Ch 2: The Points of Interests1 Felsite, 254It’s late spring already when Kumil finally stopped babbling about and began a mysterious construction in the Leatherworks. I am curious, yet I am not interested at something that isn’t made of metal. We have iron bars available!
Oh well, it is a truly a pathetic piece of uselessness. A single dog leather shoe. What fool will wear just one shoe? I suppose it is an artwork.
Hey Kumil, you are now “Miner Kumil” so go dig out my magma filling and draining facility.
Moving on. I am still not familiar with the layout of Sneaktunnels, so I am going to start on the surface and follow my path inside.
I look outside in these sun baked dunes, and
vomited. This must be a bad case of cave adaptation, or crap, I think I’m pregnant again.
It’s time to head inside and make sense of this maze of a fortress for the rest of this season.
There are double granite bridges designed by the great architect Salmeuk. The bridges lay open over the stream which lead into a three-wide dirt hall filled with stone-fall and weapon traps.
Let me find a landmark of sorts to help me orient myself within Sneaktunnels. The granite block trade depot is here placed on dirt in the middle of a u-turn of the dirt ramp from the surface and down to Sneaktunnels.
Perhaps the barracks is a point of interest. Well, this is a sorry sight. Beyond a cryolite door of the trade depot is a moss floored training yard with an adjacent archery range.
This training yard is a barracks built on the dirt around a rock coffer, and just 1 level below the sunbaked desert floor. At least here is an interesting artifact bone weapon rack displayed here.
The archery range adjacent to the south does not look like it is regularly used.
I continue my descent into Sneaktunnels, happy to be away from the sun and into the dark cool shelter of stone. The three-wide path continues around the trade depot then down deeper with some cage traps and onto a proper smoothed granite hallway that I dub as First Crossroad.
A foul whiff of miasma greets my unsuspecting nostrils.
First CrossroadThe First Crossroad has been engineered to have raising granite bridges that can become walls turning this area into a path of east to west from the surface.
The north path of the First Crossroad leads into the
The Forge.
To the south, leads into a smoke filled hall leading down onto a miasma and filled cavern floor. This is an unsecured path into the caverns that I will wall off for now.
To the west continues the smoothed granite floor and it is now choked with miasma.
A room is half-filled with coffins serves as a resting place for the fallen of Sneaktunnels.
Further to the west, the hall narrows down to two-wide with ramps leading down to the first cavern, and also to
The Main Stairs that eventually lead down to the magma sea.
The ForgeThe Forge currently has 1 magma smelter, 2 magma forges, and has a capacity for up to 3 magma forges and up to 9 magma smelters.
So I will have 2 batches of 16 magma-filled iron minecarts to make The Forge fully operational. I ordered 3 iron wheelbarrows, 1 iron pipe section, 1 enormous iron corkscrew, and 16 iron minecarts.
There is a path leading out onto the first cavern that I ordered to be walled shut for now. I want
minimal and secured access to all exits and entrances into Sneaktunnels.
There is also a mason’s and mechanic’s shop erected to make use of the stone clutters in the area.
A granite “Defence Lever” that raises the First Crossroad bridges is here.
There is a a single up stairs across the lever, and it leads into a farm plot and up to to the Fisher Wharf. The Fisher Wharf is unsecured, so I plan to put grates and walls.
I will also plan put a garbage chute from the Fisher Wharf down to behind the Defence Lever’s wall.
18 Felsite, 254My tour of the place is interrupted by a gremlin emptying a cage. Whichever squad is on hand went to investigate. Catten, The BONE CRAFTER-MITE UNCRAFTER jammed a silver warhammer through the gremlin’s skull.
Well, that looks like cavern #3 and it is wide open as per Sneaktunnels policy. But this does not mean, The Main stairs has to be exposed this easily. Maybe I will have time to address this discrepancy.
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The CraftsThere is a pair of down stairs from the Defense Lever leading to The Crafts. This is a modest size area carved within the available pillars of the first cavern.
There is a natural bridge to a room big enough for a Craftshop. The natural bridge has a view overlooking the caverns and it is just a big invitation to unwanted visitors. I must secure this flaw.
There are also windows looking out holes to the cavern that just invite destroyers, “break in here” with dazzling gems.
I draft a plan for constructions for The Crafts.
One level below The Crafts are modest quarters. One level of The Armored House library is also here.
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Old TownOld Town is situated 2 levels below The Crafts.
Here I can find the meeting hall, the kitchen, the food stores, the first floor of The Armored House library, the hospital, the nest boxes, the cages with captives, and a general storage pile.
There are many passages leading out to the first cavern from Old Town. I will create a gatehouse that immediately exits to the north, and keep it shut temporarily during constructions. This gatehouse will be used for strategic purposes as the “always open passage” will be situated further west.
I found the decent office of Mayor Northwind, and will dig to expand to house a few more furnitures he requires.