While also doing decent general damage, a bolt does a fine job at piercing the internal organs of a creature, which can possibly cause organ failure and instant death, unconsciousness or crippling of any size target. A Dwarf Crossbowman, or marksdwarf, will usually open fire at a distance of 20 tiles or so from their target, but a bolt may carry 30 or more*. The fortress had a population cap of 150, with 21 extra citizens either being born in the fortress or being visitors that were granted citizenship (the child cap was much higher).Dwarfs or other creatures armed with crossbows deal " pierce" damage from a long distance. The city has 15 human citizens, for it was founded near hamlets of the Bold Union and Unions of Stabilizing, both human civilizations. (there's elves nearby too but who cares about them) In fact, the fortress is a melting pot of the aforementioned human cultures as well as the Mortified Coal, my dwarven civilization. (as a side note, most of those "nobles/admin" are just off-duty soldiers who have legendary organizers. It's not the most wealthy fortress out there, but that's what happens when you can't mine near-infinite veins of gold and adamantine. My embark only had tetrahedrite and a little cassiterite, so I was limited to copper, bronze, small amounts of silver and goblinite. Main imports are leather, gold, instruments and books. The first floor of the mead hall contains the main gathering place of the city and its metaphorical heart: the vomit-coated Hall of Feasts. ![]() Statues, instruments, an artifact, lots of wooden pots filled with alcohol and chests filled with cups. The first floor of the barracks contains the training hall. It is crammed during winter when all soldiers are training, but the other seasons are devoted to civilian labour. Some dwarves train here nonetheless during that time. You might be wondering about that door on the northern wall. Well, remember those drowning accidents I mentioned? Yeah, this was how I discovered the "dodging through walls" bug. (yes i could've build a floor all along the northern wall but then goblins could jump over the moat and climb over the walls of my fort) Once I had lost two legendary dwarves (the only survivors of a bloody goblin siege), I was pretty pissed, but there was little I could do except add this door and hope that dwarves will use it when they need it. West of the barracks is the archery training range, where the Starguard train. The first tomb layer is not that extensive, as various basements and tunnels are in the way. Here lie the first citizens to die here, in this forest far from home. Here is also the stone tomb of mayor Vutok the Old, ready to receive her body once she finally dies of old age. ![]() And yes, every single dwarf that dies gets a coffin and a memorial. It's nice to go through them sometimes and reminisce about the dwarves, their deeds and their tragic deaths. West of the tombs are some poor dwarves' quarters. ![]() Those weird tunnels? Well, it's a long story. One of the worst threats faced by Understars was Ngethac Divemucus the Feral Leopard, a web-spewing monstrosity that killed 5 dwarves. It may not seem like much, but all 5 came AFTER it was successfully and "safely" contained in the tombs, where it was happily destroying every memorial and coffin. But unlike with Mörul, I couldn't just leave it here, in the sanctum of Iklist, where all the heroes of the city lay and whose peace had been disturbed. I ordered my crossbow-armed guardsdwarves to shoot hundreds of bolts at it.
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