 January 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U-.,.GT.&amp;lt;/pre&amp;gt;&lt;br /&gt;
The mighty barbarian clenched his teeth as he snapped the arrow&lt;br /&gt;
protruding from his chest.  He laughed as he bounded through the brush&lt;br /&gt;
after the cowardly ambusher.  Just another scar among many, proving&lt;br /&gt;
his manhood like all the rest.  The foolish goblin archer tried to&lt;br /&gt;
scale a tree to lose him.  Smiling with anticipation of the kill, the&lt;br /&gt;
barbarian took a throwing axe from his belt and hurled it at his&lt;br /&gt;
enemy.  The blade struck the goblin in the helmet, splitting it in&lt;br /&gt;
two.  As the stunned goblin sank to the base of the tree, the&lt;br /&gt;
barbarian approached him, grabbing him by the throat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, my friend,&amp;quot; said the barbarian.  &amp;quot;It looks as if this game has&lt;br /&gt;
come to an end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:ChazFox|ChazFox]]==&lt;br /&gt;
===(25 October 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.E@UU,.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Mighty knight Dron looked on his companions with a measuring stare.&lt;br /&gt;
To his right was Glome, a marksdwarf most renowned, cleaning his&lt;br /&gt;
weapon, a blindfold across his eyes.  Across from him stood the elven&lt;br /&gt;
warrior princess and summoner of animals, Tigotha.  At his left was&lt;br /&gt;
Alvin, his squire.  These chosen few were destined to quest across the&lt;br /&gt;
land in search of the evil wizard Zandore.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;The vile villain is not far off now,&amp;quot; said Dron.  &amp;quot;I can smell his&lt;br /&gt;
evil magic.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;It could be another one of his tricks,&amp;quot; said Tigotha.  &amp;quot;It wouldn't&lt;br /&gt;
be the first time you were fooled.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Put me anywhere up to league away from evil wizard Zandore,&amp;quot; said&lt;br /&gt;
marksdwarf Glome, &amp;quot;and the war will be over.&amp;quot;  The dwarf pulled the&lt;br /&gt;
trigger and his crossbow snapped with sudden force.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Master,&amp;quot; cried Alvin, &amp;quot;I see something!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Davion|Davion]]==&lt;br /&gt;
===(28 July 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;bBbBbBbB####HU*########||+UU+||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The master thief leapt from the tower, the royal jewels still in his&lt;br /&gt;
hands.  The pursuing guard ran to the side to watch in wonder as the&lt;br /&gt;
burglar plunged to his death.  But lo, a giant hawk flew down and&lt;br /&gt;
plucked him out of the sky.  The aging king stormed out onto the roof&lt;br /&gt;
of the tower, still in his bed clothes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Curse you Faltrix!&amp;quot; screamed the king as the bird flew toward the horizon.&lt;br /&gt;
&lt;br /&gt;
The rogue had known the hawk since it was a hatchling.  It was then he&lt;br /&gt;
had pulled an arrow from its wing.  Thus began the most famous&lt;br /&gt;
partnership of the age.  The hawk rider and his steed were known&lt;br /&gt;
throughout the land as heroes of the people, stealing from the rich&lt;br /&gt;
and giving to the poor.&lt;br /&gt;
&lt;br /&gt;
A dark cloud rose on the horizon.  The smile fell from Faltrix's lips&lt;br /&gt;
as the evil creatures sprung their ambush.  Bat men!  How had these&lt;br /&gt;
creatures strayed so far from the mountains?  The evil beings rode&lt;br /&gt;
giant bats and shot poison darts from their blow guns.  Faltrix&lt;br /&gt;
commanded his mount to dive low.  Perhaps he could lose them in the&lt;br /&gt;
trees of the forest below.&lt;br /&gt;
&lt;br /&gt;
===(28 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kbkkbkb,..,..HU,..*.@,...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Down, down into the forest canopy they flew.  Faltrix's heart raced as&lt;br /&gt;
they wove through the trees, the bat men close behind.  Just when he&lt;br /&gt;
thought he lost them, the hawk called out with a piercing cry.  A net&lt;br /&gt;
of vines dropped from the treetops above, fouling the bird's wings.&lt;br /&gt;
They crashed to the forest floor with a thud and slid forward in the&lt;br /&gt;
dirt.  Faltrix drew his sword and cut through the web.  High-pitched&lt;br /&gt;
cackling echoed from above.  Kobolds!  The rogue set about cutting his&lt;br /&gt;
avian steed free, but the hawk did not stir from unconsciousness.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Agron!&amp;quot; screamed Faltrix.  &amp;quot;Agron!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Black shadows dropped from vines above.  The kobolds drew their jagged&lt;br /&gt;
blades.  As they surrounded him the batmen caught up just it time to&lt;br /&gt;
finish him off.  A dozen poison darts landed at his feet.  Why didn't&lt;br /&gt;
they kill him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Agron,&amp;quot; said the rogue, &amp;quot;if we get out of this, you can eat all the&lt;br /&gt;
giant rats you want.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The kobolds parted to reveal a short wizard in a glowing red robe, a&lt;br /&gt;
long hood covering his face.  Faltrix lowered his blade as the&lt;br /&gt;
menacing figure approached.  The wizard threw back his hood to reveal&lt;br /&gt;
the face of an evil dwarf.  Faltrix threw the stolen Eye of Atheria at&lt;br /&gt;
his feet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take the jewel,&amp;quot; said Faltrix, &amp;quot;just let Agron live.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Touching,&amp;quot; said the dwarf, &amp;quot;but fear not, I will have need of the&lt;br /&gt;
rider and his hawk to complete the ultimate quest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quest?&amp;quot; asked Faltrix.&lt;br /&gt;
&lt;br /&gt;
==[[User:Dutchling|Dutchling]]==&lt;br /&gt;
===(3 March 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;||@@@@+@+++&amp;lt;||@||####/##/###/#####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning bolts rained down from the sky as the storm god Domin&lt;br /&gt;
released his fury upon the world.  Hardest it fell on the dwarf&lt;br /&gt;
fortress, but no meteor, no matter how powerful, could keep the little&lt;br /&gt;
ones down.  King Ibruk stood upon the wall of the dwarven castle,&lt;br /&gt;
drunk, daring the sky god to strike him down.  The other dwarves&lt;br /&gt;
cowered behind the battlements, none brave enough to pull the king&lt;br /&gt;
down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lord Ibruk,&amp;quot; shouted a voice from lower in the courtyard, &amp;quot;throw not&lt;br /&gt;
your life away.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Ergot|Ergot]]==&lt;br /&gt;
===(14 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;w&amp;quot;w@%&amp;quot;w&amp;quot;w&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doran shifted from foot to foot as he looked from side to side.  Eventually the dwarf's head dropped and he clutched his beard, his wide eyes wild, staring at the dirt.  They were everywhere. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cave weevils.  Cave weevils on my crops.  My pig tails, all of my pig tails are gone.  But this season will be different, mark my words, by the Lordaxe it will.&amp;quot;  The dwarf pulled a bulky glove from his belt.  The knuckles were studded with iron.  Doran slid the glove over his hand, his mouth twisting into a cruel smile.  The farmer's eyes grew dark. &lt;br /&gt;
&lt;br /&gt;
One of the foot-long insects crawled in front of the dwarf, and he hammered it into the earth with his fist, smashing the weevil until it was well-ground.  &amp;quot;Flat.  I'll pound 'em all flat.  We might not have cloth this year, but we'll have plenty of meal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Furiousfish|Furiousfish]]==&lt;br /&gt;
===(14 July 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@g####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Tell me where the child is being taken and I'll let you live!&amp;quot; Kogan yelled down at the goblin, desperation marking his voice. Mul had shot this wretch in the leg, but the kidnapper had escaped. The goblin hanging by Kogan's hand over the chasm was just a bodyguard. The goblin smiled wickedly, taking delight in Kogan's distress. &amp;quot;Even now, your child is approaching the prison where he'll live out the next decade of his miserable life,&amp;quot; it spat. &amp;quot;And then, well...&amp;quot; The fiend began to chuckle. &amp;quot;Where is the child?&amp;quot; Kogan asked with finality. The goblin closed its eyes and was silent. Kogan let the creature drop away into the darkness.&lt;br /&gt;
&lt;br /&gt;
===(27 February 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;,&amp;quot;&amp;quot;.g%@.&amp;quot;,&amp;quot;&amp;quot;.&amp;quot;..&amp;lt;/pre&amp;gt;&lt;br /&gt;
Dorol struggled against the coarse sackcloth. The darkness was total,and it smelled even more foul than his uncle's rotten-toothed whiskeybreath. He had been playing with his miniforge by the cave river when everything had gone black. Dorol had heard a commotion shortly after, followed by terrible undwarven screaming, but afterward just the soft footfalls of somebody running quickly along with the rustling of the sack. At once, whoever was carrying him stopped and let the sack drop hard on the ground. There was a rustling, and the sack opened. It was nighttime, and Dorol could see the face of his captor looking down at him. A goblin! The fiend pulled the cloth down far enough that Dorol's head stuck up out of the opening. The dwarf held tightly onto his toy, uncertain and afraid. &amp;quot;Here, eat this,&amp;quot; the goblin said, holding out something. Dorol worked one of his hands out of the sack and took the offering. It wasa piece of spoiled meat, crawling with diseased larvae. The child dropped it on the ground by the sack. &amp;quot;Hey, that's good meat,&amp;quot; the goblin complained, reaching down to pick it up. &amp;quot;The master gave it to me just for you.&amp;quot; The goblin lowered its voice and mumbled. &amp;quot;I'd eat it, but he is always watching me, and he knows when I've been bad. &amp;quot;Now eat up,&amp;quot; the goblin drew closer and pushed the meat into the dwarf's face. Like a true smith, the dwarven child struck, smashing the hammer of his miniforge into the goblin's eye! The goblin cringed, clutching his face. After a moment he shook his head and looked up at the sack, but the dwarf was nowhere to be seen. Filling with rage, driven by fear of his master's torments, the goblin shouted, &amp;quot;You can't run, you hairy snot! I'll hunt you, and I'll find you!&amp;quot; Snatching up the sack, the goblin ran off into the wilds.&lt;br /&gt;
&lt;br /&gt;
==[[User:Fuzzy|Fuzzy]]==&lt;br /&gt;
===(31 October 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,G,@,,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarves buried Administrator Zarhan face down, so that when evil&lt;br /&gt;
spirits animated his soulless corpse, as surely they would, he would&lt;br /&gt;
dig straight down into the Underworld and away from the land of the&lt;br /&gt;
living.  For a season after, the fortress was beset by a horrible&lt;br /&gt;
howling that filled the corridors.  The dwarves of the fortress were&lt;br /&gt;
driven to near madness.  Eventually the sounds faded.&lt;br /&gt;
&lt;br /&gt;
It was not long after that a young engraver found a floor hatch, which&lt;br /&gt;
had not been there the previous night.  He opened the hatch and put&lt;br /&gt;
his head through.  Phantom arms grabbed him and pulled him inside.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You fools didn't think I'd forget up from down did you?&amp;quot; hissed the ghost of Zarhan.&lt;br /&gt;
&lt;br /&gt;
==[[User:FFLaguna|FFLaguna]]==&lt;br /&gt;
===(5 May 2008)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;===UHH,...===UHH,........[===].//+//````&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Merchant Prince Gramlin snorted while batting away acorn flies with&lt;br /&gt;
his monkey hair swatter.  'Realm of Artifice,' ha!  'Dirt Fortress,'&lt;br /&gt;
he named it.  These pathetic dwarves scratched a hole in the earth and&lt;br /&gt;
produced nothing but rock toys to offer the human caravans.  The&lt;br /&gt;
journey was long and the profits few.  At last the trees cleared&lt;br /&gt;
revealing a low hill with a single door, the trade platform lying&lt;br /&gt;
before it.  Gramlin looked around him.  Not a dwarf was to be seen.&lt;br /&gt;
They were probably sleeping off a night of unrestrained debauchery.&lt;br /&gt;
He ordered his men to lay the goods onto the platform.&lt;br /&gt;
&lt;br /&gt;
A sudden pain rocked the merchant.  He looked down at his great gut&lt;br /&gt;
and saw a crossbow bolt protruding from his chest.  As he sank to the&lt;br /&gt;
earth, he cursed.  The dwarves had gone feral, maddened by their&lt;br /&gt;
pathetic conditions.  The caravan was routed and fled into the woods,&lt;br /&gt;
leaving their precious cargo on the platform.  The last thing Gramlin&lt;br /&gt;
saw was the face of a mad dwarf, foaming at the mouth and snarling&lt;br /&gt;
before it took his scalp.&lt;br /&gt;
&lt;br /&gt;
==[[User:Darksaiyan|Darkie]]==&lt;br /&gt;
===(14 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,.O@T,...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Surrounded by a troll on one side and an ogre on the other, dwarf&lt;br /&gt;
master Alrin knew these could be the last seconds of his life.  As he&lt;br /&gt;
gripped the handle of his axe he recalled the teachings of Azrom, god&lt;br /&gt;
of war.  Matters of great importance should be given the slightest&lt;br /&gt;
thought.  It was only the minor matters that must be given the most&lt;br /&gt;
delicate care.  So, without conscious thought, Alrin slammed his axe&lt;br /&gt;
handle into the ogre's toe.  Swiftly, the dwarf ran between the&lt;br /&gt;
monster's legs and delivered a swift kick to its backside.  As the&lt;br /&gt;
ogre toppled over, the hairy troll launched over the fallen monster&lt;br /&gt;
and leaped toward Alrin.  As time slowed in an adrenalin rush, Alrin&lt;br /&gt;
readied his axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Draigh|Draigh]]==&lt;br /&gt;
===(13 Augustus 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.@@|,-.-.kk,k,.k,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Malgar, warrior dwarf woman, fought on against the onslaught of&lt;br /&gt;
kobolds, her newborn baby still strapped to her back.  She lifted her&lt;br /&gt;
shield to block another volley of poison darts.  She had been hunting,&lt;br /&gt;
far from the entrance of the fortress, when she stumbled upon the&lt;br /&gt;
skulking trash, no doubt planning a cowardly raid on the fortress&lt;br /&gt;
vault.  She had to warn the others.  With one hand she held the bugle&lt;br /&gt;
to her lips, while with the other she parried another deadly strike.&lt;br /&gt;
&lt;br /&gt;
==[[User:AbuDhabi|AbuDhabi]]==&lt;br /&gt;
===(5 February 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;CCCCCCC,.,.,.|||@+@+&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fires burned at the edge of the vast grassland, holding back the&lt;br /&gt;
darkness before the dwarf fortress.  All night baleful howls could be&lt;br /&gt;
heard on the plain, undead cows brought back to life by the evil&lt;br /&gt;
wizard Maxelman.  He had allowed the dwarves to live in his domain of&lt;br /&gt;
evil, if they but bestowed on him one artifact a year.  Nothing,&lt;br /&gt;
however, could measure the greed of a dwarf.  Nothing, that is, save&lt;br /&gt;
his thirst for strong whiskey.&lt;br /&gt;
&lt;br /&gt;
A dwarf stood atop the battlement, laughing drunkenly.  &amp;quot;Get down&lt;br /&gt;
Twan,&amp;quot; whispered his fellow guardsman.  &amp;quot;The night-wings will snatch&lt;br /&gt;
you off the wall!&amp;quot;  Twan threw his stein off the wall in defiance.&lt;br /&gt;
Such was his vanity that he thought that they only need live through&lt;br /&gt;
the night.  Little did he know, the dawn would never come.&lt;br /&gt;
&lt;br /&gt;
===(24 February 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;DgDgg%@@%@~~++++++&amp;gt;&amp;gt;&amp;gt;&amp;gt;^+^+^+^+^%%%%%@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Twan held his helmet over his eyes and screamed.  Fireballs smashed&lt;br /&gt;
into the walls, shot from the gullets of a dozen dragons circling in&lt;br /&gt;
the smoke-choked sky.  Marksdwarves dove from the walls and smashed&lt;br /&gt;
into the courtyard below.  &amp;quot;Stand and fight!&amp;quot; shouted Captain Krandle.&lt;br /&gt;
&amp;quot;Fear no devil!&amp;quot;  Twan reached the courtyard just as the gate broken&lt;br /&gt;
open wide.  Pike-wielding goblins poured through the opening.  Captain&lt;br /&gt;
Krandle threw his great braided beard over his shoulder and called&lt;br /&gt;
forth his squad of elite axe-lords, The Chosen.&lt;br /&gt;
&lt;br /&gt;
Pike and axe clashed again and again as Twan crawled between the legs&lt;br /&gt;
of the combatants.  A head dropped onto the ground before him.  It was&lt;br /&gt;
the head of Captain Krandle.  Twan pressed on.  He would not be&lt;br /&gt;
paralyzed with fear.  It seemed that the power of Maxelman knew no&lt;br /&gt;
bounds, but not even he could breach the inner mines.  Dodging the&lt;br /&gt;
deadly weapons, and slithering over the bodies, Twan made his way the&lt;br /&gt;
center of the fortress.&lt;br /&gt;
&lt;br /&gt;
A dark tunnel lay beyond the entrance to the keep.  Twan danced down&lt;br /&gt;
the corridor in the intricate steps that avoided the complex mass of&lt;br /&gt;
triggers and tripwires that guarded the entrance.  Inside were the&lt;br /&gt;
mines, stocked with enough dwarven wine to keep them in the cups for&lt;br /&gt;
ten years.  Twan reflected for a moment on those above who had died.&lt;br /&gt;
It wasn't important.  He was alive, and would remain so, so long as he&lt;br /&gt;
avoided the king and any quests he might have in store.&lt;br /&gt;
&lt;br /&gt;
===(13 May 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%@/%+++@+@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That blasted wizard Maxelman,&amp;quot; came a booming voice.  &amp;quot;He shall not&lt;br /&gt;
have my artifact staff!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Curses, thought Twan from his hiding in the cellar, the king!  The&lt;br /&gt;
dwarf lord paced back and forth, followed by a pleading train of&lt;br /&gt;
aristocrats, tears of rage streaming from his eyes.  The staff, the&lt;br /&gt;
cause of all the suffering the dwarves now endured, was only ten short&lt;br /&gt;
steps away.  In near berserker rage, the king threw the staff down,&lt;br /&gt;
startling the nobles.  Twan saw his chance.  He shot between the&lt;br /&gt;
nobles and snatched up the artifact.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scoundrel,&amp;quot; roared the king, &amp;quot;unhand the magic staff!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Twan leapt onto a keg, holding the staff high.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maxelman will burn this fortress to the ground to gain this staff,&amp;quot;&lt;br /&gt;
said the rude dwarf.  &amp;quot;I will have this power for myself!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The king growled, plucking the gold rings from his fingers.  He hurled&lt;br /&gt;
them at Twan, one striking the dwarf in the teeth.  &amp;quot;Seize him!&amp;quot;&lt;br /&gt;
shouted the besieged ruler.  Twan jumped from barrel to barrel as the&lt;br /&gt;
purple clad nobles chased him.  As he ran from the cellar he heard&lt;br /&gt;
king's cry, &amp;quot;Guards, guards!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the enemy camp, the vile wizard Maxelman puzzled over his battle&lt;br /&gt;
plans.  A dwarf fortress is always a hard nut to crack.  One of his&lt;br /&gt;
generals, a skeletal shade from the netherworld, summoned him from his&lt;br /&gt;
tent.  The wizard straightened his aching back, brushed his long black&lt;br /&gt;
beard, and stepped to the door.  There, standing between two fierce&lt;br /&gt;
goblin guards, was Twan, holding the king's staff.&lt;br /&gt;
&lt;br /&gt;
===(29 Aug 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+U+G-@+GG+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You bring me the staff,&amp;quot; said the evil sorcerer, &amp;quot;as a traitor to your people?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarven rogue took a step back and leveled the staff at his arch-nemesis.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will have the staff,&amp;quot; said Twan. &amp;quot;Have it through your black&lt;br /&gt;
shriveled heart!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf pressed a secret button and a blade emerged from the end of&lt;br /&gt;
the staff.  The wizard called on his generals.  The skeletal ghoul&lt;br /&gt;
drew his saber and charged.  Twan spun with expert skill and took out&lt;br /&gt;
the phantom's knees, such was the power that the staff bestowed.  Two&lt;br /&gt;
more undead warlords entered the tent.  Twan thrust the staff at&lt;br /&gt;
Maxelman but a undead general threw himself in front of the blade,&lt;br /&gt;
impaling himself and collapsed into dust.&lt;br /&gt;
&lt;br /&gt;
The legless fiend below snatched Twan's ankles and pulled Twan to the&lt;br /&gt;
floor.  The staff spilled onto the ground.  The dwarf felt his courage&lt;br /&gt;
suddenly fading.  The wizard snatched up the artifact and cried out&lt;br /&gt;
with joy.  The long campaign was finally at an end.  The skeleton put&lt;br /&gt;
its bony arm around Twan's neck and pulled him upright.  The wizard&lt;br /&gt;
noticed the dwarf and walked toward him, pointing the staff.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nice try, dwarf,&amp;quot; said Maxelman.  &amp;quot;Now feel the true power of the&lt;br /&gt;
artifact staff!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Twan caught the thrust between his palms.  As the wizard snarled, Twan&lt;br /&gt;
took the staff in one hand and with several quick motions, activated&lt;br /&gt;
the secret switches along its length.  The dwarf released the staff as&lt;br /&gt;
saw blades swept out of the shaft and sliced off the wizard's hands.&lt;br /&gt;
Twan jammed his helmet into the skull of the phantom general and&lt;br /&gt;
smashed all the bones in its face.&lt;br /&gt;
&lt;br /&gt;
The dwarf picked up the blood covered staff and chased the wizard from&lt;br /&gt;
the tent.  Dozens of goblins blocked his way, but he dispatched them&lt;br /&gt;
with mighty slashes of his weapon.  Just as he came within a spear's&lt;br /&gt;
throw of his enemy, a huge dust cloud blocked his way.  Wind blew down&lt;br /&gt;
as a giant dragon landed before the dwarf.  At last, thought Twan, a&lt;br /&gt;
worthy opponent.&lt;br /&gt;
&lt;br /&gt;
==[[User:DaWarMage|DaWarMage]]==&lt;br /&gt;
===(8 February 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@||~3--~~U~gUGUUG~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves howled as the gladiators fought and bled.  They were men and&lt;br /&gt;
goblins, imprisoned since the great siege.  Now, with the promise of&lt;br /&gt;
freedom, they fought.  Hanson knew the goblins could not be trusted,&lt;br /&gt;
but he had included them in an escape plan with his fellow humans out&lt;br /&gt;
of necessity.  The dwarves had been foolish to wait so long to condemn&lt;br /&gt;
them.  It had allowed them to organize.&lt;br /&gt;
&lt;br /&gt;
Once out onto the sand, the gladiators fell in behind Hanson.  The&lt;br /&gt;
dwarves grew quiet.  The Baron stepped to edge of his platform.  &amp;quot;What&lt;br /&gt;
is the meaning of this?&amp;quot; cried the dwarven noble.  Hanson took his&lt;br /&gt;
trident up and ran toward the platform, hurling the weapon with all&lt;br /&gt;
his might.&lt;br /&gt;
&lt;br /&gt;
==[[User:crash2455|crash2455]]==&lt;br /&gt;
===(22 June 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;@++@&amp;gt;&amp;gt;&amp;gt;+++@gggggggggggg&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Torin felt the prick of blade in his spine.  It was his curse to guard&lt;br /&gt;
the gate to the lower reaches.  He had been chosen because of his&lt;br /&gt;
great size.  The dwarf's expansive belly was enough to block the&lt;br /&gt;
portal by itself.  You were wrong, thought Torin.  Someone braver must&lt;br /&gt;
protect us, not a fat waste of flesh like me.  Sharp claws reached out&lt;br /&gt;
from the gate and pulled the heavy dwarf back inside.  With a whimper,&lt;br /&gt;
Torin disappeared into the darkness.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is that ogre of a dwarf?&amp;quot; asked Malak the guards-dwarf.&lt;br /&gt;
&amp;quot;Captain, Torin's late again!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The captain set his shiny metal cap forward on his head as he&lt;br /&gt;
descended the stairs.  Another day begins in the fortress, and with&lt;br /&gt;
it, another failure in discipline.  The captain brought his rod down&lt;br /&gt;
onto the table where Malak had been munching on a chicken leg.  &amp;quot;See&lt;br /&gt;
to it, dwarf!&amp;quot; shouted the captain.  &amp;quot;Are you a member of the castle&lt;br /&gt;
guard, or aren't you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Malak descended the stairs to the dungeon, axe in hand.  It wasn't&lt;br /&gt;
like Torin to miss a meal.  Below, in the darkness, were a dozen&lt;br /&gt;
shining red eyes.  Goblins!  The guard knocked a flying blade out of&lt;br /&gt;
the air with the hilt of his weapon.  He reached for his whistle, but&lt;br /&gt;
before he could put it to his lips, they were on him, clawing, biting,&lt;br /&gt;
evil!&lt;br /&gt;
&lt;br /&gt;
==Angry Licker==&lt;br /&gt;
===(15th January, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@+++@/++@@@@@@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mad dwarf spun this way and that to confront his pursuers.  He&lt;br /&gt;
held a knife, given to him by his father on his first day at the&lt;br /&gt;
carpentry shop.  He could hear the sheriff shouting, the crowd closing&lt;br /&gt;
in.  Tears rolled down his face.  It felt good that it was over, but&lt;br /&gt;
all that was left was shame.  Pike dwarves were filling into the room.&lt;br /&gt;
Soon they would subdue him, and bring him to the hammerer, to be&lt;br /&gt;
forged anew.  He didn't really believe that.  He doubted any dwarf&lt;br /&gt;
did.  When he went out, he wouldn't go out like a dwarf.  He would die&lt;br /&gt;
like an animal.  A new fire glowed in his eyes.  With a savage howl,&lt;br /&gt;
the dwarf charged.&lt;br /&gt;
&lt;br /&gt;
==Flying Olm==&lt;br /&gt;
&lt;br /&gt;
===(30th January, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;TTT,.&amp;quot;&amp;quot;&amp;quot;.,@@@@@,&amp;quot;&amp;quot;.TTTPETTT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The elf watched from above as the dwarves passed below.  One by one,&lt;br /&gt;
the saplings fell to the dwarven machetes.  Let them come in a little&lt;br /&gt;
further, he thought.  The bush would close in behind them, sealing&lt;br /&gt;
them in, away from their kins-dwarves.  Then the forest would claim&lt;br /&gt;
them, lost forever beneath the green of the treetops.  The black&lt;br /&gt;
panther woman drew back her teeth in a snarl.  She turned her body on&lt;br /&gt;
the high branch to address the elf.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Elekain,&amp;quot; it said, &amp;quot;we should kill them now and gnaw on their bones.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The elf felt the hunger in his teeth.  His temples pulsed with rage.&lt;br /&gt;
His eyes traced the dwarves' path back to the edge of the forest.  A&lt;br /&gt;
troop of warriors gathered there, bidding their country-dwarves&lt;br /&gt;
farewell.  Elekain drew his blade, a dagger of hardened wood,&lt;br /&gt;
magically sharpened by the river pebbles of the Forest Spirit.  He&lt;br /&gt;
pricked his fingertip and let the blood fall.&lt;br /&gt;
&lt;br /&gt;
The dwarf slapped his neck with a gauntlet and pulled it back to see a&lt;br /&gt;
small smear of blood.  He stepped out of line and scanned the&lt;br /&gt;
treetops, pointing his pike.  Grimacing, he trotted to the front of&lt;br /&gt;
the column.  Captain Dumple didn't like to be bothered with useless&lt;br /&gt;
reports, but he had a feeling about this.  He stepped up behind the&lt;br /&gt;
head dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Speak, Lt. Garndel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Captain Dumple was twice as tall as the greatest dwarf warrior.  It&lt;br /&gt;
was rumored that he was sired by a man.  His beard was dark and thick,&lt;br /&gt;
his eyes fierce and flashing.  He had seen a dozen battles and had&lt;br /&gt;
come out without a scratch.  He was a harsh master but was respected&lt;br /&gt;
for he brought victory.  Garndel swallowed his fear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Captain,&amp;quot; said Garndel, &amp;quot;the elves are upon us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Alluvian_Est-Endrati==&lt;br /&gt;
===(19th December, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~..pppp.,.,@,..,.,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the frozen wastes far to the south, the dwarves toiled to construct&lt;br /&gt;
a mighty fortress out of glacial ice.  Beyond the frozen walls, at the&lt;br /&gt;
edge of the snowy island, penguin men watched with fascination.  At&lt;br /&gt;
the center of the iceberg, an underwater volcano rooted the floating&lt;br /&gt;
ice in place.  It had not erupted in a hundred years, but the dwarves&lt;br /&gt;
tested the mountain's patience with their constant digging.  Arud the&lt;br /&gt;
penguin man leaned toward his friend and whispered.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think these creatures may be more trouble than a pack of leopard&lt;br /&gt;
seal,&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
The wind blew harsh, clouding their view.  A small man appeared&lt;br /&gt;
through the blizzard.  His beard was frozen and his skin was blue with&lt;br /&gt;
cold.  In his hand he held an iron pick.  The penguin men looked at&lt;br /&gt;
each other and clucked.  The dwarf reached them, leaned on his pick&lt;br /&gt;
and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must help us,&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
===(20th February, 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~ppp,,,.,.,p,.!@!,.,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A red light shone from further up the iceberg.  Seconds later the trio was rocked by a wave of hot gas.  The penguins fell to their bellies and slid toward the relative safety of the sea.  At the last minute, Arud turned to see the dwarf thrashing on the icy slope, his coat on fire. Arud turned and jumped to his feet, leaving his puzzled friend behind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come friend,&amp;quot; said the penguin man, slapping the flames from the dwarf's coat, &amp;quot;we must leave this island.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You don't understand,&amp;quot; said the dwarf.  &amp;quot;This island was chosen. At the heart of the mountain is the Fire Star, a jewel so powerful it could turn night to day.  Please, Forge Father, forgive our tampering. We sought to take it for our own and it became misaligned. Look there!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A ray of light shot up from the volcano. Arud felt the heat on his face. The jewel's power caused clouds to burst into flame and burned its signature into the blue vault of the sky.  The penguin man did not understand, but he knew he must act.  He pulled the dwarf to his feet with his flipper and together they ran into the smoking ruin.&lt;br /&gt;
&lt;br /&gt;
===(10th August, 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;UW||UUUUUUUU,.\U,..UUUUUU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hanging bodies twitched against the wall of the evil castle.&lt;br /&gt;
Thalfor had heard of the witch's power.  That was why he allowed&lt;br /&gt;
himself to be taken prisoner.  The others around him looked far worse&lt;br /&gt;
off.  They trembled as they passed under the menacing gate.&lt;br /&gt;
Everywhere were the sounds of screaming men.  Behind, zombies with&lt;br /&gt;
whips drove the crowd into the blood-soaked courtyard.&lt;br /&gt;
&lt;br /&gt;
Before the prisoners, at the top window of the keep, stood Camestra&lt;br /&gt;
the Wicked.  One could say she may have been beautiful once, but now&lt;br /&gt;
she was sickly and pale.  Behind her stood a brawny zombie, tall and&lt;br /&gt;
menacing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now you shall all die,&amp;quot; said the witch.  &amp;quot;But one of you shall be my&lt;br /&gt;
new body servant.  Old Donus is beginning to give off a nasty odor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The prisoners began to panic.  Armed zombies closed in for kill.&lt;br /&gt;
Thalfor reached to his inner thigh and pulled out a hidden blade.  One&lt;br /&gt;
by one he cut down the zombies.  Camestra brought her hand to her&lt;br /&gt;
mouth and Donus let out a low groan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No one will die today,&amp;quot; said Thafor, &amp;quot;that hasn't died before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:CharlesPeter|CharlesPeter]]==&lt;br /&gt;
===(6 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;UU,.~U~,.\b,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The adventurers made their way into the hive.  Long had the bee women&lt;br /&gt;
tormented the people of Bodarga.  Bram would put an end to this&lt;br /&gt;
nonsense.  The adventurers entered the huge structure through a large&lt;br /&gt;
hexagonal door.  The tunnel turned and twisted at strange angles.&lt;br /&gt;
Everywhere was the ever-present buzzing of the enemy.  Suddenly a bee&lt;br /&gt;
woman appeared, wielding a stinger spear.  Bram let out a warrior cry&lt;br /&gt;
and charged at her, brandishing a sword.  Suddenly his feet sank into&lt;br /&gt;
the floor.  A honey trap!&lt;br /&gt;
&lt;br /&gt;
==DreamThorn==&lt;br /&gt;
===(11 August 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;aaaaaa,.,..,@|@@,.,.aaaaaaa&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is it,&amp;quot; said Thash.  &amp;quot;This is where it happened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The other dwarves looked around the cavern.  They had followed an&lt;br /&gt;
ancient map through the bowels of the earth, crisscrossing through&lt;br /&gt;
leagues of twisting tunnels.  They had fought crundles, run from&lt;br /&gt;
jabberers, and followed ridiculous advice from well-meaning gorlaks.&lt;br /&gt;
All for this.  All to reach this point.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's it?&amp;quot; asked Aliz.  &amp;quot;That sword sticking in the floor is all&lt;br /&gt;
that's holding back the tentacled ones?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said Thash, &amp;quot;and that is why we must protect it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Somewhere above there was a chittering sound.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ant men!&amp;quot; cried Aliz.&lt;br /&gt;
&lt;br /&gt;
==[[User:freeformschooler|freeformschooler]]==&lt;br /&gt;
===(3 July 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@||g??????????????&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A fierce dry wind blew up from the valley.  Wandros and his dwarves&lt;br /&gt;
lay behind cacti and sharpened their knives.  After a time the goblin&lt;br /&gt;
came.  The dwarves were dead quiet as it passed them by, oblivious.&lt;br /&gt;
As the creature moved toward the rocks, Wandros stood and beckoned his&lt;br /&gt;
dwarves to follow.&lt;br /&gt;
&lt;br /&gt;
The Valley of Gold was a real place.  Wandros knew it was, and the&lt;br /&gt;
goblin would show him where it was.  Right, then left, then right&lt;br /&gt;
again the goblin made its way around the canyon walls.  There at last&lt;br /&gt;
was the door.  The goblin bent and walked inside, closing the door&lt;br /&gt;
after him.  Wandros took the doorknob in his hand.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's the password?&amp;quot; said a voice from inside.&lt;br /&gt;
&lt;br /&gt;
==Eagleon==&lt;br /&gt;
===(17 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,o.o@,.P.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doran rolled the gray-green schist around slowly in his fingers, examining it closely.  A deep red almandine garnet stared back at him from one side of the stone.  Truly a fine specimen, he thought.  Perhaps this mine isn't a total loss.&lt;br /&gt;
&lt;br /&gt;
The dwarf stood, brushing the dust from his trousers.  Now was as good a time as any for some whiskey.  Upon turning to the south corridor, he found himself face to face with a sleek velvet figure, terrible and beautiful.  A pantherman, here in the mines?!  The dwarf stood completely still.  The creature could kill him at will.  Doran's only hope was that it did not wish to eat him.  Its yellow hunter's eyes gazed into his, unblinking, betraying no intention.  The finely toned muscles of its body rippled as it positioned itself.  To pounce?  To bound away?  Doran was at the mercy of the beast.&lt;br /&gt;
&lt;br /&gt;
===(23 November 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;TW&amp;quot;.&amp;quot;&amp;quot;.EEEE&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only sound that the wizard heard was the breathing of the beast.&lt;br /&gt;
The trees of the forest rushed by as the giant tiger bounded over rock&lt;br /&gt;
and branch, the wizard clinging to its back.  Muscles rippled through&lt;br /&gt;
the great cat's shoulders as they thundered on.  Soon they would reach&lt;br /&gt;
the place of magic, the home of the forest spirit.  The wizard leapt&lt;br /&gt;
from the creatures back and turned, throwing his staff.  The tiger&lt;br /&gt;
stretched back onto its hind legs and caught the staff in its claw,&lt;br /&gt;
now the shape of a hand.  The creature snarled and spoke in an animal&lt;br /&gt;
language few, save the wizard, understood.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alavaster,&amp;quot; it said, &amp;quot;we near the sacred grove.  Know that is&lt;br /&gt;
swarming with treacherous elves.  We must use caution.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The wizard looked down at the thick hair bristling on the back on his&lt;br /&gt;
hand.  Nothing save the spring of the forest spirit could cure his&lt;br /&gt;
lycanthropy.  No elf would stand in his way.  Together, the companions&lt;br /&gt;
walked along the natural path, carved by a hundred animals seeking an&lt;br /&gt;
audience with the spirit.  The tiger's tail began to wag from side to&lt;br /&gt;
side.  &amp;quot;Do you smell them?&amp;quot; it said.&lt;br /&gt;
&lt;br /&gt;
The wizard took a deep breath through his wolf's muzzle.  There was&lt;br /&gt;
the odor of the enemy, those who would bar him from his only chance to&lt;br /&gt;
return to human form.  Elves.  Shadows across the trail.  They came&lt;br /&gt;
on, one after another in a single file line.  Their animal instincts&lt;br /&gt;
proved true.  The lead elf stopped when he saw the creatures.&lt;br /&gt;
Alavaster and the tiger stood firm.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Animal people!&amp;quot; cried the elf.  &amp;quot;Shoot them down!&amp;quot;&lt;br /&gt;
==[[User:Chobeat|Chobeat]]==&lt;br /&gt;
===(25 December 2011)===&lt;br /&gt;
Context: I've asked for a story about the ring i gave to my girlfriend. This ring was designed with the help of DF's community and had engraved symbols narrating our story, in a dwarven style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;c,..,,.U=U....,.,,.R&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The great warrior looked over what the dwarves had constructed. It&lt;br /&gt;
was modest, sure, but without a doubt a home built for a true hero.&lt;br /&gt;
The foundation was as sturdy as the root of a mountain. Its walls and&lt;br /&gt;
roof shed all elements like shields in the heat of battle. The man&lt;br /&gt;
smiled and looked down at the ring in his palm. It was inscribed with&lt;br /&gt;
runes dedicated to this very day.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Chobeat,&amp;quot; said the girl, &amp;quot;can I open my eyes yet?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Slowly, Chobeat stepped to his woman and took her hand. He slid the&lt;br /&gt;
ring on her finger and kissed her hand. She opened her eyes and&lt;br /&gt;
blushed, startled by the beauty of the ring.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is beautiful,&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
Sadly, she wasn't the only one to see the sparkly thing. High above,&lt;br /&gt;
Ethbesh the roc circled. Since the dawn of time, the evil bird had&lt;br /&gt;
haunted the valley below from her nest high in the mountain. Hate and&lt;br /&gt;
jealously drove the monster to new acts of cruelty.&lt;br /&gt;
&lt;br /&gt;
Just as Chobeat was about to carry his woman across the threshold of&lt;br /&gt;
his new dwarven house, a shadow fell upon him. With one mighty rush&lt;br /&gt;
of talon and wing, his wife was gone. Chobeat cried out and drew his&lt;br /&gt;
sword. It was too late.&lt;br /&gt;
&lt;br /&gt;
Then he saw something glowing on the ground. The ring! He picked it&lt;br /&gt;
up and looked at the strange pictograms. It had dwarf magic. Maybe&lt;br /&gt;
he could yet find her. He slid the ring onto his little finger.&lt;br /&gt;
Suddenly he heard voices all around him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can hear me,&amp;quot; said a voice from behind.&lt;br /&gt;
&lt;br /&gt;
Chobeat turned around to see a smiling cat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can help you get her back,&amp;quot; said the creature. &amp;quot;My name is Tao.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:ckwolek|ckwolek]]==&lt;br /&gt;
===(26 December 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@+++=\g+@+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tsmuaka lifted his head from over the anvil and ran a hand over his&lt;br /&gt;
bald green head.  He looked back at the dwarf woman standing behind&lt;br /&gt;
him, then cast his gaze around at the many dwarf miners trying to&lt;br /&gt;
ignore him.  They all want her, thought Tsmuaka, but I will be dog&lt;br /&gt;
meat before they lay a stubby finger on her.&lt;br /&gt;
&lt;br /&gt;
The goblin had been a weapon-smith in the dwarf fortress longer than&lt;br /&gt;
anyone could remember.  The dwarves tolerated his grumpy, vindictive&lt;br /&gt;
ways because he created the finest swords in Allsphere.  But when he&lt;br /&gt;
married Oril, things changed.&lt;br /&gt;
&lt;br /&gt;
The king had to pardon Tsmuaka for two murders within the first year.&lt;br /&gt;
Why would a dwarf dare tangle with the woman of the hardest goblin&lt;br /&gt;
alive?  You just had to lay eyes on Oril.  Her beauty had blinded man,&lt;br /&gt;
elf, and animal person.  It was so bad that the dwarves looked on&lt;br /&gt;
Tsmuaka with fear and pity.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They say Oril with be at the dance tonight,&amp;quot; said Aliz&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What about Tsmuaka?&amp;quot; asked Sudir.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Forget that old goblin,&amp;quot; said Aliz.&lt;br /&gt;
&lt;br /&gt;
==[[User:Dagny|Dagny]]==&lt;br /&gt;
===(17 September 2010)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;gggggggggg,.,.~~~~~~&amp;amp;~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fires burned in the heart of the mountain as the demon god Yaknor&lt;br /&gt;
called for the death of the entire dwarf race. Legions of goblins&lt;br /&gt;
poured up through the cracks of the earth. It was bad news for the&lt;br /&gt;
dwarves on guard duty that night, destroyed by a thunder of a hundred&lt;br /&gt;
creatures of the night. Those remaining fought with passion. Sword&lt;br /&gt;
and axe clashed again and again as the forces of good and evil danced&lt;br /&gt;
Death's dance. True heroism would be awoken that day, a shaft of&lt;br /&gt;
light into the heart of darkness.&lt;br /&gt;
&lt;br /&gt;
==[[User:CVanEseltine|CVanEseltine]]==&lt;br /&gt;
===(25 April 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;TT+~~@\U~+++&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning bolts struck all around the black pyramid.  Atop stood dread&lt;br /&gt;
queen Cirne, preparing for another dwarf sacrifice.  The trolls&lt;br /&gt;
shrugged as the captive dwarf struggled.  Dragged kicking and&lt;br /&gt;
screaming toward the sacrificial slab, he could see the entrails where&lt;br /&gt;
Cirne had been trying to divine the secrets of life and death.  Seeing&lt;br /&gt;
his only chance, the dwarf made a desperate gamble.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know where you can find the secrets you seek,&amp;quot; said the dwarf.&lt;br /&gt;
&lt;br /&gt;
Cirne snarled, baring four long canine teeth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is your name, wise ass?&amp;quot; growled the queen.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am Kastol,&amp;quot; said the dwarf.  &amp;quot;Blacksmith, fourth class.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then by all means lead on, Blacksmith Kastol,&amp;quot; said the queen.  &amp;quot;For&lt;br /&gt;
you will be richly rewarded.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dwarf fortress Snowsmear was little more than a tower library in the&lt;br /&gt;
icy wastes.  Other than the occasional blizzard man attack, nothing&lt;br /&gt;
ever happened there.  It was just a place to store books.  But these&lt;br /&gt;
were dangerous books, not to be opened except by those willing to risk&lt;br /&gt;
their very souls.&lt;br /&gt;
&lt;br /&gt;
It was there that old Aliz worked with his novice Ibruk.  Aliz had&lt;br /&gt;
just dozed off when he heard someone stomping down the stairs.  He&lt;br /&gt;
awoke to see Ibruk standing there, snow all over his boots.  Aliz made&lt;br /&gt;
ready to scold him when the young dwarf spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;An army of trolls is coming,&amp;quot; he said.  &amp;quot;They bear the standard of&lt;br /&gt;
Cirne the Evil.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bay_12_Games&amp;diff=177993</id>
		<title>Bay 12 Games</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bay_12_Games&amp;diff=177993"/>
		<updated>2012-10-02T20:49:36Z</updated>

		<summary type="html">&lt;p&gt;Timrem: link to website&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Bay 12 Games]] is the game company of [[Toady One|Tarn Adams]] and his brother [[ThreeToe|Zach Adams]]. It develops and publishes [[Dwarf Fortress]], as well as other games.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.bay12games.com/ Official website]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game development]]&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:ASCII_art_reward&amp;diff=177966</id>
		<title>Talk:ASCII art reward</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:ASCII_art_reward&amp;diff=177966"/>
		<updated>2012-09-30T16:32:43Z</updated>

		<summary type="html">&lt;p&gt;Timrem: /* Sub-pages */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.bay12forums.com/smf/index.php?topic=97292.msg2813096#msg2813096 Forum thread] [[User:Kogut|Kogut]] 14:36, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sub-pages ==&lt;br /&gt;
&lt;br /&gt;
This page is rather large... should it be split off into a few sub-pages? I'm thinking alphabetically by contributor would be best, so &amp;quot;ASCII Art Reward/A-F&amp;quot; &amp;quot;/G-L&amp;quot; &amp;quot;/M-S&amp;quot; &amp;quot;/T-Z&amp;quot; or some other split. We could do chronologically, but then if there's any continuity between two stories for one contributor it wouldn't be apparent. Objections? --[[User:Timrem|timrem]] 16:32, 30 September 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=177732</id>
		<title>40d:Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=177732"/>
		<updated>2012-09-20T20:12:52Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:12, 20 September 2012 (UTC)}}{{40d stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Magnetite''' ore can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] labor activated to produce [[iron]] bars.&lt;br /&gt;
It is, for all metalsmithing purposes, identical to [[hematite]] and [[limonite]].&lt;br /&gt;
&lt;br /&gt;
Magnetite is one of only 3 types of stones that can contain [[native platinum]]. It is also the only metal [[ore]] to occur as [[large cluster]]s (~750 pieces on average).  Because of its high material value compared to other types of stone that occur in large quantities (and the fact that you're probably going to want to mine it out anyways), magnetite clusters make excellent sites for high-[[Room#Room Quality|value]] rooms.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Naros&amp;diff=177502</id>
		<title>User talk:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Naros&amp;diff=177502"/>
		<updated>2012-09-10T23:43:24Z</updated>

		<summary type="html">&lt;p&gt;Timrem: extra formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Userpage==&lt;br /&gt;
I just wanted to mention, you have a ''ton'' of redundant formatting on the tables on your userpage. I think the only thing making any difference is &amp;lt;code&amp;gt;class=&amp;quot;wikitable sortable&amp;quot;&amp;lt;/code&amp;gt;, and the rest is doing nothing. So all you need is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Title 1&lt;br /&gt;
! Title 2&lt;br /&gt;
|-&lt;br /&gt;
| E(1,1)&lt;br /&gt;
| E(1,2)&lt;br /&gt;
|-&lt;br /&gt;
| E(2,1)&lt;br /&gt;
| E(2,2)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Happy editing! --[[User:Timrem|timrem]] 23:43, 10 September 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Thought&amp;diff=177451</id>
		<title>v0.34:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Thought&amp;diff=177451"/>
		<updated>2012-09-09T00:50:56Z</updated>

		<summary type="html">&lt;p&gt;Timrem: cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|00:50, 9 September 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Thoughts''' are the reported observations and sentiments of [[dwarves]] in [[Dwarf fortress mode|Fortress mode]], visible on the [[thoughts and preferences]] subscreen of their [[profile]]. Over the course of play, a dwarf will experience things that make them more or less happy, with each experience recorded and displayed as a Thought. The rate at which a dwarf gains certain thoughts is controlled by [[personality]].&lt;br /&gt;
&lt;br /&gt;
Dwarven psychology is relatively simple. There are Good Thoughts and Bad Thoughts. Lots of Good Thoughts will make your dwarves ecstatic [[party|party animals]] who have lots of [[children]]. Too many Bad Thoughts and your dwarves will throw [[tantrum]]s. Too many tantrums and the Bad Thoughts will [[fun|spread]].&lt;br /&gt;
&lt;br /&gt;
A dwarf's Thoughts are scored according to their severity and recentness (the exact formula is not known), and added together. The resulting total happiness score indicates the dwarf's emotional state:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Happiness&lt;br /&gt;
|-&lt;br /&gt;
| 151 or more || ecstatic&lt;br /&gt;
|-&lt;br /&gt;
| 126 to 150 || happy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 125 || quite content&lt;br /&gt;
|-&lt;br /&gt;
| 51 to 75 || fine&lt;br /&gt;
|-&lt;br /&gt;
| 26 to 50 || unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 25 || very unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || miserable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The change in [[Status icon|status]] that triggers bad thoughts about thirst, hunger, and fatigue can slow the speed at which a dwarf works and moves. A dwarf's level of happiness will also affect the type of [[strange mood]] he can undergo. If you wish to avoid Bad Thoughts, try to [[keeping your dwarves happy|keep your dwarves happy]].&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's recent thoughts and current happiness level, press {{k|k}}, move the cursor to the dwarf, and press {{k|enter}} twice. (Or {{k|v}}, move to the dwarf, then {{k|z}} and {{k|enter}}.) Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.&lt;br /&gt;
&lt;br /&gt;
Below are thoughts your dwarves may experience over the course of a game. For a full list of the game's programmed thoughts (whether or not they appear in gameplay), please see the [[List of Dwarven Thoughts]].&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) [[bedroom]] recently&lt;br /&gt;
|Self-explanatory - note that it does not need to be the dwarf's assigned quarters&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) [[dining room]] lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Passed right next to or over a constructed piece of [[furniture]] or a building that requires [[architecture]] and noticed it. Influenced by value, not quality as implied by the thought &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|Married dwarves idling in the same room&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|Idling in the same room with a friend&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a child recently&lt;br /&gt;
|When talking to the dwarf's own son or daughter (whether a child or adult)&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|Idling in the same room with a dwarf who prefers socializing&lt;br /&gt;
|-&lt;br /&gt;
|Had a [[soap|nice bath]] recently&lt;br /&gt;
|Usually from [[healthcare|Clean Patient]]&lt;br /&gt;
|-&lt;br /&gt;
|Had a wonderful soapy [[soap|bath]] recently&lt;br /&gt;
|Dwarf cleaned contaminants from self using soap&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a lovely [[waterfall]] lately&lt;br /&gt;
|Sprayed by mist from a waterfall.&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a wonderful [[creature]] in a [[cage]] recently&lt;br /&gt;
|Passed near a caged favorite creature.&lt;br /&gt;
|-&lt;br /&gt;
|Was glad to have [[justice|punishment]] (delayed/reduced) recently&lt;br /&gt;
|No one around to execute the dwarf's punishment&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|When the dwarf works with materials, items or animals he/she likes.&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to [[hospital|bed]] recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Is quite pleased with making an [[artifact]]&lt;br /&gt;
|Crafted an artifact&lt;br /&gt;
|-&lt;br /&gt;
|Took joy in slaughter lately&lt;br /&gt;
|Have killed another creature&lt;br /&gt;
|-&lt;br /&gt;
|Adopted a new pet recently&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Was pleased to have been able to give somebody (food/water) lately&lt;br /&gt;
|When a dwarf with a kind personality feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Gave somebody (food/water) lately&lt;br /&gt;
|When a dwarf feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Was able to rest and recuperate lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/truly decadent/legendary) [[booze|drink]] lately&lt;br /&gt;
|Dwarf drank alcohol they have a [[preference]] for.&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/truly decadent/legendary) [[food|meal]] lately&lt;br /&gt;
|Dwarf ate food they have a [[preference]] for.&lt;br /&gt;
|-&lt;br /&gt;
|Beat somebody recently&lt;br /&gt;
|Administering [[Justice]]&lt;br /&gt;
|-&lt;br /&gt;
|Is happy to be free&lt;br /&gt;
|Was [[Justice|jailed]] or [[thief|snatched]], and was released recently.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Complained of (hunger/thirst) lately&lt;br /&gt;
|Got hungry/thirsty and didn't eat or drink soon enough (actual time unmeasured).&lt;br /&gt;
|-&lt;br /&gt;
|Has been (starving/dehydrated) recently&lt;br /&gt;
|Has not had food or drink for a long time and will soon [[death|die]].&lt;br /&gt;
|-&lt;br /&gt;
|Forced to eat vermin to survive lately&lt;br /&gt;
|Dwarf hunted vermin for food due to starvation.  Will still die soon without real food.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the nasty water lately&lt;br /&gt;
|Got thirsty and had to drink from open water because no alcohol or at least a [[well]] was available.&lt;br /&gt;
|-&lt;br /&gt;
|Was forced to drink vomit lately&lt;br /&gt;
|A tainted water source causes this little gem.&lt;br /&gt;
|-&lt;br /&gt;
|Disgusted by a miasma recently&lt;br /&gt;
|Dwarf was exposed to [[miasma]].&lt;br /&gt;
|-&lt;br /&gt;
|Accidentally killed somebody in a fit of rage lately&lt;br /&gt;
|Killed a dwarf or someone's pet during a [[tantrum]].&lt;br /&gt;
|-&lt;br /&gt;
|Has been (tired/exhausted) lately&lt;br /&gt;
|Became sleepy but wasn't able to [[sleep]] because a task had to be completed.  Exhaustion is extreme tiredness and may come from over-exertion.&lt;br /&gt;
|-&lt;br /&gt;
|Was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements recently&lt;br /&gt;
|[[Noble]] dwarf is unhappy that his room isn't ''better'' than a lower-ranked dwarf's room.&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (poor/very poor/awful/horrible/horribly substandard) bedroom recently &lt;br /&gt;
|Noble dwarf has slept in an unsatisfactory [[bedroom]].  Increasing levels of badness.&lt;br /&gt;
|-&lt;br /&gt;
|Conducted a meeting in a (poor/very poor/awful/horrible/horribly substandard) setting recently&lt;br /&gt;
|Noble dwarf hates the [[office]] provided them for meetings.&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (poor/very poor/awful/horrible/horribly substandard) dining room recently&lt;br /&gt;
|Stupid noble wants a better [[dining room]].&lt;br /&gt;
|-&lt;br /&gt;
|Was (very/greatly) angered at the state of demands recently &lt;br /&gt;
|Noble dwarf [[demand]]ed something that wasn't provided.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by having a mandate ignored lately&lt;br /&gt;
|Noble issued a [[mandate]] that went unfulfilled.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|A dwarf became a criminal without an established [[Justice]] system present.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by not having enough (chests/cabinets/weapon racks/armor stands) lately&lt;br /&gt;
|Noble doesn't have enough of their position's furniture requirements.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by the dead lately&lt;br /&gt;
|Dwarf was frightened or injured by an unacquainted ghost.  Hauntings aren't as bad as attacks for the dwarven psyche.  Also occurs when a dwarf is assaulted by [[undead]].&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by a dead (spouse/lover/sibling/and still annoying acquaintance) lately&lt;br /&gt;
|Dwarf was frightened or injured by an acquainted ghost, somewhat worse than the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by own dead (mother/father/child) lately&lt;br /&gt;
|Dwarf was frightened or injured by a closely-related ghost.  This is a very bad thought.&lt;br /&gt;
|-&lt;br /&gt;
|Yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|Dwarf yelled at a Leader/Mayor and felt worse afterward.&lt;br /&gt;
|-&lt;br /&gt;
|Cried on somebody in charge lately (but only felt more depressed) &lt;br /&gt;
|Like above, but for dwarves less prone to anger/more prone to depression.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied [[chair]].&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the crowded tables lately&lt;br /&gt;
|Tried to eat at a table someone else was already eating at.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused [[table]] next to the chair it sat on while eating.&lt;br /&gt;
|-&lt;br /&gt;
|Depressed about being confined&lt;br /&gt;
|Dwarf is in [[jail]].&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a [[noise]] source.&lt;br /&gt;
|-&lt;br /&gt;
|Woken by noise while sleeping recently&lt;br /&gt;
|As above, but a worse thought from being closer to noise.&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a [[bedroom]] not assigned to someone else.&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the (mud/dirt/grass/rocks/ice/a ('rough stone') floor) recently&lt;br /&gt;
|Could not find any [[bed]] for sleeping, or Dwarf is a [[ambusher|Hunter]].  The thought may be worse with certain terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Slept on rocks/pebbles/ice/a floor/a pile of driftwood) recently&lt;br /&gt;
|Like above.  May or may not be a slightly better thought.&lt;br /&gt;
|-&lt;br /&gt;
|Caught in the rain recently&lt;br /&gt;
|Went outside while it was [[weather|raining]].&lt;br /&gt;
|-&lt;br /&gt;
|Has been caught in freakish weather&lt;br /&gt;
|Dwarf has been outside during a rain of nauseating goo, usually on an Evil surrounding. &lt;br /&gt;
|-&lt;br /&gt;
|(Irritated/Nauseated) by the sun lately&lt;br /&gt;
|Is suffering from [[cave adaptation]] and went outside.  Nausea indicates a more serious case.&lt;br /&gt;
|-&lt;br /&gt;
|Annoyed by flies&lt;br /&gt;
|Shared a tile with [[fly|flies]].&lt;br /&gt;
|-&lt;br /&gt;
|Accosted by terrible vermin&lt;br /&gt;
|Exposed to [[vermin]] that the dwarf particularly hates.&lt;br /&gt;
|-&lt;br /&gt;
|Saw something unpleasant in a cage recently&lt;br /&gt;
|Dwarf examined a cage containing hated vermin.&lt;br /&gt;
|-&lt;br /&gt;
|Killed somebody by accident while sparring recently&lt;br /&gt;
|Sparring dwarf accidentally(?) kills another.  Defunct now that sparring is now totally safe, whatever weapons are used.&lt;br /&gt;
|-&lt;br /&gt;
|Had a miscarriage recently&lt;br /&gt;
|Pregnant dwarves that lose their baby before birth (like female military getting too much damage to the lower body).&lt;br /&gt;
|-&lt;br /&gt;
|Attacked recently&lt;br /&gt;
|Dwarf was assaulted by a hostile creature.&lt;br /&gt;
|-&lt;br /&gt;
|Witnessed death&lt;br /&gt;
|Present while another dwarf died. &lt;br /&gt;
|-&lt;br /&gt;
|Lost a (friend/pet) to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; or a pet died.&lt;br /&gt;
|-&lt;br /&gt;
|Lost a (family member) to tragedy recently&lt;br /&gt;
|Someone related to the dwarf has died.  Worse thought than above. &lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a (friend/pet/family member/annoying acquaintance)&lt;br /&gt;
|Dwarf was exposed to the [[miasma|rotten]] corpse of a companion, loved one or rival.&lt;br /&gt;
|-&lt;br /&gt;
|Unable to find somebody in charge to cry on lately&lt;br /&gt;
|Dwarf couldn't complain to the Expedition Leader/Mayor, either because they are inaccessible or busy. This may also include other nobles.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|Crimes always have an &amp;quot;injured&amp;quot; party (the noble who assigns the mandate), and a &amp;quot;criminal&amp;quot; party (the dwarf who breaks the mandate). The injured party gets this thought if the criminal goes unpunished.&lt;br /&gt;
|-&lt;br /&gt;
|Was (very) embarrassed to have to conduct an official meeting in a (dining room/bedroom)&lt;br /&gt;
|Noble dwarf had to meet a diplomat without an office (or any dining room, if the bedroom was used).&lt;br /&gt;
|-&lt;br /&gt;
|Incredibly embarrassed not to have any rooms lately &lt;br /&gt;
|Noble dwarf went without any kind of room to conduct a meeting in.&lt;br /&gt;
|-&lt;br /&gt;
|Beaten recently&lt;br /&gt;
|[[Justice]] served.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|Selfish dwarves will be annoyed at needing to help others.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to give somebody (food/water) lately&lt;br /&gt;
|As above, with bringing food or drink to others.&lt;br /&gt;
|-&lt;br /&gt;
|Sustained (minor/major) injuries recently&lt;br /&gt;
|Dwarf recently suffered torn arteries and/or broken bones.&lt;br /&gt;
|-&lt;br /&gt;
|Knocked out during a cave-in lately&lt;br /&gt;
|Being caught in a [[cave-in]].  May or may not be coupled with the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Choked on smoke/dust underground lately &lt;br /&gt;
|Dwarf was exposed to either smoke from a [[fire]] or dust from a [[cave-in]].&lt;br /&gt;
|-&lt;br /&gt;
|Suffered the travesty of art defacement&lt;br /&gt;
|Loss of a [[item quality|masterpiece]] (usually destroyed or stolen). Severity of the thought depends on the number of masterworks the dwarf has produced. Can include mining through an engraved wall, allowing a masterful meal to rot away, or firing at an enemy with a masterwork bolt that sticks in the wound followed by the creature leaving the map.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the draft lately&lt;br /&gt;
|Civilian dwarf enters [[military]] duty and becomes a Recruit during times of peace. Does ''not'' happen if the fortress is currently under [[siege]].&lt;br /&gt;
|-&lt;br /&gt;
|Upset about being relieved from duty&lt;br /&gt;
|Military dwarf is removed from active duty and becomes a Peasant.&lt;br /&gt;
|-&lt;br /&gt;
|(Complained about/Enraged by/Depressed by) long patrol duty&lt;br /&gt;
|Military dwarf has active order for more than one month (one for complaining, two for growing enraged/depressed if the dwarf is slow to anger). Soldiers stop getting this thought upon becoming [[Soldier#Heroes|Heroes]]. Due to a bug, training currently counts as patrol duty.{{bug|3190}}&lt;br /&gt;
|-&lt;br /&gt;
|Was upset to be wearing (old/tattered) clothing lately&lt;br /&gt;
|[[wear|Old/tattered]] clothing (presumably tattered is stronger?)&lt;br /&gt;
|-&lt;br /&gt;
|Was very upset to have worn clothes rot away lately&lt;br /&gt;
|See [[wear]].&lt;br /&gt;
|-&lt;br /&gt;
|Was very embarrassed to be uncovered lately&lt;br /&gt;
|Dwarf needs [[clothing|pants]], badly!&lt;br /&gt;
|-&lt;br /&gt;
|Was embarrassed to have no (shirt/shoes) lately&lt;br /&gt;
|Missing specific [[clothing]]&lt;br /&gt;
|-&lt;br /&gt;
|Was outraged at the bizarre conviction against all reason of the victim of a crime recently.&lt;br /&gt;
|This one will happen only when you accidentally or purposefully convict a crime's victim as the same crime's perpetrator. For example, convicting the dwarf who has had his blood drained of draining his own blood.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_flags_in_DF_memory&amp;diff=177323</id>
		<title>Creature flags in DF memory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_flags_in_DF_memory&amp;diff=177323"/>
		<updated>2012-09-03T17:09:54Z</updated>

		<summary type="html">&lt;p&gt;Timrem: remove strange template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creature or Unit flags==&lt;br /&gt;
Thanks to ToadyOne for explaining what these bits do.&lt;br /&gt;
&lt;br /&gt;
Checkbox labels &lt;br /&gt;
&lt;br /&gt;
===Flags Word 0 (32 bits)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bit&lt;br /&gt;
! Integer Value (hex)&lt;br /&gt;
! [[User:Bartavelle/DwarfCompanion|DwarfCompanion]]&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
| 0x00000001&lt;br /&gt;
| 0x1&lt;br /&gt;
| Can the dwarf move or are they waiting for their movement timer&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| 0x00000002&lt;br /&gt;
| dead?&lt;br /&gt;
| Dead (might also be set for incoming/leaving critters that are alive)&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| 0x00000004&lt;br /&gt;
| 0x4&lt;br /&gt;
| Currently in mood&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| 0x00000008&lt;br /&gt;
| artifact&lt;br /&gt;
| Had a mood&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| 0x00000010&lt;br /&gt;
| 0x10&lt;br /&gt;
| &amp;quot;marauder&amp;quot; -- wide class of invader/inside creature attackers&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
| 0x00000020&lt;br /&gt;
| 0x20&lt;br /&gt;
| Drowning&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
| 0x00000040&lt;br /&gt;
| merch1?&lt;br /&gt;
| Active merchant&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
| 0x00000080&lt;br /&gt;
| caravan guard?&lt;br /&gt;
| &amp;quot;forest&amp;quot; (used for units no longer linked to merchant/diplomacy, they just try to leave mostly)&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
| 0x00000100&lt;br /&gt;
| 0x100&lt;br /&gt;
| Left (left the map)&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
| 0x00000200&lt;br /&gt;
| 0x200&lt;br /&gt;
| Rider&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
| 0x00000400&lt;br /&gt;
| !unitlist&lt;br /&gt;
| Incoming&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
| 0x00000800&lt;br /&gt;
| liaison?&lt;br /&gt;
| Diplomat&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
| 0x00001000&lt;br /&gt;
| zombie&lt;br /&gt;
| Zombie&lt;br /&gt;
|-&lt;br /&gt;
!13&lt;br /&gt;
| 0x00002000&lt;br /&gt;
| skel&lt;br /&gt;
| Skeleton&lt;br /&gt;
|-&lt;br /&gt;
!14&lt;br /&gt;
| 0x00004000&lt;br /&gt;
| working?&lt;br /&gt;
| Can swap tiles during movement (prevents multiple swaps)&lt;br /&gt;
|-&lt;br /&gt;
!15&lt;br /&gt;
| 0x00008000&lt;br /&gt;
| prone&lt;br /&gt;
| On the ground (can be conscious)&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
| 0x00010000&lt;br /&gt;
| 0x1.4&lt;br /&gt;
| Projectile&lt;br /&gt;
|-&lt;br /&gt;
!17&lt;br /&gt;
| 0x00020000&lt;br /&gt;
| inv1&lt;br /&gt;
| Active invader (for organized ones)&lt;br /&gt;
|-&lt;br /&gt;
!18&lt;br /&gt;
| 0x00040000&lt;br /&gt;
| hidden&lt;br /&gt;
| Hidden in ambush&lt;br /&gt;
|-&lt;br /&gt;
!19&lt;br /&gt;
| 0x00080000&lt;br /&gt;
| inv2&lt;br /&gt;
| Invader origin (could be inactive and fleeing)&lt;br /&gt;
|-&lt;br /&gt;
!20&lt;br /&gt;
| 0x00100000&lt;br /&gt;
| 0x1.5&lt;br /&gt;
| Will flee if invasion turns around&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
| 0x00200000&lt;br /&gt;
| 0x2.5&lt;br /&gt;
| Active marauder/invader moving inward&lt;br /&gt;
|-&lt;br /&gt;
!22&lt;br /&gt;
| 0x00400000&lt;br /&gt;
| 0x4.5&lt;br /&gt;
| Marauder resident/invader moving in all the way&lt;br /&gt;
|-&lt;br /&gt;
!23&lt;br /&gt;
| 0x00800000&lt;br /&gt;
| 0x8.5&lt;br /&gt;
| Check against flows next time you get a chance&lt;br /&gt;
|-&lt;br /&gt;
!24&lt;br /&gt;
| 0x01000000&lt;br /&gt;
| 0x1.6&lt;br /&gt;
| Ridden&lt;br /&gt;
|-&lt;br /&gt;
!25&lt;br /&gt;
| 0x02000000&lt;br /&gt;
| 0x2.6&lt;br /&gt;
| Caged&lt;br /&gt;
|-&lt;br /&gt;
!26&lt;br /&gt;
| 0x04000000&lt;br /&gt;
| tame&lt;br /&gt;
| Tame&lt;br /&gt;
|-&lt;br /&gt;
!27&lt;br /&gt;
| 0x08000000&lt;br /&gt;
| 0x8.6&lt;br /&gt;
| Chained&lt;br /&gt;
|-&lt;br /&gt;
!28&lt;br /&gt;
| 0x10000000&lt;br /&gt;
| r.guard&lt;br /&gt;
| Royal guard&lt;br /&gt;
|-&lt;br /&gt;
!29&lt;br /&gt;
| 0x20000000&lt;br /&gt;
| f.guard&lt;br /&gt;
| Fortress guard&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
| 0x40000000&lt;br /&gt;
| 0x4.7&lt;br /&gt;
| Suppress wield for beatings/etc&lt;br /&gt;
|-&lt;br /&gt;
!31&lt;br /&gt;
| 0x80000000&lt;br /&gt;
| 0x8.7&lt;br /&gt;
| Is an important historical figure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flags Word 1 (32 bits)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bit&lt;br /&gt;
! Integer Value (hex)&lt;br /&gt;
! [[User:Bartavelle/DwarfCompanion|DwarfCompanion]]&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
| 0x00000001&lt;br /&gt;
| 0x1b&lt;br /&gt;
| Swimming&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| 0x00000002&lt;br /&gt;
| 0x2b&lt;br /&gt;
| Play combat for sparring&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
| 0x00000004&lt;br /&gt;
| 0x4b&lt;br /&gt;
| Do not notify about level gains (for embark etc)&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| 0x00000008&lt;br /&gt;
| 0x8b&lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| 0x00000010&lt;br /&gt;
| 0x10b&lt;br /&gt;
| Nerves calculated&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
| 0x00000020&lt;br /&gt;
| 0x20b&lt;br /&gt;
| Body part info calculated&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
| 0x00000040&lt;br /&gt;
| 0x4b&lt;br /&gt;
| Is important historical figure (slight variation)&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
| 0x00000080&lt;br /&gt;
| dead&lt;br /&gt;
| Has been killed by kill function (slightly different from dead, not necessarily violent death)&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
| 0x00000100&lt;br /&gt;
| vanish&lt;br /&gt;
| Must be forgotten by forget function (just cleanup)&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
| 0x00000200&lt;br /&gt;
| 0x200b&lt;br /&gt;
| Must be deleted (cleanup)&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
| 0x00000400&lt;br /&gt;
| 0x400b&lt;br /&gt;
| Recently forgotten (cleanup)&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
| 0x00000800&lt;br /&gt;
| 0x800b&lt;br /&gt;
| Offered for trade&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
| 0x00001000&lt;br /&gt;
| 0x1000b&lt;br /&gt;
| Trade resolved&lt;br /&gt;
|-&lt;br /&gt;
!13&lt;br /&gt;
| 0x00002000&lt;br /&gt;
| winded?&lt;br /&gt;
| Has breaks&lt;br /&gt;
|-&lt;br /&gt;
!14&lt;br /&gt;
| 0x00004000&lt;br /&gt;
| 0x4000b&lt;br /&gt;
| Gutted&lt;br /&gt;
|-&lt;br /&gt;
!15&lt;br /&gt;
| 0x00008000&lt;br /&gt;
| ground&lt;br /&gt;
| Circulatory spray&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
| 0x00010000&lt;br /&gt;
| flying&lt;br /&gt;
| Locked in for trading (it's a projectile on the other set of flags, might be what the flying was)&lt;br /&gt;
|-&lt;br /&gt;
!17&lt;br /&gt;
| 0x00020000&lt;br /&gt;
| slaughter&lt;br /&gt;
| Marked for slaughter&lt;br /&gt;
|-&lt;br /&gt;
!18&lt;br /&gt;
| 0x00040000&lt;br /&gt;
| underwrld&lt;br /&gt;
| Underworld creature&lt;br /&gt;
|-&lt;br /&gt;
!19&lt;br /&gt;
| 0x00080000&lt;br /&gt;
| can't eat&lt;br /&gt;
| Current resident&lt;br /&gt;
|-&lt;br /&gt;
!20&lt;br /&gt;
| 0x00100000&lt;br /&gt;
| 0x1.5b&lt;br /&gt;
| Marked for special cleanup as unused load from unit block on disk&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
| 0x00200000&lt;br /&gt;
| 0x2.5b&lt;br /&gt;
| Insulation from clothing calculated&lt;br /&gt;
|-&lt;br /&gt;
!22&lt;br /&gt;
| 0x00400000&lt;br /&gt;
| 0x4.5b&lt;br /&gt;
| Uninvited guest&lt;br /&gt;
|-&lt;br /&gt;
!23&lt;br /&gt;
| 0x00800000&lt;br /&gt;
| visitor?&lt;br /&gt;
| Visitor&lt;br /&gt;
|-&lt;br /&gt;
!24&lt;br /&gt;
| 0x01000000&lt;br /&gt;
| 0x1.6b&lt;br /&gt;
| Inventory order calculated&lt;br /&gt;
|-&lt;br /&gt;
!25&lt;br /&gt;
| 0x02000000&lt;br /&gt;
| 0x2.6b&lt;br /&gt;
| Vision -- have good part&lt;br /&gt;
|-&lt;br /&gt;
!26&lt;br /&gt;
| 0x04000000&lt;br /&gt;
| 0x4.6b&lt;br /&gt;
| Vision -- have damaged part&lt;br /&gt;
|-&lt;br /&gt;
!27&lt;br /&gt;
| 0x08000000&lt;br /&gt;
| 0x8.6b&lt;br /&gt;
| Vision -- have missing part&lt;br /&gt;
|-&lt;br /&gt;
!28&lt;br /&gt;
| 0x10000000&lt;br /&gt;
| 0x1.7b&lt;br /&gt;
| Breathing -- have good part&lt;br /&gt;
|-&lt;br /&gt;
!29&lt;br /&gt;
| 0x20000000&lt;br /&gt;
| winded?&lt;br /&gt;
| Breathing -- having a problem&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
| 0x40000000&lt;br /&gt;
| 0x4.7b&lt;br /&gt;
| Roaming wilderness population source&lt;br /&gt;
|-&lt;br /&gt;
!31&lt;br /&gt;
| 0x80000000&lt;br /&gt;
| tame2&lt;br /&gt;
| Roaming wilderness population source -- not a map feature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fortress&amp;diff=176975</id>
		<title>v0.34:Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fortress&amp;diff=176975"/>
		<updated>2012-08-18T01:21:42Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|01:21, 18 August 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='margin: 1em 2em'&amp;gt;''You may be looking for [[Dwarf fortress mode]].''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]] live in '''fortresses''' &amp;amp;mdash; usually [[underground]] complexes with all the required buildings for dwarven living.&lt;br /&gt;
&lt;br /&gt;
== Nomenclature ==&lt;br /&gt;
&lt;br /&gt;
Fortresses are [[Fortress name|named in a specific manner]]. The name is usually assigned at random, but can be set at [[embark]] time. They also gain a title according to their population. This title is viewable in the upper left of the {{Key|z}} screen, in front of the fortress name. &lt;br /&gt;
&lt;br /&gt;
In addition, the fort may be the home of monarchs of the surrounding land and gain an additional title.&lt;br /&gt;
&lt;br /&gt;
{| style='margin: 0.5em auto; border-spacing: 2em 0'&lt;br /&gt;
|-&lt;br /&gt;
| style='vertical-align: top' |&lt;br /&gt;
{| style='border-spacing: 0 2px'&lt;br /&gt;
! colspan='2' style='border-bottom: 1px solid' | Title&lt;br /&gt;
! colspan='3' style='border-bottom: 1px solid' | Pop.&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#555|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #eee' | Outpost&lt;br /&gt;
| style='text-align: right; background-color: #eee'  |   1&lt;br /&gt;
| style='text-align: center; background-color: #eee' | – &lt;br /&gt;
| style='text-align: right; background-color: #eee'  |  19 &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#777|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #ddd' | Hamlet&lt;br /&gt;
| style='text-align: right; background-color: #ddd'  |  20&lt;br /&gt;
| style='text-align: center; background-color: #ddd' | – &lt;br /&gt;
| style='text-align: right; background-color: #ddd'  |  49 &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#999|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #eee' | Village&lt;br /&gt;
| style='text-align: right; background-color: #eee'  |  50&lt;br /&gt;
| style='text-align: center; background-color: #eee' | – &lt;br /&gt;
| style='text-align: right; background-color: #eee'  |  79 &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#bbb|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #ddd' | Town&lt;br /&gt;
| style='text-align: right; background-color: #ddd'  |  80&lt;br /&gt;
| style='text-align: center; background-color: #ddd' | – &lt;br /&gt;
| style='text-align: right; background-color: #ddd'  | 109 &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#ddd|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #eee' | City&lt;br /&gt;
| style='text-align: right; background-color: #eee'  | 110&lt;br /&gt;
| style='text-align: center; background-color: #eee' | – &lt;br /&gt;
| style='text-align: right; background-color: #eee'  | 139 &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#fff|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #ddd' | Metropolis&lt;br /&gt;
| style='text-align: right; background-color: #ddd'  | 140&lt;br /&gt;
| style='text-align: center; background-color: #ddd' | + &lt;br /&gt;
| style='text-align: right; background-color: #ddd'  | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
{| style='border-spacing: 0 2px'&lt;br /&gt;
! colspan='2' style='border-bottom: 1px solid' | Noble Title&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px; width: 1px' | {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fdf; padding-left: 1em' | Barony capital&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the [[Baron|Baron/Baroness]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fef; padding-left: 1em' | County capital&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the [[Count|Count/Countess]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fdf; padding-left: 1em' | Duchy capital&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the [[Duke|Duke/Duchess]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fef; padding-left: 1em' | Mountainhome&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the [[King|King/Queen]]&lt;br /&gt;
* Capital of its civilization&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Black_mamba&amp;diff=176974</id>
		<title>v0.34:Black mamba</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Black_mamba&amp;diff=176974"/>
		<updated>2012-08-18T01:21:35Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|01:21, 18 August 2012 (UTC)}}&lt;br /&gt;
{{creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
The '''black mamba''' is extremely deadly, and a single bite is enough to kill a [[dwarf]] within [[Time|seconds]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Archery_tower&amp;diff=176973</id>
		<title>v0.34:Archery tower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Archery_tower&amp;diff=176973"/>
		<updated>2012-08-18T01:21:29Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|01:21, 18 August 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''archery tower''' is a quite common and quite useful piece of [[defense design]]. It is basically a pillbox in the form of a [[tower]], useful for spotting [[ambush]]es before they get close enough to do serious damage and for allowing your marksdwarves to fire on enemy goblins &amp;quot;in the field&amp;quot; without exposing themselves. The premise is simple: dig out an internal walkway to the surface and wall it off so that enemies cannot use it to enter your base. Curtain wall it with fortifications and you have a ready piece of defense engineering; to keep flyers out, roof the structure (or put a [[bridge]] over it if you want to be able to selectively allow them in for whatever reason).&lt;br /&gt;
&lt;br /&gt;
This design can be further elaborated upon by expanding it, adding further floors, room, and so on. It is possible to build a whole [[barracks]] and above-ground military complex, or go even more extreme and turn your fortress into one enormous tower. For more ideas on how to put these together into a functional defensive grid, see the [[defense guide]].&lt;br /&gt;
&lt;br /&gt;
  Side                Below         Ground       Archer       Roof&lt;br /&gt;
  view:               ground:       Level:       Level:       Level:&lt;br /&gt;
                       ╔═╗          ╔═══╗        ╬╬╬╬╬        ·····&lt;br /&gt;
     ___               ║&amp;lt;║          ║X..║        ╬&amp;gt;++╬        ·+++·&lt;br /&gt;
    ╬&amp;gt;__╬              ║.║          ║...║        ╬+++╬        ·+++·&lt;br /&gt;
 ___║X__║___           ║.║          ║...║        ╬+++╬        ·+++·&lt;br /&gt;
     &amp;lt;......           ║.║          ╚═══╝        ╬╬╬╬╬        ·····&lt;br /&gt;
   (Fortress-&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=176972</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=176972"/>
		<updated>2012-08-18T01:19:39Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:19, 18 August 2012 (UTC)}}{{av}}&lt;br /&gt;
This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarf|dwarves]] alive. If you have unanswered questions or find given details confusing, please tell us so on the [[Talk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Main:Dwarf Fortress|Dwarf Fortress]] motto: &amp;quot;Losing is [[fun]]!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations.  For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
It all starts here. The first thing to do when starting Dwarf Fortress is to [[World generation |create a world]]. Later on, you may wish to tweak the parameters to suit your play style, but for now, the ''Create New World Now!'' option is an easy way to get into your first game.&lt;br /&gt;
&lt;br /&gt;
The engine will start to create the world -- watch it unfold! You might notice that worlds are rejected, sometimes even after the generator begins running rivers and lakes. This is normal, as the generator seeks a world which meets the criteria for optimum Dwarven [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Generating a standard random world can take several minutes. You can speed things up by selecting ''Design New World with Parameters'' instead of ''Create New World Now!'' and setting a smaller world size. These worlds tend to be less interesting and less replayable, but work well if you want to try new things.&lt;br /&gt;
&lt;br /&gt;
Once you've generated a world you will return to the main screen and there will be a new option, &amp;lt;tt&amp;gt;Start Playing&amp;lt;/tt&amp;gt;. Upon selecting that you can choose the game mode - [[Dwarf fortress mode|Dwarf Fortress]], [[Adventure mode|Adventurer]], or [[Legends]]. This article is written with respect to Fortress mode.&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== Useful location traits ===&lt;br /&gt;
&lt;br /&gt;
[[Forest]]:  Many parts of the game are dependent on creating wood items, so if you choose a location without any trees, the game will be more [[fun]] (aka more complex).&lt;br /&gt;
&lt;br /&gt;
[[Water]]: [[Wound]]ed dwarves require water to drink, so having a water source near your first fortress so your injured don't die of thirst will be helpful.&lt;br /&gt;
&lt;br /&gt;
[[Animals]]: Some [[biome]]s will have fewer animals to hunt for meat to feed your dwarves, so tropical and temperate biomes might be simpler. However, bear in mind that not all animals are friendly, so it might be wise to do some research on an area that you're thinking about starting in to get a good handle on what type of creatures might populate it.&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
So long as you have at least one world without an active game, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Select &amp;quot;Dwarf Fortress&amp;quot; and you'll find a four-section window:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
Going from left to right, these windows represent:&lt;br /&gt;
*The local map. The black box represents the area that your fortress will occupy if you decide to embark. The blue line is a stream, the green icons represent forests and swamps, and the gray triangles are mountain slopes.&lt;br /&gt;
*The regional map. This is like zooming out from the local map. The entire local map is represented by that yellow X. Most of the region is forest, with a mountain range in the bottom right. The two light blue lines are minor rivers.&lt;br /&gt;
*The world map. This is zooming out all the way. The yellow X represents the approximate position of the region.&lt;br /&gt;
*Information about the area that the black box is occupying. More on this below.&lt;br /&gt;
&lt;br /&gt;
You can move around the region map with {{k|←}}{{k|↑}}{{k|→}}{{k|↓}}, or at 10x speed with {{k|Shift}}+{{k|←}}{{k|↑}}{{k|→}}{{k|↓}}. Note that using {{k|Shift}} can cause the key to get &amp;quot;stuck&amp;quot; - press it again to cancel.&lt;br /&gt;
&lt;br /&gt;
You can move around the local map with these keys:&lt;br /&gt;
   {{k|u}}&lt;br /&gt;
 {{k|h}}  {{k|k}}&lt;br /&gt;
   {{k|m}}&lt;br /&gt;
&lt;br /&gt;
You cannot directly move around the world map. Movement across the world map is shown relative to your movement on the region map. In world generated with the default settings, each square of the world map contains several squares of the region map.&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has five modes which you cycle through by pressing {{k|TAB}}. In turn, they display the ''biomes'', ''civilizations'', and ''geology'' of the local area.&lt;br /&gt;
&lt;br /&gt;
====Biomes screen====&lt;br /&gt;
This display gives you an idea for the environment you'll be parachuting into.  Click any of the blue links for more information on the subject. [[Biome]]s are determined by the type of life in the area.  On the Biome screen, you'll see:&lt;br /&gt;
* '''[[Temperature]]''': How hot or cold it gets in the area.  Can be ''Freezing'', ''Cold'', ''Temperate'', ''Warm'', ''Hot'', and ''Scorching''.  In a nutshell, temperature extremes make it harder to get and keep a reliable source of [[water]] going.  In Freezing and Scorching climates, you may have to do without water at all.  Temperate and Warm are both good places to start your first fort.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''Amount of [[tree]]s, and [[plant|other vegetation]]''': A general indication of the density of plant life in the area.  For trees, this can be ''none'', ''scarce'', ''sparse'', ''woodland'', or ''heavily forested''.  For other plants, you can see ''none'', ''scarce'', ''moderate'', and ''thick''.  Trees are chopped down for [[wood]], which is a critical, if small, part of your fortress.  You can import lots of it from [[trading|caravan]]s, so don't worry too much about it.  However, more trees never hurt anyone, and totally treeless maps are quite a bit more difficult in the early going, so aim for ''sparse'' or greater trees.  Other plants basically means shrubs, bushes, and other vegetation that you can harvest food from with the [[plant gathering]] skill.  Generally speaking, you will use this trick in the first year of your fortress, then never again.  [[Plant]] density is not very important.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Surroundings]]''': This gives you a basic image of the local fauna and flora.  The outskirts of a jungle might be fairly calm and safe, while the heart of that same jungle could be thick with vicious predators.  In game terms, this will clue you in to the specific types of [[tree]]s and [[plant]]s you will find, in addition to indicating the [[animal]] types you'll run into.  This also clues you in to the ''alignment'' of the surrounding area.  So, the two things this word tells you is how ''good'' or ''evil'' an area is, and how ''calm'' or ''savage'' an area is. The meaning of each of the descriptions is as follows:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;color:black; cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#f0f0f0;&amp;quot;|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Calm'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;| ...&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Savage'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Good'''&lt;br /&gt;
|Serene&lt;br /&gt;
|Mirthful&lt;br /&gt;
|Joyous Wilds&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Neutral'''&lt;br /&gt;
|Calm&lt;br /&gt;
|Wilderness&lt;br /&gt;
|Untamed Wilds&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Evil'''&lt;br /&gt;
|Sinister&lt;br /&gt;
|Haunted&lt;br /&gt;
|Terrifying&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Good'' zones tend to have benign mythological creatures, like the [[unicorn]] (which can be incredibly dangerous, but only if provoked), while ''evil'' areas have a multitude of [[undead]] and some of the most vicious [[creature]]s in the game, which need no provocation to tear your dwarves limb from limb.  For your first fortress, stick to a ''neutral'' or ''good'' alignment.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Major land forms''': A last field, which will not always be full, will mention things you should know about, like [[river]]s.  Rivers provide an unlimited source of [[water]], but can be home to dangerous fish like the [[longnose gar]] and [[carp]].  Still, though, the benefits generally far outweigh the risks.  [[Volcano]]es are also noted here, one of the only guaranteed ways to get [[magma]].  Magma makes a few things a lot easier, but it is dangerous to work with and must be handled very carefully because of the [[fire imp|horrible]] [[magma man|creature]]s that come out of it.  Not critical, especially not for your first time out.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes, you'll be looking at a place with more than one [[biome]] in the same selected square.  You can press {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} to view the different types of biomes.  In the picture above, we are looking at the mountain in the center, which is cold and has no trees or plants because it's too high up for those things to grow.&lt;br /&gt;
&lt;br /&gt;
====Civilization screen====&lt;br /&gt;
These are nearby [[civilization]]s that are capable of interacting with you. Other settlements are shown with various symbols on the regional map.  The possible entries here are ''dwarves'', ''humans'', ''elves'', ''goblins'', and ''kobolds''.&lt;br /&gt;
* '''[[dwarf|Dwarves]]''': You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan. However, dwarves are, sometimes seemingly magically, everywhere.  It is impossible to settle anywhere ''without'' dwarves, assuming there is at least one surviving dwarven civilization.  Depending on how remote the area is, though, you may not get some of the features of the game you would otherwise: being cut off from the world will prevent most [[noble]]s from coming to your fort, which will stop the [[dwarven economy]] from ever being activated.  You may also not get a [[liaison]] with your dwarven caravan from which to request goods.&lt;br /&gt;
* '''[[Human]]s''': Humans are almost always friendly, and love [[trade]].  They send [[liaison]]s to let you request goods and are generally a huge boon to any fortress.&lt;br /&gt;
* '''[[Elf|Elves]]''': Elves are usually friendly and make fair trading partners, but have a [[Trade#Elves|particular ethos]] about trading.  They do not send a trade [[liaison]] and their goods are luxuries at best.  They can be very annoying, but are generally not dangerous unless you provoke them.&lt;br /&gt;
* '''[[Goblin]]s''':  Goblins are your main enemies in Dwarf Fortress, and will produce most of the aggression against your fort.  They periodically launch ambushes, consisting of five to ten goblin warriors, and will send [[siege]]s after your fort reaches 80 dwarves.  [[Trap]]ped entrances, [[Dog#War_Dogs|war dog]]s, and eventually a [[military]] will be needed to repel them.  Just be sure not to start in the middle of a goblin citadel.&lt;br /&gt;
* '''[[Kobold]]''': Kobolds are petty thieves that are little more than irritations in most situations.  If you are careless and let their thieves get away with a lot of stuff, though, they may upgrade to raiding parties of archers.&lt;br /&gt;
&lt;br /&gt;
====Elevation screen====&lt;br /&gt;
Relative [[Z-axis|elevation]]. This is a normal topographic map that you're used to from real-life maps.  It just gives you an idea of the lay of the land.&lt;br /&gt;
&lt;br /&gt;
====Slope screen====&lt;br /&gt;
[[Ramp|Slope]] steepness. This shows you where large cliffs are. Be advised that [[cliff]]s of elevation 4 or more mean taller maps, which take significantly more computer power to run. On the other hand, many find completely flat embark sites to be dull -- a good elevation map contains lots of low elevation changes ranging from 1 to 4. However, choosing areas partly or entirely above the tree line gives you much more stone, ore, and gems to work with, and the hills even provide decent protection against invaders, especially if you start removing natural ramps. It's your choice in the long run, particularly if you don't really care about performance.&lt;br /&gt;
&lt;br /&gt;
====Embark alerts====&lt;br /&gt;
When you're satisfied with your area and hit {{k|e}} to embark, you may get some alerts about being in a very difficult area, or about an [[aquifer]].  Aquifers can make it frustrating to get started, so if you are alerted about an aquifer, seriously consider moving somewhere else for your first fortress.  After you have the basics down, tackling an aquifer is much easier.&lt;br /&gt;
====Location recap====&lt;br /&gt;
&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try to get a temperate or warm climate, since extreme temperatures are more difficult.&lt;br /&gt;
* Trees and vegetation are good for producing lumber and food for your fortress, but you don't need tons of them.&lt;br /&gt;
* ''Neutral''-aligned [[surroundings]] are best for your first fortress, but ''good''-aligned surroundings are also OK.  Avoid ''evil''-aligned surroundings, however.&lt;br /&gt;
* Running water ([[river]]s, streams, and [[brook]]s) are a permanent source of [[water]]. [[Murky pool]]s and [[underground pool]]s have a finite amount of water and may dry out.  Not having enough water can be a big obstacle, so try to get some running water your first time out.&lt;br /&gt;
* [[Human]]s and [[Elf|elves]] are friendly, so an area they have access to is nice.&lt;br /&gt;
* [[Magma]] is cool (hah!), but not critical.&lt;br /&gt;
* Areas with [[aquifer]]s require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
** If you insist on starting in an area with an aquifer, read up on the dangers of aquifers, and, if at all possible, choose an embark site that includes an aquifer-less [[biome]].&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For more information on specific game mechanics such as [[sand]], [[flux]], and how to find [[iron]], check [[Stone layers|this page]].&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area.  This is the size of the game field you're playing on.  Advantages of requesting a large local area include more raw materials, greater diversity of [[Stone|rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance (larger areas require more CPU power), higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front gate. (Note that you can [[Mining|mine]] many levels deep into the ground, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|u}} {{k|m}} {{k|k}} or {{k|h}} keys.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site, or one with an [[aquifer]].&lt;br /&gt;
&lt;br /&gt;
==Buying skills and items==&lt;br /&gt;
After you embark, you're given the option to either start immediately or prepare for the journey carefully.  You should pretty much always prepare carefully if you enjoy staying alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several examples for you to choose from.  Here, we are only going to discuss some basics that help you understand enough to make your own decisions.  The embark screen opens up on the ''skills'' screen, and can be changed to the ''items'' screen by pressing {{k|TAB}}.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
In Dwarf Fortress, it's not what you have, it's who you have.  Skilled dwarves are the cornerstone of everything, from domestics to security, so it's extremely important to embark with good people.&lt;br /&gt;
&lt;br /&gt;
As you will see in this screen, you have 7 dwarves, all with 10 points to put toward starting skills.  We will want to use all 10 of the points on all 7 of the dwarves.  By default, you won't have enough ☼ to do this, so hit {{k|TAB}} to go to the items screen and hit {{k|-}} over the ''Steel battle axe'' line to give subtract one.  This should give you enough ☼ to assign all your skills.  You can only spend 5 of the 10 points in any one skill, making the maximum skill level upon embark ''proficient''.  This makes a total of 14 ''proficient'' skills, or a larger number of lower skill levels.&lt;br /&gt;
&lt;br /&gt;
In a fledgling fortress, the 4 indispensable jobs are [[mason]], [[miner]], [[grower]], and [[Carpenter|carpenter]].  A good beginning strategy is to embark with at least 1 dwarf being ''proficient'' in these 4 skills.  Many people choose to double up on proficient miners and growers, since mining and farming are both pretty big jobs.&lt;br /&gt;
&lt;br /&gt;
Other useful skills to consider:&lt;br /&gt;
* '''[[Cook]]:''' Cooks make prepared meals in the [[kitchen]], which helps you manage your food stock space.  Well-prepared meals are also valuable [[trade]] goods, and make dwarves happy when eaten.  Highly skilled cooks make better meals, and prepare meals faster.&lt;br /&gt;
&lt;br /&gt;
* '''[[Brewer]]:''' Brewers make [[Alcohol|booze]] in the [[still]].  Dwarves being dwarves, they need alcohol to operate at peak efficiency, and highly-skilled brewers make better tasting booze and finish brewing faster.  Dwarves get happier when they drink good booze.&lt;br /&gt;
&lt;br /&gt;
* '''[[Herbalist]]:''' Herbalists gather food and seeds from [[shrub]]s in the local area.  Skilled herbalists pick faster and come away with far more food.  Where an unskilled herbalist will come away with one [[wild strawberry]] or none at all, a proficient herbalist will often pick 3 or 4, and sometimes 5.&lt;br /&gt;
&lt;br /&gt;
* '''[[Woodcutter]]:''' Woodcutters fell [[tree]]s for use by [[Carpenter|carpenter]]s.  Highly skilled woodcutters fell trees much faster.  However, since you don't need that much wood, you can get away with a normal (no tag) woodcutter just fine.&lt;br /&gt;
&lt;br /&gt;
* '''[[Mechanic]]:''' Mechanics build and use [[mechanism]]s, which have myriad uses in [[trap]]s, [[lever]]s and some [[Machine component|machine]]s.  Highly skilled mechanics finish installing mechanisms much faster, and the mechanisms they build are of higher quality.  However, the quality of the mechanism primarily matters to beginning players for its [[trade]] value, and in early fortresses the need for mechanisms is usually so small that any dwarf can pick it up and handle it well enough.  Still, a solid choice, especially if you like [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
* '''[[Armorsmith]], [[Weaponsmith]]:''' These become very important quickly if you want even decent weapons and armor and are annoying to train up from scratch.&lt;br /&gt;
&lt;br /&gt;
* '''[[Siege engineer]]''' is not useful at all in an early fortress, and far from ever being essential, but training an unskilled dwarf in it requires a lot of material and time.&lt;br /&gt;
&lt;br /&gt;
* '''Military skills ([[Wrestler]], [[Axedwarf]], [[Hammerdwarf]], etc):''' Early on, it's unlikely that you'll need these, since there's generally very few things that will bother a band of dwarves who aren't hurting anyone, but certain places, such as those with a [[chasm]], will have hostile creatures around.  In these areas, you may consider giving your woodcutter the Axedwarf skill so he can use his chopping axe as a weapon. A miner can &amp;quot;pinch-hit&amp;quot;, since the [[Mining]] skill also covers wielding a pick in combat, but the dwarves don't understand this yet, so a drafted miner will get unhappy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Social skills ([[Appraiser]], [[Judge of Intent]], [[Consoler]], etc):''' Putting these on one dwarf will make them a shoo-in for the Expedition Leader slot, and ranks in Appraiser and Judge of Intent will make interacting with the first caravan much easier.  However, even if you don't train this at all, some persistence in trading with the first caravan will level your leader up enough to trade with the second caravan like a champion.&lt;br /&gt;
&lt;br /&gt;
Once again, examples can be found in the [[starting builds]] page.  What you bring is incredibly dependent on your play style, though.  Some people think bringing Mechanics along is a total waste of time, others consider them indispensable.  Some people like having skills that aren't even on this list, like [[Leatherworker]].  Read the starting builds, ask questions, and explore!  Who cares if your first idea doesn't work out after playing an hour?  Restarting is easy and ''losing is fun''.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Now that we're done with assigning skills, hit {{k|TAB}} to go over to the item screen.  Item worth is another extremely situational thing, and you'll find as many opinions as there are Dwarf Fortress players as to what is good to bring.  Once more, it depends VERY heavily on your play style.  Again, [[starting builds]] can provide some good example reading.  This section will only cover the basics and give you enough information to make your own decisions.&lt;br /&gt;
&lt;br /&gt;
====Tools====&lt;br /&gt;
You'll need a couple of finished tools to get yourself started.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''[[Battle axe]]s''':  Every [[Wood cutter|Woodcutter]] needs an axe. Steel battle axes are the only type you can purchase on this screen, and they're expensive. You might want to bring just one, unless you expect to need a lot of lumber and/or axedwarf muscle.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''[[Pick]]s''': Likewise, [[Miner]]s need picks.  All picks work equally well, their material only determines the damage they do in combat.  Thus, copper picks are the budgeting dwarf's choice, at a paltry 20☼ each.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;'''[[Anvil]]''': One of the big questions to ask yourself is whether to bring an anvil on embark.  It's extremely expensive at 1000☼, but to start a [[metal]] industry, you will either have to start with one or request and purchase (or steal!) one from a [[caravan|caravan]] somewhere down the line.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Generally, if you are going to a very mountainous area where you're likely to see lots of ore and you want to be able to make use of it right from the get-go, bring an anvil.  If you're going to spend a few years getting your fortress established before worrying about metal production, drop it and bring more raw commodities.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;One occasional problem is that axes and picks are absent entirely.  If this is the case (or you just don't want to spend all that money), you can bring the materials to [[make your own weapons]].&amp;lt;/p&amp;gt;&lt;br /&gt;
* If you want to save points and smelt the ore yourself, take copper nuggets instead of copper bars, and use the smelter to convert the ore into copper bars.&lt;br /&gt;
* A good alternative ore to bring along, and not much more expensive, is [[tetrahedrite]] - when [[Smelter|smelt]]ed, it yields one copper bar with a 20% chance of an additional [[silver]] bar each.  Silver is a good metal for [[metal crafter]]s, or you can have an unskilled worker forge a practice weapon out of silver for training - silver is tied with wood for the safest material for practice weapons, and you have to trade with elves for wooden ones.&lt;br /&gt;
* Other mixes of ores, to create bronze or bismuth bronze, etc, are possible - as you learn about the game you'll decide what works best for you, and in what starting situations.&lt;br /&gt;
*Fuel and metal in hand, deconstruct the smelter (if needed; {{k|q}} to highlight, then {{k|x}} to deconstruct), and construct a [[metalsmith's forge]].  Make sure someone has [[weaponsmithing|weaponsmithing]] on.  After the forge is up, order it to make the axes and picks you need.  Deconstruct the forge when you're done and enjoy your new tools, hopefully with [[quality]] modifiers!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Raw materials====&lt;br /&gt;
As it was briefly covered above, sometimes it makes more sense to bring a lot of raw materials than some finished goods.  Raw materials are a lot cheaper than finished goods, and so long as you invest heavily in your dwarves' skills (which you should!), you can probably make better quality stuff, anyway.&lt;br /&gt;
*'''[[Stone]]''': Only bring this if you're trying to build some of your tools on the spot, as noted above.  Otherwise, you will get stone coming out of your ears once you start mining.&lt;br /&gt;
*'''[[Metal]]''': Generally not recommended.  However, if you're expecting trouble and you're bringing an anvil, bringing many bars of [[iron]] and [[charcoal]] in lieu of a [[Dwarven weapon#Battle_axe|battle axe]] can be a big boon.  If your dwarves can get to a spot that gives them a breather, a proficient [[weaponsmith]] or [[armorsmith]] could stamp out high-quality goods to give your dwarves a better fighting chance.  This is a pretty advanced trick to pull off, though, so don't try to pull it if you're not confident.&lt;br /&gt;
*'''[[Wood]]''': Wood is a bargain at only 3☼ per log, and the 100 logs you can bring in exchange for a steel battle axe will last you a long time.  This is a great technique for making [[Wood cutter|Woodcutter]] unneeded in the early game, but you need to budget your wood use for the first year very carefully.  When you're out, you're out!&lt;br /&gt;
*'''[[Leather]]''':  Leather is cheap at 5☼ per for the cheapest.  Bring a few to make extra bags for gathering plants - don't worry if you don't have a [[leatherworker|leather worker]], you don't much care about a quality multiplier for bottom-value items like leather bags.  If you are going to make your own leather armor (early or later), consider bringing someone with leather working skill.&lt;br /&gt;
&lt;br /&gt;
====Consumables====&lt;br /&gt;
Easily the most important part of your preparation is what you're going to eat, drink, and plant once you get on site.  Without food and booze, you're not going much of anywhere.&lt;br /&gt;
*'''[[Food]]''': Most food comes at a mere 2☼ per unit, and 8 units will feed 1 dwarf for a year.  Bringing a year of food will give you a good cushion to getting your farms working, so aim for about 60 food if you can.  If you must cut back, though, 40 will be fine if you make your farms an early priority.  The best food staple to bring along is [[turtle]].  Turtle produces [[shell]] and [[bone]]s when eaten, which can be used as raw materials for other things you need, including armor, crossbows, and crossbow bolts.  Further, shell is a common request for [[strange mood]]s and is a pain to produce, so getting some early could save yourself a failed mood and a dead dwarf.&lt;br /&gt;
*'''[[Alcohol|Booze]]''': Dwarves drink twice as often as they eat, and they always want to down some alcohol if at all possible.  They also like different kinds of alcohol.  Bring twice as much booze as you bring food, and divide it evenly among the 4 types of alcohol you can take (dwarven wine, dwarven beer, dwarven ale, dwarven rum). Even more nifty, check the booze preferences of your 7 dwarves on embark and allocate the 4 kinds accordingly. Plump helmets (wine) and pig tails (ale) are fast growing, so you might take less of those, particularly if no dwarf has a preference for them. Too much booze is a real barrel hogger but this problem is far off. More booze is better 99% of the time.&lt;br /&gt;
*'''[[Seed]]s''': Your farms have got to start somewhere.  Definitely bring along [[plump helmet|plump helmet spawn]] (for food and booze) and [[pig tail]]s (for cloth ropes and booze variety).  How many you bring is dependent on how big you want your initial farms to be.  5 of each is plenty to feed your initial dwarves, and you will get more seeds any time the plants are consumed in any way ''except cooking''.  You may want to use the [[kitchen]] menu to disallow cooking of plump helmets until you have a healthy supply of seeds.  Or, alternatively, just don't make any prepared meals until you've got a healthy supply of seeds.  The other seed types require a lot more labor to use properly, and should probably wait until you have more dwarves in the fortress.  You can buy seeds from the dwarven caravan for almost nothing, but if you want a greater variety along, go for [[Quarry bush|rock nuts]].  The [[quarry bush]] that sprouts from it produces the greatest space to yield ratio in the game.  Eventually, though, you should be planting all 6 of the underground [[crop]]s at least.&lt;br /&gt;
&lt;br /&gt;
Food and booze are stored in [[barrel]]s, with each type in its own barrel.  Since barrels have a 10-unit capacity, you can get a lot of free barrels by starting with many, many kinds of food in quantities which end in 1.  Barrels are important, and usually need wood to make, so it's worth it to use this quirk while you can by starting with at least one unit of every type of food.&lt;br /&gt;
&lt;br /&gt;
Seeds are stored in [[Container|Container]]s in multiples of 100, also by type. Bags are cheap and easy to make, and not as important as barrels, since making cloth bags is a good way to train up your [[clothier]], so it's not recommended to spend the extra to get 1 free bag.&lt;br /&gt;
&lt;br /&gt;
====[[Domestic animal|Domestic Animal]]s====&lt;br /&gt;
Not only dwarves live in your fortress, after all.&lt;br /&gt;
*'''[[Dog]]s''':  Dogs are dwarf's best friend.  They can be trained into [[Dog#Hunting_Dogs|hunting dog]]s or [[Dog#War_Dogs|war dog]]s, require no food or maintenance, and make good pets for your dwarves.  Always bring at least 2.  Genders alternate when picking them up, so 2 will give you a breeding pair that will have more puppies freely.  They make fantastic security early and fantastic dwarfsaving distractions later on.  Dogs will happily lay down their lives to protect their master, which is huge when it means one of your best legendary dwarves is running away from an angry [[goblin]].&lt;br /&gt;
*'''[[Cat]]s''': Cats provide a wonderful function in controlling [[vermin]] in the fort.  Vermin can make your dwarves extremely unhappy, so some cats are more or less a requirement.  The largest problem with cats, however, is that their population is very difficult to control.  Cats will choose their own owners (without the dwarf in question's consent), and after they've done so, you cannot order them butchered to control their numbers.  The resulting [[catsplosion|population explosion]] can clutter hallways and murder your framerate.  The best thing to do is to put all stray cats and kittens in a [[cage]] (one will hold them all).  You can then butcher them without running the risk of the cats adopting dwarves before the butcher gets around to them, and if vermin start to get out of hand, you can always release one or two to help.  If you want vermin control from the start, bring just ONE cat so it cannot breed and cause a population problem early.  However, immigrants will very commonly bring their pet cats to the fortress, so if you can live with vermin early, you'll likely get a cat for free within a year.  Or, be prepared to cage and slaughter them aggressively for meat and hides - that can work too.&lt;br /&gt;
*'''Beasts of burden (horses, muskoxen, cows, donkeys, &amp;amp; mules)''': You get two of these for free when you start the game - each one random as to sex and the five possible species (and mules don't breed).  Unlike cats, dwarves must choose to adopt beasts of burden, which they won't do unless you let them to do so (in z-&amp;gt;animals menu).  That's fairly rare, so the vast majority of the beasts of burden in your fortress will stay strays. Many immigrants may bring useless animals with them though - as they are adopted already you can't butcher or cage them, but they can still help start a breeding program for meat, hides and bones.  You can also trade later for whatever the caravans bring. All newborns belong to the fortress, so you can do what you want with them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once again, check the [[starting builds]] page for more ideas, read the pages linked above, and experiment.  The learning process is half the fun in Dwarf Fortress; enjoy it!&lt;br /&gt;
&lt;br /&gt;
==Game on!==&lt;br /&gt;
We've chosen an area, selected our supplies, and we're ready to play.  The game opens with your dwarves huddled around the wagon they used to get here.&lt;br /&gt;
==Gameplay overview==&lt;br /&gt;
This section will deal with the tasks you'll need to tackle in your first year of gameplay.  These tasks are ''selecting a dig site'', ''building workshops'' (and ''marking stockpiles''), ''building lodging'', ''starting farms'', and ''trading''.&lt;br /&gt;
===Selecting a dig site===&lt;br /&gt;
You'll have to decide where you're going to dig in and start your fortress.  You should consider the natural formations of the surrounding area when deciding where you want your main entrance.  Ideally, there should be one way in and one way out.  This one way should be fairly sizable, to pander to [[Trading|caravans]] and [[traffic]].  Proximity to a good [[water]] source so you can build a [[well]] more easily is also desirable.  You can fix either of these things with extra digging and building later on, though, so don't sweat the decision too much.&lt;br /&gt;
&lt;br /&gt;
The most direct way to start is to find the side of a nearby mountain and dig into it, but if you're in a very flat area, you might have to dig downward instead.  To start digging, hit {{k|d}}esignations, then {{k|d}}ig.  Move your cursor using the arrow keys to where you want to dig, and hit {{k|ENTER}}, then move your cursor over to the place you want the digging to end.  Mining designations are rectangular, so you can go both left and right and up and down as you're designating area.  This tells your dwarves to cut into a wall and hollow it out, often leaving behind a [[stone]] if it is a rock wall.  [[Soil]] walls become hollowed out, but never drop anything.  These hollowed out areas are where you'll build the vast majority of everything you need.&lt;br /&gt;
&lt;br /&gt;
If you need to dig down instead of in, you need to use either a '''[[stairs|stairwell]]''' or a '''[[ramp]]'''.  For a stairwell, use {{k|d}}esignations, and downward stairway ({{k|j}}).  Note that this is only half of a stairwell.  To build the other half, you must go down a z-level ({{k|&amp;gt;}}) and {{k|d}}esignate an {{k|u}}pward stairway to connect to it.  You are then underground and can use {{k|m}}ining normally.  For a ramp, you must go down a z-level ({{k|&amp;gt;}}) and {{k|d}}esignate a {{k|r}}amp on the area you want cut away.  You do not need to build anything above it; your miners will figure it out.  If you are building downward and want [[Trading|caravans]] to come down into your fortress, you will need to use [[ramp]]s, at least 3 right next to each other.  Keep this in mind when deciding where you want to dig down.&lt;br /&gt;
&lt;br /&gt;
When designing your main entrance, be mindful that as many as 200 dwarves could be coming and going eventually, and that [[goblin]]s are going to want in at some point or another.  A 3-wide entrance corridor is ideal.  It is wide enough to accept a good amount of traffic and caravans, but narrow enough to use diabolical traps and designs to kill lots of goblins.  Your main doors will have to be only 2-wide, though, as [[door]]s require a wall adjacent to them to build properly.&lt;br /&gt;
&lt;br /&gt;
Once you've decided where you want your main entrance, it's time to move your supplies over there.  We will have to set them outside for now, but we'll want to move them indoors as soon as we can.  Press stock{{k|p}}iles, and designate areas for {{k|f}}ood, {{k|w}}ood, and {{k|r}}efuse.  You can designate all sorts of stockpiles from this screen, so hit {{k|t}} and poke around in the custom stockpile settings for a little bit, figuring out what you can do.  Do '''NOT''' designate a stone stockpile for now.  It will eat up a lot of time unnecessarily.  While we're organizing our supplies, deconstruct your wagon by pressing {{k|q}}uery, putting the cursor over your wagon, and pressing deconstruct ({{k|x}}).  A dwarf with the [[carpenter]] labor enabled will come by and pull the wagon apart, turning it into 3 [[Wood|log]]s.  The wagon is useless to you, so there's no reason to not do this. Some people prefer to wait until the wagon has been emptied before deconstructing it. In order to see the contents of a building, use the {{k|t}} command and scroll over the wagon.&lt;br /&gt;
&lt;br /&gt;
Plan for your finished, 200-dwarf fortress right from the get-go.  It's very easy to dig out new area.  It's very HARD to go back and redo something the way it should have been from the start.  3-wide hallways is typically plenty for high-traffic areas.&lt;br /&gt;
&lt;br /&gt;
===Building workshops===&lt;br /&gt;
Time to get some work done!  Taking in raw materials and spitting out stuff that's useful: that's the name of the game for workshops.  You should start putting down workshops as soon as you have raw materials.  You'll need to get basic living provisions like [[bed]]s, [[table]]s, [[Throne|chair]]s, [[Container|chest]]s, and the like down for not only your first 7 dwarves, but the [[Immigration|immigrant]]s that could come at any time as soon as possible, so you can't waste any time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Stone]] will show up from your miners digging.  Once you have an area with a decent amount of stone, you should get a [[mason's workshop]] built in the area.  Check the [[workshop]] page for full details if you have problems building one. The keyboard command is:&lt;br /&gt;
* {{k|b}}uild order&lt;br /&gt;
* the {{k|w}}orkshops sub-menu&lt;br /&gt;
* {{k|m}}ason's workshop.  &lt;br /&gt;
&lt;br /&gt;
Once the workshop has been built by a dwarf with the [[Mason|masonry]] [[labor]], you can {{k|q}}uery the workshop to find out what it's current orders are, {{k|a}}dd or {{k|c}}ancel orders, set an existing order to {{k|r}}epeat,  order the workshop dismantled, and other tasks.&lt;br /&gt;
&lt;br /&gt;
Add orders for a {{k|d}}oor, a {{k|t}}able, and a {{k|c}}hair. Stone chairs will show up as ''thrones'' in the orders.  They are exactly the same.  Then set each order to repeat.  This workshop will now make [[door]]s, [[table]]s, and [[throne|chair]]s until you tell it to stop.  You'll need a lot of these, so that's OK.&lt;br /&gt;
&lt;br /&gt;
Also build a [[carpenter's workshop]] near the wood stockpile you designated earlier, and tell it to make {{k|b}}eds.  Put this on {{k|r}}epeat, also.  The wood you brought along, even after disassembling your wagon, won't last long. If you brought along a [[Wood cutter|woodcutter]], now would be a good time to get him to chop down some trees.  Hit {{k|d}}esignations, and then hit chop down {{k|t}}rees.  Chopping designations work exactly like mining designations, but it will only highlight trees in the rectangle you give it.  Don't worry about chopping a ton of wood right now; trees don't go anywhere fast, so you can always come back for more.&lt;br /&gt;
&lt;br /&gt;
While making workshops anywhere the material happens to be works fine right now, you will want a more organized way of doing it later.  Check out the [[Design_strategies#Workshop_Logistics|workshop logistics]] page for ideas on how to set it up.  After you do get things set up, be sure to move your stockpiles underground; above-ground stockpiles are vulnerable to thieves and are usually a long way away.  Don't be afraid to tear down workshops; they are built quickly and easily, and tearing them down does absolutely nothing harmful, even returning the materials used in their construction.  Be aware that workshops create [[noise]] when they are in use, which can disturb your dwarves' sleep, so don't build them close to any [[bed]]s.&lt;br /&gt;
&lt;br /&gt;
===Building lodging===&lt;br /&gt;
With commodities coming out, it's time to set up places where they can be used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tell your miners to dig out a large (5x5 minimum) room to become your [[barracks]].  The barracks is essentially a communal sleeping room where dwarves without their own apartment can come to crash.  It is also the place where your [[military]] will come to [[sparring|spar]] once you start recruiting soldiers.  Since your military hangs out in the barracks a lot, it's a good idea to put it near the main entrance of the fortress.  If [[Thief|thieves]] stumble in, they are likely to meet a very grisly end as they bump into a pair of dwarves in the middle of combat training, and later, in case of a more major attack, they are more likely to be closer to where you need them.  Note, however, that sparring dwarves can very seriously [[wound|hurt]] or kill each other if their sparring area is too crowded, so keep beds stacked along one wall and the rest of the room clear and uncluttered.  You do not need too many beds in the barracks right now.  Beds in the barracks are public, and dwarves have their own schedules, so the entire fortress will not sleep at once.&lt;br /&gt;
&lt;br /&gt;
After the barracks is dug, tell your dwarves to {{k|b}}uild a {{k|b}}ed.  Your cursor will come up, turning red on an unacceptable location and green on an acceptable location.  Unacceptable locations will give you a short reason as to why they're unacceptable.  Again, just stack beds against one wall of the barracks; 5 beds will be fine to start out with.  After indicating the placement of the beds, your dwarves will haul them over and install them.  Once they are installed, {{k|q}}uery a bed, then make a {{k|r}}oom.  Use the {{k|+}} and {{k|-}} keys to size the room that will be considered the barracks.  All beds within the flashing square will be considered public, so there's no need to do this more than once.  Fill up the whole 5x5 area ({{k|b}}uild {{k|d}}oors if you need to cordon off the area to make it a nice square) and hit {{k|ENTER}}.  You've created your first [[room]]!  A room status screen shows up.  Be sure to hit {{k|b}} to confirm that it is a barracks.  If you don't, the first dwarf that sleeps in this room will claim it as his or her apartment, which isn't what we want.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The barracks will keep your dwarves from sleeping on the floor, which would make them [[thought|unhappy]].  As the game goes on, though, it is a very good idea to move dwarves into their own apartments.  They get much [[thought|happier]] for it, it keeps traffic down, and provides you with some more diabolical options such as locking a troublemaker in his room by {{k|q}}uerying the door and {{k|l}}ocking (forbidding) it.  See the [[bedroom design]] page for ideas on how to set up your apartments.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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With bedding handled, we need to set up a [[dining room]], which will double as our [[Activity zone#Meeting_Area|meeting area]].  Dwarves will eat in their apartment sometimes if you install a table and chair in it, but mostly, dwarves prefer to eat in a public [[dining room|dining hall]] with a table all to themselves.  As the meeting area, dwarves will also show up there whenever they have nothing better to do (have 'No Job') to socialize and kill time.  It is a pretty high-traffic area, so be sure to use double-doors as the entrance and exit. It should again be fairly large (25 tiles minimum; this could be 5x5, 4x6, whatever suits your fancy).   Once it's dug out, {{k|b}}uild {{k|t}}ables along the walls, and then {{k|b}}uild {{k|c}}hairs next to the tables, one per table.  Once a table is laid out, {{k|q}}uery the table and make a {{k|r}}oom out of it.  Fill up the dining hall area, and hit {{k|ENTER}}.  Be sure to hit {{k|h}} to set it as a meeting area, and you're done here.&lt;br /&gt;
&lt;br /&gt;
As with most kinds of furniture, dwarves can walk through tiles containing tables, chairs and beds. The most notable exception to this are [[statue]]s.&lt;br /&gt;
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===Starting farms===&lt;br /&gt;
The basics of life are in place!  Now it's just a matter of getting the farms in place to make sure life goes on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Farming]] is the most reliable source of food in the game, and the only way to be sure you're going to feed a large population.  The catch is, we can only farm on [[mud]] or [[soil]].  Mud is only created through [[irrigation]], which is complicated and more trouble than it's worth if you have access to any serious quantity of soil.  Avoid using irrigation if you can.  The logistics of controlling enough water to make arable land on stone are extremely annoying.&lt;br /&gt;
&lt;br /&gt;
On [[soil]], however, farming couldn't be easier.  Simply mine out an area of soil (underground, since the seeds you can embark with will NOT grow aboveground), then {{k|b}}uild a farm {{k|p}}lot.  Use {{k|u}}, {{k|m}}, {{k|k}}, and {{k|j}} to resize your plot to the size you want; 3x3 should be plenty to start out, and you will max out at roughly 30 to 40 total squares being used for food and booze production to support a full fortress.  This changes some depending on the skill of your [[grower]]s, but it's a fair guideline.  After placing the farmland, a dwarf with the Farming (Fields) labor enabled will come by and prepare it for use.  After it's done, {{k|q}}uery the new field and decide on your crops for each season.  The crop display will show every crop that can possibly be planted there - it does not necessarily mean you have seeds to plant.  [[Plump helmet]]s are best for your first field, since they can be brewed to [[Alcohol|booze]], eaten raw, and cooked.  If you find some seasons have red letters, that is because the season has already passed and you cannot edit it again this year.  You will have to pick it up in the spring of the following year.  Be aware that Dwarf Fortress will '''NOT''' give you an error if you attempt to plant something you have no seeds of.  It will give you an error if you '''run out''' of seeds after starting planting, but not if you simply have none to begin with.  If you can't remember what kind of seeds you have, check around your wagon and your designated food stockpile using {{k|k}} for a seeds bag.  Hit {{k|Enter}} when you find it to inspect the bag and see what kind of seeds it carries.  Later on, you will be able to find it more easily using the {{k|z}} key and the &amp;quot;Stocks&amp;quot; menu, but right now your stocks will lack the precision to use the &amp;quot;zoom&amp;quot; key.  See the [[bookkeeper]] article for more information on stockpile precision.&lt;br /&gt;
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Eventually, you will want to be planting many, many different kinds of crops.  [[Dimple cup]]s are great later on, because they produce [[dye|dimple dye]], which can be used to increase the value of the clothing your fortress produces.  [[Cave wheat]] can be used to provide fodder for luxury prepared meals, and to make more brewing fodder.  As your fortress grows and you need more and more luxuries to keep everyone happy, diversifying can only help you.  &lt;br /&gt;
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On a note about [[irrigation]] before wrapping this section up, mud behaves almost identically to soil.  All below-ground crops can be grown equally well on either, and you build and place the plots exactly the same.  There are a few differences, though.  Mud can be [[Farming#Increasing_yield|fertilized]] with [[potash]], while dry soil cannot.  Some above-ground crops can only be grown in mud, while others can only be planted in dry soil.  Check the [[crop]]s page for more details.  Irrigation is a very advanced technique that provides only marginal benefits.  Some &amp;quot;unlivable&amp;quot; areas can be turned around with skillful irrigation and fertilizer, but by and large they're not necessary.  Just use soil whenever you can.&lt;br /&gt;
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=== Trading ===&lt;br /&gt;
Now that you've given your dwarves a place to sleep and avoided the possibility of starvation, you can start thinking about the finer things in life.  &lt;br /&gt;
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First, we'll take care of a few organizational considerations, to make trading easier.  Our carpenter will take care of this, since he's done making beds.  Order up 2 or 3 [[bucket]]s.  Buckets are used to carry water to injured, bedridden dwarves from water source [[Activity zone|zone]]s and are one of the requirements to building a [[well]].  Then, get to work stamping out some [[bin]]s.  Bins are used to store a lot of non-perishable items in the same square; they work much the same as [[barrel]]s, but barrels are used on perishables like food and booze.  You'll need a LOT of bins, but for the moment 5 or so will do.  You will also need to make a lot of barrels, but since you brought a number of them with you, you can hold off a bit. Both of these can be made from [[metal]] as well, but producing them from wood is far more economical.&lt;br /&gt;
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Since you have all this stone lying around, let's put it to use. Build a [[Craftsdwarf's workshop]], assign one of your dwarves to [[Stone crafter|stonecrafting]]. Order this [[workshop]] to build rock {{k|c}}rafts of all sorts {{k|r}}epeatedly. Stone mugs are a good trade good - you get three mugs from one stone, adding up to 30☼ at the start. Since your stonecrafter will level up relatively quickly (and if you have several dwarves working on stonecrafts) this can quickly add up to several thousand coins worth of goods.&lt;br /&gt;
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Now that you've got some goods to [[trade]], we'll need to {{k|b}}uild a trade {{k|D}}epot. Build this somewhere easily accessible from all edges of the map, but close to (or inside) your entrance. [[Trade depot]]s require [[Building designer|architecture]] and a [[mason]], assuming you make it out of your copious quantities of stone.  Many times you will not have an [[building designer]] on embark, so you will have to assign one to get the architecture phase of the depot done.&lt;br /&gt;
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In the long term, you'll want your trade depot to be in a defensible spot. As it is 5x5 squares, and requires a 3-square wide path for the caravans to get in and out of it, you'll eventually want to spend some time thinking about its [[Defense guide|defense]]. Once the depot has been completed, you can check for depot access using the {{k|shift}}-{{k|D}} key.&lt;br /&gt;
&lt;br /&gt;
The first caravan will come in your first autumn: the dwarven caravan from the mountainhomes.  When it comes, the game will pause, you'll be notified, and the screen will center on the [[trading|caravan]].  If you do not have a depot, or they can't get to it, they will wait on the edge of the map for you to build a depot they can get to, or to clear the obstructions.  The two most common obstructions are [[tree]]s and [[boulder]]s.  Trees can be chopped down, and boulders can be eliminated by {{k|d}}esignating them to be {{k|s}}moothed.  This uses the [[stone detailing]] labor, so turn it on if you need.&lt;br /&gt;
&lt;br /&gt;
After the caravan is on its way, you'll need to fill the depot with things to trade, and get a trader there to broker the negotiations.  Hit {{k|q}}uery over the depot and press {{k|g}} to start moving supplies.  Use the arrow keys to navigate the trade goods window.  If you've been making stone crafts, you'll want the ''crafts'' heading to make the game filter out the bins you've been filling.  Otherwise, you'll have to sift through every stone you've created while digging the fortress, which is a huge pain.  Press {{k|ENTER}} on the bins to mark them for trading, and some dwarves will come along to haul the bins to the depot.  Once that's taken care of, {{k|q}}uery the depot and {{k|r}}equest a trader there.  By default, only the broker will trade at the depot.  This is generally what you want, since brokers with better [[Appraiser|appraisal]] skills can see the worth of all the commodities and tend to get away with giving the caravan boss a lower profit margin on the trade.  Trading at the depot is a low-priority job, though, so you may have to turn off your broker's other labors temporarily to get him to respond to the request in a timely manner.  Once your broker is at the depot, {{k|q}}uery the depot and start {{k|t}}rading.&lt;br /&gt;
&lt;br /&gt;
On the screen that comes up, the left side shows the trader's goods, while the right side shows your own.  Use the arrow keys to navigate and {{k|ENTER}} to mark something for trading.  If your trader does not have at least Novice Appraiser in his skill set, you will not be able to see the values of everything, so you'll have to guess.  The caravan boss will refuse to sell at a loss, and if you're close to making a deal, he'll give you a counteroffer that he'd accept.  Being able to see the values of things is really helpful, but don't worry if you can't.  It usually only takes one or two successful trades before your broker will hit Novice Appraiser and all will become known to you.  One fun note is that raw materials cost the same from merchants as they do at the embark screen; so you already know that [[plump helmet]]s are 4☼, most meat is 2☼, wooden logs are 3☼, and so on.  It's difficult to know the value of your crafts, and some things must be bought as a package deal (you cannot buy seeds alone, you must also buy the bag they come in), though, so it can still be hard to trade without Appraiser.&lt;br /&gt;
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On your first year, you're probably pretty light on things to trade with, so start small.  [[Wood|Wood log]]s are very useful and cheap.  Extra food can be useful if your farms are lagging behind.  Maybe a barrel or two.  Sell what goods you have and don't fret about it any longer. &lt;br /&gt;
&lt;br /&gt;
Next year, after you get some immigrants you can think about exploring other kinds of industry as well, like the [[Furniture Industry|furniture industry]], [[meat industry]], or [[clothing industry]], but this is a great place to start.&lt;br /&gt;
&lt;br /&gt;
The last element to trading is the [[liaison]].  The dwarven liaison will want to meet with your [[expedition leader]] to work out your requests for next year, and let you know what their requests are.  By making a request of the caravan, you are essentially promising to pay more (up to double the normal price) for various things, which entices the traders to bring more of those things. Wood logs are always a great thing to request.  Even at double the normal price, they're still very cheap, and merchants bring a lot of them.  It's not unusual to get 50 logs from a single caravan.  It saves you a massive amount of time and effort.  [[Barrel]]s and [[Container|Container]]s are also good to request, as are [[dog]]s.  You can also request [[seed]]s to get your more diverse crops started.  Look around, explore, and experiment.  That's half the fun of the game.&lt;br /&gt;
&lt;br /&gt;
The liaison will also tell you what they want from you, with the same deal: they'll pay more for it if you provide it.  Unfortunately, they usually want stupid things that don't trade well (such as stone [[block]]s) or things you'd rather keep to yourself (such as [[Alcohol|booze]]).  Many players simply ignore their liaison's requests and build the same things they always build.  Diplomatic relations will not suffer at all.&lt;br /&gt;
&lt;br /&gt;
Your expedition leader must actually pick up the job ''conduct meeting'' to get this process done, and it ends up being a very low-priority job, so again, you may consider turning off your leader's other labors to make sure he gets to it.  If you really want to force the liaison to take the meeting, move him to the meeting spot by enlisting him in the [[Military]] and [[Military#Controlling your squads|stationing]] him at the meeting spot. Then [[Door#Door settings|forbid the door]] behind him and the liaison, locking them in until the meeting is completed (when the Liaison says &amp;quot;Goodbye&amp;quot; in a message).&lt;br /&gt;
&lt;br /&gt;
===Basic Defenses===&lt;br /&gt;
{{main|40d:Defense}}&lt;br /&gt;
While not a major concern at first, it is always a good idea to think about how you are going protect your dwarves. From picking your location to establishing your fortress, always think about how you will defend your new home. Failure to incorporate this into your fortress can cause serious issues down the road. The good news is that it is relatively easy to setup basic defenses with only a few dwarfs.&lt;br /&gt;
&lt;br /&gt;
When designing your defenses here are a few things to keep in mind.&lt;br /&gt;
* Limiting Access - The more ways there are into your fortress, the harder it is to defend. Most fortresses should have only one way to get in/out. This is usually a entrance hallway or some form of gate. The further your enemies have to travel to get to your dwarves, the more traps and military personnel you can put in their way to stop them from killing your dwarves. When designing an entrance system, make sure to keep in mind that your own dwarves will most likely pass by these defenses on their way to gather wood, plants and the spoils of the battlefield.&lt;br /&gt;
&lt;br /&gt;
* Controlled isolation - Sometimes, you will need to cut yourself off from the world. This normally happens when you suddenly find yourself under siege without an adequate military to defend yourself. Since all creatures move the same way, simply putting a bridge or a line of floodgates at your entrance is a good way to cut off a siege while you build up your military. The key here is that you can control when to isolate your fortress. Do keep in mind that you will not be able to get migrants or caravans while isolated.&lt;br /&gt;
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* Ranged Defense - While rare in the early part of the game, attacking parties will bring along a few archers. The thing to keep in mind that archers can shoot over moats and onto roofs. The easiest way to defend against archers is to use walls. Do your best to avoid long straight corridors since enemies can kill your dwarfs as they either run away or run towards the archer. Adding a few corners go a long way in making enemy archers less dangerous. Also note that archers can shoot up and down z-levels. So if you have a multilevel structure outside, make sure to put a wall around the perimeter to prevent archers from being able to shoot your dwarfs on the roof.&lt;br /&gt;
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* Stopping the invasion - You've planned your entrance, and setup a way to isolate your fortress, now it is time to stop the invading force. This is usually done with either traps or military. The easiest way to defend your fortress is with traps. Since they don't move, you need to build a bottleneck or choke point to herd invaders over the traps. If you followed the directions above, you should already have a bottleneck in place. Your fortress entrance is a place that everyone must cross. Put a bunch of stone fall or cage traps here and you are ready to go. As a rule of thumb, any space that is 2-5 squares wide should be considered as a place to setup a bottleneck.&lt;br /&gt;
&lt;br /&gt;
=== The future ===&lt;br /&gt;
&lt;br /&gt;
After this point, you'll be able to start exploring the other intricacies of the game. Here is a list of some other gameplay commands which have not been covered:&lt;br /&gt;
&lt;br /&gt;
* [[labor]]&lt;br /&gt;
* [[noble]]s&lt;br /&gt;
* [[military]]&lt;br /&gt;
&lt;br /&gt;
==Sample games==&lt;br /&gt;
These are sample games that others have played and recorded to provide good learning examples.  They are not routinely updated, so some information may be out of date, but they still provide good hands-on tutorials of how to prepare for your fortress and play the game.&lt;br /&gt;
&lt;br /&gt;
* [[Indecisive's illustrated fortress mode tutorial]]&lt;br /&gt;
* [[Main:Savok's first fortress playthrough|Savok's first fortress playthrough]]&lt;br /&gt;
* [http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/ The Complete and Utter Newbie Tutorial for Dwarf Fortress]&lt;br /&gt;
&lt;br /&gt;
You can also look at the [http://mkv25.net/dfma/index.php Dwarf Fortress Map Archive] to see multi-layered snapshots of fortresses that others have built.&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Help!_My_civilians_keep_running_into_combat!&amp;diff=176971</id>
		<title>40d:Help! My civilians keep running into combat!</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Help!_My_civilians_keep_running_into_combat!&amp;diff=176971"/>
		<updated>2012-08-18T01:19:08Z</updated>

		<summary type="html">&lt;p&gt;Timrem: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|01:19, 18 August 2012 (UTC)}}{{av}}&lt;br /&gt;
After the bodies start falling, and sometimes even before, citizens will run like madmen right into the middle of a [[combat]] situation.  We'd like to think of it as natural selection, but all dwarves are potentially that stupid.&lt;br /&gt;
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==Causes==&lt;br /&gt;
===Corpse looting===&lt;br /&gt;
The most common cause is the death of a friend or enemy.  A dying creature who carries objects drops those objects on death, and your dwarves just can't wait to start looting the corpses.  Even the presence of hostiles will only deter them if they get close enough to be spooked, and then there's often no telling which direction they'll run - it's usually the wrong one.  This behavior only occurs after someone dies.  To prevent this behavior, as soon as bodies are generated immediately forbid ({{K|d}} - {{K|b}} - {{K|f}}) all objects they were carrying and their corpse - including all parts thereof - possibly to be [[reclaim]]ed later.  Dwarves will the cancel jobs to retrieve the forbidden items.&lt;br /&gt;
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As of v0.28.181.40a, an option is available to automatically forbid objects and corpses killed on the map. You can access the options via the following key combo: {{K|o}} - {{K|F}}&lt;br /&gt;
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===Outside tasks===&lt;br /&gt;
The second behavior which leads to civilian dwarves in avoidable combat situations is dwarves who try to take jobs which take them outside. The very simple way to deal with this is the order {{K|o}} - {{K|i}} - dwarves stay indoors. This might give you a lot of cancel job messages and dwarves may also still crowd your fortress' entrance(s), which is often not desirable (see details below).&lt;br /&gt;
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The source of this behaviour can be really a more general version of the previous (as they may be trying to do a job 'take item to depot' for dropped items), but can be generated by any object or stockpile that's sitting outside. Dealing with this in detail can be much harder unless you've kept your stockpiles inside and kept track of every object outside, because finding them to forbid them can be difficult, especially on larger maps or maps with many outdoor z-levels. &lt;br /&gt;
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Of course not all outdoor jobs are going to be item collecting jobs.  Woodcutters will want to chop designated trees (deselect them to stop this or turn off the labor), planters will want to harvest or seed an outside plot, fisherdwarves are going to want to go fishing (turn off the fishing labor), trappers will want to trap and hunters will want to hunt (turn off these labors).  You'll want to turn off gathering refuse from outside as well using the [[standing orders]] menu: ({{K|o}} - {{K|r}} - {{K|o}}).&lt;br /&gt;
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===Rescue missions===&lt;br /&gt;
One last behavior which can (rarely) bring a civilian into combat is an attempt to rescue a wounded dwarf.  Unfortunately you can't 'forbid' a living dwarf, but you can disable the &amp;quot;Health Care&amp;quot; job for the dwarf attempting the rescue. You may need to draft then undraft him to reset his health care job.&lt;br /&gt;
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==Solutions==&lt;br /&gt;
===&amp;quot;All dwarves stay inside&amp;quot;===&lt;br /&gt;
You can order all your dwarves, or just non-soldier dwarves, to stay inside by using the standing orders menu: {{k|o}} - {{k|i}}. However this is often an ineffective solution because the prohibition only kicks in when a dwarf actually steps outside. Thus, if combat (or other enemy deterrence systems) are at or near your entrance, telling dwarves to stay inside will not help - they will still try to take these jobs, walk outside (right into a combat situation), and then realize they aren't supposed to be there, cancel the job, walk back inside, and try to take the same job again.&lt;br /&gt;
&lt;br /&gt;
Setting only soldiers to go outside is not a cure-all, since soldiers can still generate Pickup Equipment jobs and run one by one into a hail of goblin crossbow fire. Idle soldiers will still head for outside statue gardens or spar at outside barracks unless you un-designate those rooms.&lt;br /&gt;
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Also, dwarves will go outside even under this order if there is something inside they want that can only be reached by a path that takes them outside, for instance running across a wall providing a beautiful target to aforementioned goblin crossbows.&lt;br /&gt;
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Entrance design helps. If the only way to your entrance is through a protected &amp;quot;outside&amp;quot; area  (using open ceilings (skylights) and/or a brief walk across a patch of surface surrounded by aboveground walls) your dwarves will remember the &amp;quot;stay inside&amp;quot; order when they reach the outside area. Keep this protected area a bowshot or sharp bend away, behind the actual entrance (or trapped hallway), and you should be good throughout [[Goblin christmas]].&lt;br /&gt;
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===Remove distractions===&lt;br /&gt;
As described above, as soon as a siege or ambush occurs, turn off the labors of dwarves who have outdoor tasks (woodcutting, fishing, trapping and hunting), un-designate ({{k|d}} - {{k|x}}) trees or shrubs that were set to be cut or gathered, and forbid ({{k|d}}} - {{{k|f}}) anything outdoors that your dwarves might want to fetch (such as freshly-cut logs). Continue doing this as the combat progresses and bodies and items start dropping. Turning off refuse hauling, as described above ({{K|o}} - {{K|r}} - {{K|o}}), may help. So can telling dwarves not to collect bodies: {{k|o}} - {{k|g}} if you use stockpiles for dead dwarves (which [[coffin|you shouldn't]]). &lt;br /&gt;
&lt;br /&gt;
===Batten down the hatches===&lt;br /&gt;
An easier solution to manage is locking all your dwarves inside, for instance by raising drawbridges.  This tends to break invader AIs however, as they will just mill about outside (not walking forward into your traps) because they can't find a path to a dwarf.  It also makes it more difficult to get military out to the invaders because when you open the doors your dwarves will start taking outdoor jobs again.&lt;br /&gt;
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===Martial law===&lt;br /&gt;
One last solution is to draft all your civilian dwarves and station them somewhere deep within your fortress.  It will generate a lot of unhappy thoughts, and kill your productivity for the duration of the siege, but it will stop them from being stupid. Watch out for newly recruited dwarves who are set to equip armor or weapons, however: they may attempt to run out into the fray to equip themselves if 'Soldiers can go outside' is selected.&lt;br /&gt;
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===Forward barracks===&lt;br /&gt;
Create your barracks, a food stockpile, weapons and armor stockpiles, small meeting hall, etc. near the entrance of your fort for your military dwarves to use. Have the rest of your fort separated by lockable doors. When fighting occurs, lock all non-military dwarves in the back of the fort where they can continue working undisturbed. Forcing all incoming traffic to move through your barracks has the added benefit of making it likely that any sneaky [[thief]] will be discovered in the middle of your sparring ground -- with predictably gruesome results for the thief.&lt;br /&gt;
&lt;br /&gt;
The forward barracks concept can be extended by placing the barracks so far forward that they are on the surface, outside the fortress proper, forming a castle of sorts. This requires encircling walls or channels on the surface to force enemies into a designated approach path and block others, so there is more work required of the player. One benefit is that the &amp;quot;soldiers can go outside&amp;quot; order will keep civilians out of the castle, and thus hopefully out of harm's way; also this will consume large amounts of those stones that clutter up the fortress.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
The existence of this problem is a strong argument for doing as much as you can to give your dwarves little reason to go outside.  The fewer reasons your dwarves have for going outside, the fewer dwarves you will lose to crazy dwarves wandering into the line of fire.  It has the side benefit of greatly reducing your casualties from ambushes. Strategies like building a [[trade depot]] indoors, behind a retractable drawbridge, will help keep your dwarves out of danger.&lt;br /&gt;
&lt;br /&gt;
Providing indoor pastimes (like a [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area [[zone]]) will make dwarves spend their break time in the fortress rather than outside. This will prevent dwarves from hanging around outside, which will lessen the likelihood that they will get caught outside when siegers arrive. Creative use of water resources to create an [[Tower-cap|underground forest]] can limit danger to woodcutters. Hunters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Timrem</name></author>
	</entry>
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