The Chronicles of Eribkasben, year 53Note: A traditional update was planned, but unfortunately, Life Got In The Way (tm). So I just finished out the year and decided to pass the narrative on to the next person in line. In the meantime, I've included my notes I made as the year went on. A lot of micromanagement to handle the increased population, but not much in the way of serious developments.
Here's the highlights of the year:
28th Granite: 42 migrants arrive. Only 24 of them are adults. This brings the fort up to 64 population.
22nd Felsite: The Wereloris Tobul Melbilkodor came to Eriskasben.
Military assignments were hurriedly passed out. The dwarf Goden "Fish Ponies" Eribzalis becomes militia commander.
23rd Felsite: The Wereloris transformed into a peasant and ran off. Huzzahs ensued.
24th Hematite: 19 more migrants. For those keeping score at home, that brings us up to 84. Along with the migrants comes the election of Onget Isethfikod (one of my Rangers) as mayor. Quarters and office/dining room arranged. Mayor immediately bans the export of large gems.
14th Galena: Human merchants arrive. 4 pots of prepared food are traded in exchange for five bins of leather, a bunch of assorted food, and a sow. We now have a breeding pair of pigs (a boar was brought in with the big migrant wave). Also bought up every scrap of wood they had, for fuel.
15th Limestone: Another dwarven child gets a strange mood, heads for the Craftsdwarf's. The kid grabs three gypsum and a raw gem, so it looks like he'll end up being a stonecrafter.
21st Limestone: The kid does indeed want to be a Stonecrafter when he grows up. He produces this, complete with images of Misko27:
24th Sandstone: More migrants, 11 adults and 11 children, bringing the total dwarves to 106 (only 60 of which are adults).
22nd Timber: Dwarven caravan arrives. They take care of a couple of Kobold Thieves on the way in, saving us the embarrassment of having to actually show our military in action.
2nd Moonstone: By the time winter hits, we've got enough supplies to last us for quite some time. Six pots of prepared food traded in exchange for a whole mess of raw stuff (assorted meats, cheeses, booze) and every bar of iron, steel, charcoal, coke, and pig iron that they had. Also, more wood.
26th Moonstone: Assigned jobs for processing all that food. Last of the dug-out stone from the bedrooms, stockpiles, and workshop floors has all been hauled to the quantum stockpile. All beds are built and placed, plus some extra. All that's needed now is to finish doors, cabinets, and coffers for everyone. Designated a deep downshaft to look for better layers and hopefully some ore so we can start working with metals; discovered marble on z-128.
2nd Opal: A dwarf just gave birth to the first child born inside the fortress. Because if there's one thing this fort absolutely needs, it's MORE CHILDREN. Designated z-140 for digging out, both to act as a tree farm once we hit the caverns and to dig out the galena that's in that layer.
26th Opal: In the middle of working on the outer wall protecting the outdoor farm plots, Misko27 gets possessed and commandeers a Mason's shop. Ironic, that we have a mason get a strange mood that doesn't give experience, but it happens to the ONE Legendary mason in the fort.
3rd Obsidian: The first dwarven child of our many, MANY dwarven children has grown up and joined the workforce. Only 46 more to go. Misko27 finished his project, a gypsum throne: should be handy for making a noble's dining room for some other future overseer. I notice that somewhere along the way the mandate against large gems has been repealed.
26th Obsidian: The Laborious Tomes, our fine squad of speardwarves, just made their first kill! None were injured save the goblin snatcher that was taken down. There was much rejoicing.
And that's it. Here's the fort layout, as of the dawn of 1st Granite, year 54:
Gate
Kitchens/Dining Hall/Hospital/Barracks
Workshops
Stocks
Bedrooms
DONE:
- Beds are placed in the bedrooms. All of them. We won't need beds again for a while.
- We've got plenty of bins and rock pots, and the job manager has food/drink queued up. There's over 1,000 food and over 600 drink made, not counting raw plants.
- The military has a schedule and they're training. The barracks is right by the stairs.
- The entrance has a raising drawbridge, and the lever for it is one floor below.
- Hospital zone has everything but containers in it (I've heard bad things about putting containers in a hospital).
- The dining hall is smoothed out. I'm having the engraver smooth out bedrooms downstairs until he hits Legendary, then he can engrave the dining hall for maximum effect.
STILL TO DO:
- Expand out the military to a full squad. We should have plenty of recruits to choose from.
- Build up the metals industry. I've gotten another couple of anvils from the traders, but have only built one forge so far. The speardwarves need armor. And spears.
- Finish the wall enclosing the upper level.
- Finish the trap corridor. (Requires weapons, which requires metals.)
- The rest of the cabinets and coffers and doors need to be placed in the apartments as they're completed. I'm almost halfway done with those.
That's the plan, anyway. But that's up to the next overseer!
Here's the save. Enjoy!