Granite
-Released the merchants
15th Granie
-Something appears to have destroyed our depot. There are flies everywhere.
-Everyone is a bit grumpy at the moment
-Ordered more bedrooms to be built. What was the designer drinking when designed them? Must have been good stuff
-Started digging for the caverns. We could use that moss.
1st Slade
-Caverns!
-We got another wave of migrants, which means more mouths to feed. If we only had a way to disposing of them..
I have to take a note of that and concider our options later on.
10th Slade
-We are drowning in garbage. Ordered the miners to make a garbage chute near the meeting hall.
12th Felsite
-Nothing special has happened. We seem to have enough food for now thanks to the insane caravan (still don't know why the depot was destroyed. Did the previous overseer order it to be deconned?)
-Started digging a large area of clay for cave flora in hope of getting atleast a few shrubs.
-The fort is full of corpses of our old workers. They deserve better than getting dumped on the floor.
13th Felsite
-Elves! As much as I hate them I suppose that we can make some kind of deal with their skinny little arses.
1st Hematite
-So much fish but no prepared food. Figured out that we didn't have a fishery.
-Seems like we didn't even have anyone with cooking enabled.
27th Hematite
-Some plebeian decided to go fey. He better make something useful or he will get booted from this dorfhole.
-Darn it, he was a bonecarver. We are going to end up with a kitten bone trumpet or something.
6th Malachite
-Kangoroo bone spear
Darn idiot.
20th Malachite
-A warm stone! Hopefully we will get some magma forges up soon.
-Still haven't been able to craft precise tools for advanced mechanic production.
21st
-More migrants. We have build too much wealth. Now every hobo and plebeian is trying to get in. Crud.
15th Galena
-Goblins!
-Both a nephelim and human caravan. I wonder if more depots would help. Oh, didn't realize that they could use the same one
6th Timber
-Noticed that Scruffy was trapped and nearly starved and dehydraded to dead but luckily our favorite miner, GreatWyrmSteel came to rescue and released the poor sod.
18th Timber
-Dorfs and meowkin arrived.
-Urist Something mooded
3rd Moonstone
-Started building a hospital directly above the graveyard. Seemed like a good spot for effiency.
15th Moonstone
-Bought orichalcum! Now we can start theadvanced mechanism and workshop production.
-Found another cavern
-Still haven't found cavern water
Our weaponsmith failed a mood and went melancholic. Seems like he didn't have access to cut gems
-More stockpile space
-Expanding the fort is even a bit too easy with so many legendary miners. I hope that he wealth hasn't risen too much
20th Obsidian
-Nephelim and multiple hordes of goblins.
-Blood! Blood and dead goblins everywhere! Those nephelim are scary. I hope that we will never get on their wrong side.
*Shivers in horror*
24th Obsidian
-Undead! The goblins are walking! (again)
-Markdwarves, rain death on them! Defend the passage with your lives! The gates must hold!
*sounds of markdwarves dieing horrible deaths while the gates slam shut behind them*
25th Obsidian
-The maingate is closed but the hordes got inside. I recruited everyone with weaponskills to fend of the inviders.
Urist, the gates will hold back their main force for now. We must hold the passage back until help arrives! Onwards, to death!
The nephelim! The nephelim are coming for our aid! Ready your axe, Urist! Tonight we fight and will drive the undead out! For the beard! CHARGE!-Once again we were saved by the fearsome nephelim.
-Found the Necrodorf!
-The necrodorf was heading for the graveyard and the nephelim ignored it. Good that I moved the refuse piles and coffins deeper in the fortress. That saved us today.
-We lost many good dwarves this day. We were victorious but at a great (moderate) cost. (Well, no matter. Dorfs are a renewable source of labor.
-<something> of Zalkor stood alone against the undead and the necrodorf and held them back until the militia could arrive. <something> truly is a great hero. May his beard grow long and broad.
(He bit and latched on the necromancer and shook it around in the air while having his own arm ripped of by a zombie. A shame that he will most likely die of blood loss soon.)
-Most of the zombies should be dead. (well, dead dead, not living dead to be precise)
To the next overseer:
Open the gates. The lever is the left topmost one in the dining room.
Perhaps remove some of the reductant workshops
We need a better water source
The fort needs cats
And most importantly:
We need a better defence. The nephal thingies won't be around always.
Militia, traps, different trader passages that inviders won't path through etc. You get know what I mean.
Pictures coming soon
http://dffd.wimbli.com/file.php?id=7120