Winter, 106We were digging down to find coal, and we accidentaly hit a cavern, only 22 urists deep. Oh well, there's nothing really dangerous there at least. Sure, there's a gremlin spearman, but I doubt it would attack us on its own. It's a good thing I separated the mining shaft from the main staircase, we can build any sort of clever defense we want there: bridges, traps, etc. I won't bother with it, as my term is nearing its end, but the possibility is there for the next overseer.
There are underwater caves, and small deposits of metal (even mithril) down there, so it's really worth exploring in the future - not yet of course, since the military is still in its infancy.
The weaponsmith somehow managed to finished one of the greataxes right before the caravan left, so I traded it for some seeds, leather and a few iron bars. I tried to bargain for a bin of cloth as well, but they didn't want to part with that, and I didn't press the issue - we need these traders next year, after all.
We hit a nice gold vein during exploratory mining. That's cool, we'll be rich and all, but I'd rather have some coal, really. As much fun as it is to burn down hundreds of trees, it IS tiresome, and not even all that effective.
The first three squads are assembled: I lead the first melee squad with Panopticon and the other capable souls, Meph has the assignment of training the greener ones - I'd prefer to keep those out of any serious action, at least until armor is available for them. There's a ranger 'squad' of two, led by a guy by the name Nyalathoteps (who from this point on, I'll just call Nya, because come on). We don't have neither bolts nor quivers for them, so they are on standby for now. Farms and hives were also extended this season, now they'll be able to feed a much larger population. I don't think food or booze will be an issue for quite a while.
I've started contruction of our mighty tower - future overseers might want to expand a bit, I just went with a 10x12 urist base. Honestly, it doesn't really make sense to start a project this big, this late into my term, but I just want to leave a mark: build the tower NEXT TO the main courtyard, and not on top of it. We need open space for bees, we need rain to fill the little lakes we have, and somebody might want to get into outdoor farming.
A goblin man! Perfect opportunity to close my term with a military demonstration. My squad was rallied, and we went out to kill the fucker.
It was just... perfect. Sure, it punched me in the shin, but oh boy, what was after that, it was just beautiful. We all took a shot at the creature, but the finishing blow came from a speardwarf (who happened to use a greataxe at the time for some reason), who later revealed himself to be Zen Jr, the ho-ly-shit heir to the throne, son of King Zenerbufen. I'm glad I won't have to deal with that, as I'm stepping down from the post of overseer, effective immediately.
About the layout:
This is the surface. A superiorly designed drawbridge keeps enemy archer fire away, as well as looking awesome at the same time. You can see the fishery near the central lake, the partially constructed first level of the tower (acessible from the courtyard, and not from outside when complete), and the hives at the northern part of the courtyard. We have an armored horse pastured in the corner, but that's not doing much. The lever next to the staircase controls the bridge obviously. Oh, and the bridge has a two urists deep moat under it, so be careful.
The farms. All of it is filled with plump helmets, since we don't have anything else. You can go to the cavern if you want, I didn't have time for everything.
Military level. From west to east, you can see the refuse pile, a partially contructed shooting range, our little, sketchy barrack, and finally, my modest quarters. It pains me to see it only partially furnished... that is a failure I'll have to live with.
Non-metal workshops. At the north room, we have the fancy stuff: craftdwarf, jeweler, stonecutter. South of that lies the main workshop, carpenters, masons and mechanics there, next to the wood stockpile. At the other end of the wood stockpile, I set up two wood furnaces, those are on charcoal duty, we are making the stuff as fast as the woodcutters can haul in logs.
Food stuff here. North is the Great Food Processing Hall (or as some might call it, kitchen), with a still and other stuff. Honestly, I'm only concerned about the still. Other side of the corridor is for food storage: it's big enough for now, but there's definitely room for expansion. At the end of the corridor, we have the partially furnished meeting hall. I'll leave the exciting task of manufacturing shitload of tables and chairs for some capable future overseer, I didn't bother with it.
Bedrooms for the general public, bare minimum. Just a 3x3 room with a stone door and a wooden bed for now, hese can be filled with additional furninture of course. again, not my problem.
Now it's small, but this level will be important later: noble's quarters. The better furnished one belongs to Higginbottom, our sheriff and future captain of the guard (title awarded for the valiant defense of the old fort, right to the bitter end), the other one belongs to our broker and bookkeeper. That's a nobody, but seems like a decent beancounter, so a fitting position for a dwarf like that.
Metalworking. West side is fuel, east is metal bar stockpile. In between them are the smelters, crucibles and the single one forge we have at the moment. Iron production recently skyrocketed, but I didn't order anything else from the forge. what to do with it is for the next overseer to decide now. It's also his problem to produce any fuel, since we're low on that.
That's mostly it. we have a sad excuse for a mining operation below that, and of course the cavern, but none of those is a stuff for engravings honestly. That was definitely not the main focus of my term, but I think I did a decent job overall. I have high hopes for this place, really high hopes. Again, I'd like to stay at the head of the military, that position suits me.
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