14th of Obsidian, year 101The dining hall and my personal office are finally ready!
Seriously, it took far longer than I originally thought. One reason for this is the lack of workers, after all Worldspear was working alone quite long. Also there were lots of hauling tasks to be done, mostly getting everything inside to safety.
The work with forges continues. So far only small section of the area is cleared, still no sign of weapon metals. Additional vein of gold was discovered, however that doesn't help us much. It really seems that we must follow the backup plan of using cages and traps.
1st of Granite, year 102One year has passed since we arrived here. It's still hard to believe that it has been so long.
Our masons have been out of work lately so I ordered them to make lots of blocks from the rocks littering the hallways. When Worldspear asked what I wanted those for I just replied that we need to construct a shelter over the entrance to protect all the animals, garbage dumb and trading depot we have up there and as we are dwarves we must make that shelter as good as possible. And that means using only blocks for the construction. And besides I just can't allow to have people idling here right now, that would be a bad thing for general morale.
After accepting my orders she went and took her apprentice Pillarlens with her. As I'm writing this they are already producing the blocks and it shouldn't take too long before we have enough to start the actual construction.
20th of Granite, year 102Another group of migrants arrived today. And this there were more than just few migrants arriving; eighteen able workers and two children. And from the tales they told me it was clear that this time the whole group actually completed the journey and nobody turned back.
Now, twenty new citizens bring a lot of new problems with them. First of all we need to be sure we are producing enough food and alcohol to actually support the population. Luckily there were few dwarves with knowledge of food production. Secondly we need to try to figure out jobs for each and every one of them. Again we were lucky as most of them had a profession which would support our current situation; few smiths, two doctors and few other miscellaneous professions.
So, after interviewing the new dwarves I decided the following reassignments; Goldenmetals, the engineer, joined the group of masons. Orbdagger the spinner became butcher of Justicegorge as we are lacking one and she is the only one with the skills. The wax worker Bronzesunk became weaponsmith and, finally, Workdye was also assigned to be a farmer along his profession of brewer.
Besides all the above I decided to remove certain professions, like fishing, animal handling and so on. We have to figure out proper job for these dwarves as well as the ones with professions which aren't immediately useful for us. Oh, and finally, all the smiths are now furnace operators as well.
2nd of Slate, year 102Our miners discovered a vein of hematite!
Unfortunately the vein is inside the magma channel so we need to clear it up before connecting the channel to volcano. Not a big deal though, it just postpones things a bit.
Now that we have butcher we can start culling the spare animals we have. And we have lots of those, which means a lot of meat for our diet. I find this a positive change, though few of our dwarves would prefer to keep the animals alive. Meh, I take meat over living animal.
27th of Slate, year 102On of our workers, Letterdyes, claimed a crafter workshop today. And she is demanding shells for a project of hers. The thing is, we don't have shells and no way of producing those. Yes, we have fisher and fish cleaner among our ranks but no source of water since all the pools have dried up.
I know this won't end well...
14th of Felsite, year 102Elven caravan arrived today. We have one rule: no trading with elves! Of course we can always just seize the stuff we want, nothing forbids that.
So, I went to see the merchants, ordered all the wood, cages and alcohol to be hauled to our storage and then ordered the buggers to leave. As you can say, they weren't happy about it. Too bad, I'm not going to break that one rule we have!
12th of Hematite, year 102Oh crap!
Remember that dwarf who claimed the crafter workshop? She went insane today. And to make things worse, she went berzerk!
I quickly assembled a small mob to deal with this problem, hopefully they can take her down before anyone gets hurt.
13th of Hematite, year 102Okay, the berzerk dwarf has been dealt with. The leader of the mob, our suturer Gloveclimates, was the one who dealt the killing blow
Nobody was hurt in the process, except the insane dwarf. All this brought an idea to my mind; perhaps I should make the suturer to our own guard? After all she knows a bit about fighting and she has already tasted the thrill of combat so why not? We already have a doctor, Homagemanors, who I have made our chief doctor. So I think we should give the lass a title of militia commander.
Now that we have our first dead we are facing another problem; we need a place to bury our dead. That means a room and coffins. More work to our miners and masons.