I gave the name FlickerFly to the first female dwarf that caught my eye, the creator of Siegewaning the Brew of Light, a maple crown with spikes of feather wood and wolverine bone and bands of maple. Presumably, when you wear it it makes you slowly feel so intoxicated that you can ignore even a siege raging around you. Maybe the spikes are intravenous booze dispensers. Who knows. But anyways...
The idlers are down from 10 (20%!) to zero. Unless you count the moody dwarf or the dwarf doing an individual combat drill, who is for some reason being counted as an idler. I also organize an expedition to explore the caverns. Most of them get there swiftly, including an axedwarf carrying a huge marble boulder, but a macedwarf gets left behind due to drinking from the brook. WHY IS NO BOOZE BREWED?!?
...AND WHY IS IT AUTUMN?
AND WHILE I'M COMPLAINING IN ALL-CAPS, WHO DESIGNED THIS DISPLAY? I CAN'T UNDERSTAND IT! IN MY DAY, ASCII WAS ALL YOU NEEDED!
Ahem. Soon I discover a clearing that would be pretty good for my statue.
Just take out one or two of the pillars and we're good! Oh, and the hunters keep complaining they can't path to any hunted stuff.
The miners, naturally, start removing the pillars before improving access to the site. Dwarves...On the bright side, I put the access fairly close to the outside of a pillar, so it gets started on soon...Oh, and we found a bunch of gems and more tetrahedrite. Also, we have wood! Maybe the mechanics will stop complaining about lack of cages.
The hunting path spam is bugging me, so I told the hunters to pack up their bows and find other work. On an unrelated note, the forges should be fired up once the charcoal is made.
On the 21st of Sandstone, the brewing orders were finished. We have 38 units of drink from 10 orders, so clearly our attempts at getting a lot of alcohol were impeded by dwarves who wanted to drink the alcohol...15 more Brew Drink jobs queued, and the manager notified to go manage...he's on break, go figure. I'll just go do some ordering myself in the workshop thingies...
Why is there a still aboveground with no bridge to protect it? Fixing that now.
A peasant abandoned a stone wheelbarrow to be scared by a draltha. About time wildlife showed up in the caverns. Oh, look, the draltha's keeping the dwarf from sleping in the caverns. I must congratulate it.
The military has nothing better to do, so I send them to explore a lake I saw. Then I noticed a mason who evaded my attempts to turn off hunting engaging the draltha in melee for no discernible reason, so I told them to help. The hunter finishes it off without help, impressive seeing as dralthas are about half a ton under rhino-sized and twice the size of a water buffalo...Anyhoo, the militia explores the lake. Sadly, it's just a giant pool; no edge connections. As I order the militia to finish off a giant bat that a hunter has reduced to falling out of the under-sky, some migrants arrived at the highest point of the map. I imagine that they were looking around on that mountain for hours, until they realized the fortress was in an adjacent valley...oh how they must have laughed. And laughed. And laughed.
Anyways, some notable migrants included the parents of one of the militiamembers (who were also the sister of another dwarf here and the nephew to a third and cousin to three), other neat relationships, and a couple who was procedurally generated. All in all, 10 migrants bring us up to 59 dwarves and we have 31 animals, including a pair of war dogs, so there are 90 members of The Mechanisms of Enjoyment, not counting the troglodyte band that showed up once the draltha bought the farm. On the bright side, we have a new 8-dwarf suicide squad.
While the migrants were arriving I engraved a masterwork image of emeralrd-cut gems.