Spring-
~Granite~
Optimized the dwarves' jobs to minimize idlers. Most became masons or engravers to speed up the production of slabs and the
construction of the bridge.
Deleted the huge stockpile. There is no point in having dwarves move shit into a room.
People keep sleeping in the mayor's bed and getting their blood drained
~Slate~
Lots of babies being born
47 Migrants. I make half of them masons and half of them haulers for now. At least now the majority of the dwarves are
content.
All of the migrants flock around the small memorial in the quarry room, crawling under each other to do so. What the fuck.
One of the original memorial slabs is deconstructed by an angry dwarf
~Felsite~
The elves come
The secondary bridge is complete. /now/ the actual fortress can begin construction
Mason has a fell mood
He grabs and kills a novice mason, then gets to work. Unfortunately he chose the butcher shop outdoors to build his
construction, and a cloud of profane dust approaches. Hopefully he'll survive. Everyone else is burrowed indoors.
Dust cloud passes over the bridge, but fortunately doesn't go any further south. The murderous artisan is safe.
"Labormenace," a dwarf bone weaponrack. Not as cool as it could have been, but any artifact that results from a fell mood
is fucking metal. I put it in the mayor's bed room for now.
I accidentally offend the elvish traders by offering them one of their own kind's wooden objects. They leave before I can
get any of their booze. Everyone's thirsty.
-Summer-
~Hematite~
I just realized that we have a tame tiger that can be trained for war. Holy shit that's awesome. Thank you, elves.
Profane dust reaches the secondary bridge! I didn't expect that, and it costs many dwarves their lives.
Ten more migrants. I make them all miners, although I don't know if we have that many picks.
~Malachite~
Everybody's thirsty, having to walk up and down mountains in order to reach their only water source: a blood-contanimated
pool of mud.
As quickly as the fortress is dug out, it is full of rotting corpses and miasma. These dwarves will never have a clean
living space.
A pack of rabid berserk children is preying on the poor sane dwarves
I noticed a dwarf climbing all the way out of the fortress up to the old bookkeeper's office in the quarry room just to eat
dinner. I don't blame him; that's the cleanest and safest place in the whole fort.
A downward shaft is being dug to try and locate soil and water in the caverns
~Galena~
The caverns have been breached! I think we dug straight past the first cavern layer without noticing, as these caverns are
quite deep. Anyway, I will begin constructing farms and a reservoir of drinking water now.
It turns out there is a magma pipe that expends up to this cavern layer form the magma sea. We pretty much have two
volcanoes. That in addition to the demonic fortress and the profane dust make this site one of the most awesome I've ever
seen.
I designate a new drinking water zone in the caverns and delete the one around the stagnant pool. I also order the plump
helmet farm to be deconstructed.
The dwarves predictably swarm the cavern lake, crawling over and under each other to drink the fresh water
-Autumn-
~Limestone~
A miner goes crazy in the caverns and kills a bunch of people
A mason is possessed
Berserk miners are a major problem
A mechanic survives a vampire attack (I think; she sustained major injuries lately and is pale, but there are no other
wounds on her body
The farm is almost dug out, and the flooding mechanisms are being constructed. Bedrooms and a dining hall have been designated
to be dug out near the farms
Adil Blazewheels the Priest of Rythms is a berserk miner who earned her title by killing ten dwarves (at least ten, there are
ten dwarf kills attributed to her pickaxe, but she could have gotten others via biting, punching, and kicking). She is
currently roaming the surface, occasionally visiting the first bridge and scaring everyone inside.
Adil just murdered the possessed mason before he could finish his artifact.
Adil found all of the bedridden dwarves in the common room. Too injured to run, they were all murdered. This brings Adil to
seventeen dwarf kills.
Adil, having killed everything in the old common room, goes back out on to the bridge where she runs into a peasant walking in
the opposite direction. Hoping to knock Adil off of the bridge into the magma, I draft the peasant as a recruit and sic him on
the miner. Adil charged the hauler, but he jumped out of the way... off of the bridge. He fell right past the secondary bridge
and plunged into the molten stone.
The mayor and three or four other dwarves cross the bridge towards the fortress and are confronted by Adil, who kills all but
the mayor and a child. As Adil chases them, migrants arrive. I figure that the mayor might be able to knock Adil off of the
bridge or into a trap with his superior vampiric attributes, so I draft him and charge the berserk miner.
The mayor is victorious! He crushes her skull with a haymaker to the face without taking a scratch, then wanders off to do some
recordkeeping. Before her demise, Adil Blazewheels achieved twenty-one dwarf kills with her copper pickaxe. If we ever form a
battle miner squad, the captain must use this pick as his weapon.
~Sandstone~
There has been a mechanic with a broken back sleeping in the mayor's bed for (I think) over a year now. The other dwarves haul
cavern water all the way up to him, and bring him food. Isn't that heartwarming? Also, due to your design of the mayors' quarters,
none of the many serial killers have tried to kill him, and the bedrooms is relatively free of miasma or trash, not to mention the
bitchin' weapon rack I installed next to him. Checking Dwarf Therapist, he's the happiest dwarf in the fortress by far.
Also, the mayor hasn't fed from him and doesn't seem to mind lending his bed. I like to think that the mayor brought the mechanic
to his room so that he could feed on the poor dwarf, but then got attached to him and just let him stay in his room.
Further investigation tells me that the mechanic, Imush Breachedcudgels, is only fifteen years old. Both of her parents are dead,
but their bodies are at the fortress. His father was actually one of the few to be given a grave in the catacombs before it was
flooded. As such, I have deduced that Imush came to Whippedeagle as a child with his parents, then grew into a peasant after a few
years, when I made him into a peasant. I still can't find how he broke his back and liver though.
I found "Bonerack" (the dwarf who had the fell mood, and who was both a legendary bone crafter and a nearly-legendary mason) dead
on the secondary bridge. I think this was due to a low-hanging cloud of profane dust, but I'm not sure. In any case it is a major
loss for the fortress, which has few dwarves (16), and even fewer notable or useful ones.
~Timber~
the dining hall and many of the bedrooms above the caverns have been dug out, though the miners have barely started on the farm.
The flooding mechanism is in place, and is ready to flood the room as soon as the miners are done and a lever is pulled.
Beds have begun being installed in the completed bedrooms
It has just occurred to me that the fortress is extremely vulnerable to an attack from a giant cave spider, forgotten beast, cave
crocodile, etc. I should probably do something about this, but I've put so much stuff on my very small workforce's plate
already that I think I'll wait.
The dwarven caravan has arrived
A cloud of profane dust appears right on top of the depot and kills everything. The only fortress resident killed is a child who
refused to abide by the burrow restrictions and a bunch of dwarves on the secondary bridge, despite me modifying the burrow to not
include that area.
The fortress has suffered a terrible loss: Kogan the vampire mayor has died to profane dust. An engraver named Adil immediately
takes his place, but I don't give him Kogan's quarters. To be honest, I'm very surprised that he survived this long, but it
still sucks that we lost our only vampire.
The fortress is down to ten dwarves, three of which are children and one of which is bedridden
-Winter-
~Moonstone~
The bedridden mechanic is now starving in Kogan's old bedroom. The dwarves are too few and too busy to feed him. I fear he will
die before Winter ends
~Opal~
A snake wanders onto the trapped bridge and gets corkscrewed
One of the kids grew into a peasant. I made him into a miner to help digging out the farm (which still isn't finished)
All beds in the old common room slated for removal to incentivize people to stay down at the cavern fortress. I left Brokeback's
bed in Kogan's old bedroom for now, although he'll probably be dead soon as he's starving and dehydrated
~Obsidian~
Brokeback finally died of dehydration
A child died somehow. I wasn't paying attention
goblin ambush
One goblin pikeman makes it past the traps, while others fall off the bridge into the magma or just die. The leader of the ambush,
a goblin corssbowman, is hit by a trap, then knocked off the bridge. Rather than landing in the magma, he lands on the secondary
bridge with many broken bones, including his spine and both legs. Everyone joins the squad The Special Rags and is told to grab
a weapon of their choosing, then to station themselves on the secondary bridge. The one goblin pikeman who didn't die or make it
past the traps runs off the edge of the map, leaving only the crossbowman and the pikeman. The crossbowman is still conscious, and
is crawling towards the upwards ramp to aid the pikeman, who is stabbing a helpless miner. The crossbowman dies of blood loss
before he makes it off of the secondary bridge. The newly-appointed militia commander grabs a steel battleaxe and engages the
pikeman, but has his spine, skull, and other bones broken before he can deal any damage himself. The pikeman finally dies when the
mechanci stabs him several times with a steel spear. Although there were no casualties, many dwarves are severely wounded, with
at least two having broken spines.
-Spring-