DAWN OF
THE THIRD DAY
DAY 3 | JOHANN SCHMIDT | AHERRAD PLAINS
THE THIRD DAY
DAY 3 | JOHANN SCHMIDT | AHERRAD PLAINS
Finally. - exhaled an exhausted Johann as he set foot on the Aherrad Plains after the final 4-hour leg of the 36-hour trek. The trek took them across the Three Rivers, with river crossings across the White, Grey, and Blue Rivers as they traced the northern shores of Lake Nemis.
The Aherrad Plains greeted him, Nakhu, and Kaye with a verdant welcome of rolling hills, expansive fields, spacious woodland, and promises of riches and fame from iron and steel. The leaves of the grass, shrubs, and trees danced gracefully to the rhythm of the cool sea breeze, the sea breeze also gracefully weaving around the trio, soothing them with its cool caress.
The young Johann thought soon enough that any long-term mining operation in the area had to have a means of equally long-term sustenance; thus, a habitation, no matter how permanent, was in order. One would most definitely need to create a plot on which to farm food, and four walls around and a roof above. As they were here to mine iron and turn it into feasible tools, he would also need to create an earthen bloomery; he had seen earthen bloomeries in the more primitive parts he had been to alongside his father, the young Johann travelling with his father as the late Klaus Schmidt sold his metalworks across the Empire.
To that end - creating a long-term settlement for long-term mining - he thought a bit of what to do first. He would need a basic set of tools that didn't need metalworking, and he also needed a robust, low-maintenance crop to grow in order to feed their stomachs. Tubers, from what he knew and read of The Wild Lands, were nutritious and low-maintenance crops that didn't need as much water, nutrients, or weeding as the grain crops of the Empire did. It was also easy to make simple flint tools; all one would need was a reasonably-sized stone with which to work the flint with, enough flint nodules and branches for the amount of tools one would create, and some cordage to tie the flint working parts to their handles. For shelter, lean-tos were a good start - and such shelters would be created with enough bundles of fiber and fallen leaves to serve as cover and insulation from the elements. Mud-brick houses and eventually houses of stone blocks would come later down the line.
The first thing Johann did in their first day at the Plains was to look for tubers that they could consume and, once they finished a small plot, cultivate. This was a task that would take him twelve hours across the vast expanse of the Aherrad Plains and yield him only a bushel of tubers. He could then think of gathering branches and flint for the flint tools their party would definitely need for some basic purposes, a task he would reserve for the next day. Once done he would retire into the night after eating his third serving of fruits.
Day 3 (Aherrad Plains)
CRAFTING REQUIREMENTS:
The Aherrad Plains greeted him, Nakhu, and Kaye with a verdant welcome of rolling hills, expansive fields, spacious woodland, and promises of riches and fame from iron and steel. The leaves of the grass, shrubs, and trees danced gracefully to the rhythm of the cool sea breeze, the sea breeze also gracefully weaving around the trio, soothing them with its cool caress.
The young Johann thought soon enough that any long-term mining operation in the area had to have a means of equally long-term sustenance; thus, a habitation, no matter how permanent, was in order. One would most definitely need to create a plot on which to farm food, and four walls around and a roof above. As they were here to mine iron and turn it into feasible tools, he would also need to create an earthen bloomery; he had seen earthen bloomeries in the more primitive parts he had been to alongside his father, the young Johann travelling with his father as the late Klaus Schmidt sold his metalworks across the Empire.
To that end - creating a long-term settlement for long-term mining - he thought a bit of what to do first. He would need a basic set of tools that didn't need metalworking, and he also needed a robust, low-maintenance crop to grow in order to feed their stomachs. Tubers, from what he knew and read of The Wild Lands, were nutritious and low-maintenance crops that didn't need as much water, nutrients, or weeding as the grain crops of the Empire did. It was also easy to make simple flint tools; all one would need was a reasonably-sized stone with which to work the flint with, enough flint nodules and branches for the amount of tools one would create, and some cordage to tie the flint working parts to their handles. For shelter, lean-tos were a good start - and such shelters would be created with enough bundles of fiber and fallen leaves to serve as cover and insulation from the elements. Mud-brick houses and eventually houses of stone blocks would come later down the line.
The first thing Johann did in their first day at the Plains was to look for tubers that they could consume and, once they finished a small plot, cultivate. This was a task that would take him twelve hours across the vast expanse of the Aherrad Plains and yield him only a bushel of tubers. He could then think of gathering branches and flint for the flint tools their party would definitely need for some basic purposes, a task he would reserve for the next day. Once done he would retire into the night after eating his third serving of fruits.
Day 3 (Aherrad Plains)
- 0000-0400H: Traveling to Aherrad Plains (36/36)
- 0400-1600H: Gathering tubers by hand (1 bushel in 12 hours)
- 1600H-Next Dawn: Sleep (8 hours)
CRAFTING REQUIREMENTS:
- Flint axe: 1 flint nodule, 1 branch, 1 length of fiber
- Flint hoe: 1 flint nodule, 1 branch, 1 length of fiber
- Flint spade: 1 flint nodule, 1 branch, 1 length of fiber
- Flint chisel: 1 flint nodule
- 3 x Primitive Spear: 3 x flint nodules, 3 x branch, 3 x length of fiber