Dwarf Fortress Embark Guide and Fortress Layout Planner

Ready-to-use profiles, blueprints, and layouts for efficient fortress design

Table of Contents

Embark Profiles

Safe Start

Equipment

  • 2 copper picks
  • 1 steel battle axe
  • Extra food (50+ units)
  • Extra drinks (30+ units)
  • Plump helmet spawn (15+)
  • Extra wood and stone

Skills

  • Proficient Miner (x2)
  • Novice Carpenter
  • Novice Cook
  • Novice Brewer
  • Novice Mason
  • Novice Grower

Why it works: Maximum forgiveness for mistakes, extra supplies for learning

Risks: Slower skill development, may create dependency on surplus

Balanced Start

Equipment

  • 2 copper picks
  • 1 copper battle axe
  • Standard food and drinks
  • Plump helmet spawn (10)
  • Basic medical supplies
  • Some extra barrels

Skills

  • Skilled Miner (x2)
  • Competent Carpenter
  • Competent Cook/Brewer
  • Novice Mason
  • Novice Grower
  • Rest basic laborers

Why it works: Good efficiency without too much risk, faster skill progression

Risks: Requires more careful resource management early on

Aggressive Miner

Equipment

  • 3 steel picks
  • Minimal food/drinks
  • Extra barrels
  • Wheelbarrows (3)
  • Mechanisms (5)
  • Rope/chains

Skills

  • Expert Miner (x3)
  • Skilled Mason
  • Proficient Mechanic
  • Basic other skills
  • Focus on infrastructure

Why it works: Rapid expansion and resource access, efficient digging

Risks: ⚠️ Low food security, requires immediate farming setup

Three-Layer Fortress Design

Entrance Layer (Ground Level)

First line of defense and surface operations

Key Features

  • Trade depot near surface
  • Narrow entrance corridor
  • Weapon traps in hallway
  • Drawbridge or door locks
  • Guard posts on sides
  • Refuse stockpile outside
# # # # # # # # # # # # # # # . . . . T . . . . . . # # . G . . T . . . G . . # # . . . . D . . . . . . # # # # # # + # # # # # # # | | | Trade Depot | Down to Living Layer Legend: # = Wall, . = Floor, T = Trap, G = Guard Post, D = Drawbridge, + = Door

Living Layer (Level -1)

Residential areas and social spaces

Layout Features

  • Individual bedrooms (3x3)
  • Central dining hall
  • Temple/meeting area
  • Hospital with beds
  • Statue garden for nobles
  • Well for clean water
B B B D D D D D B B B B . B D . . . D B . B B . B D . T . D B . B D . . . D B B B D D + D D B B B B . B H H H H H B . B B . B H . . . H B . B H . W . H B B B H H H H H B B B Legend: B = Bedroom, D = Dining Hall, T = Temple, H = Hospital, W = Well, + = Door

Production Layer (Level -2)

Workshops and stockpiles for maximum efficiency

Workshop Groups

  • Wood cluster: Carpenter + Stockpile
  • Stone cluster: Mason + Stockpile
  • Food cluster: Kitchen + Still + Food storage
  • Metal cluster: Forge + Smelter + Coal
  • Central stockpile hub
  • Hauling corridors 3+ wide
W W W S S S M M M W C W S M S M F M W W W S S S M M M F F F . . . K K K F K F . . . K S K F F F . . . K K K Legend: C = Carpenter, M = Mason, F = Forge, K = Kitchen, S = Still, W/S/M/F/K = Related Stockpiles

Stockpiles and Flow

Efficiency Principles

Efficient stockpile placement reduces hauling time and increases productivity by minimizing dwarf movement.

Input/Output Rules

  • Put stone stockpile next to mason workshop
  • Place wood stockpile adjacent to carpenter
  • Food stockpile should touch kitchen entrance
  • Finished goods stockpile near trade depot
  • Raw materials closer than finished products

Flow Optimization

  • Keep processing chains on same level
  • Use 3-tile wide corridors for hauling
  • Separate refuse from dining areas
  • Place barrels/bins near high-volume items
  • Link related workshops with stockpiles

Pro Tip: Quantum Stockpiles

Use a 1x1 stockpile linked to a larger feeder stockpile. Dwarfs will dump everything in one tile, saving space. Great for stone and wood storage.

Upgrades Roadmap

Year 1: Foundation

  • Basic workshops and stockpiles
  • Dormitory → individual bedrooms
  • Food and drink security
  • Simple entrance defense

Year 2: Military & Metal

  • Establish 10-dwarf military squad
  • Metal industry: smelter, forge, coal production
  • Advanced defenses: traps, drawbridge controls
  • Hospital with proper medical setup

Year 3: Quality & Luxury

  • Noble quarters with high-quality furniture
  • Textile industry: cloth, leather, dyes
  • Jewelry and crafts for trade wealth
  • Temple complex with multiple shrines

Year 4+: Advanced Systems

  • Automated water/magma systems
  • Deep mining for rare metals
  • Elaborate trap networks
  • Consider DFHack for quality-of-life improvements

Copyable Blueprints

Basic 3x3 Bedroom

# # # # . # # + # Legend: # = Wall . = Floor (place bed here) + = Door

Workshop + Stockpile Cluster

S S S S W S S S S Legend: W = Workshop (3x3) S = Stockpile for workshop materials Place input stockpiles on 2-3 sides Leave 1 side open for output

Defensive Entrance

# # # # # # # # . . T . . # # . T . T . # # . . T . . # # # # + # # # | Bridge/Door Legend: # = Wall/Natural Stone . = Corridor Floor T = Weapon Trap + = Door or Drawbridge Build bridge over channel for security

Dining Hall with Kitchen

F F F # K K K F . F # K . K F . F + K . K # # # # K K K D D D D D D D D . . . . . D D . T T T . D D . . . . . D D D D D D D D Legend: D = Dining Hall K = Kitchen F = Food Stockpile T = Table & Chair + = Door # = Wall

Deeper Guides

Military & Defense

Squad training, equipment management, and advanced fortress defense strategies.

Learn Military Basics →

Industry & Economy

Advanced production chains, trade optimization, and wealth management for growing fortresses.

Explore Industry Guide →

DFHack Automation

Quality-of-life scripts and automation tools to enhance fortress management.

See DFHack Tools →

Complete Beginner's Path

Start from zero with embark settings, survival basics, and first-month goals.

Start Beginner's Guide →