1st Granite, 250 - Well, here we are. The Counsel back over in the capital, god curse their souls, have decided that I would be a PERFECT person to lead a new colony. I knew they had it in for me. So here we are, on this god-forsaken lump of rock in the middle of nowhere, surrounded by... GIANT KEA! I hope someone finds this diary...
Later that day...
Well, as I expected, the Keas are beginning to be quite the problem. I'm trying to just get the basic supplys inside without losing someone, but we may just have to let them have it.
9th Granite - Oh no, now the Keas are getting bold and stealing stuff. At least it just a rope...
23rd Granite - Well, our quarters, craftshop, dining room, and bedrooms are almost done. Now its time to begin making mechanisms and cages to catch those damn keas.
4th Slate - The structure of our fortress is now fully complete. No problems from any wild beasts since we moved everything inside. I will now begin the construction or proper farms.
5th Slate - It would seem that our residing craftsdwarve still refuses to build his workshop. Some bullshit about "Item blocking site"
21st Slate - We have struck the aquifer, and I plan to channel it out and build a well
16th Felsite - YES! We have struck magnetite! Bless the miners, those lazy assholes.
23rd Felsite - I have ordered another chamber to be dug, simply to train the miners. It might be useful as noble housing or another stockpile later.
11th Hematite - Tragedy has struck our fortress. The wolverine men struck down a farmer, and then a miner. We mourn the loss of As Ducidimbudam, Farmer, and Zan Limulkathil. These LAZY FUCKING ASSHOLES will be sorely missed.
15 Hematite - After her first 3 tastes of dwarf blood, the wolverine woman Idasherlom has taken to hanging around the entrance to our fortress. I have forbidden everything outside the fortress and am installing doors to lock. I also suspect she has taken our carpenter, as he has not made the cages I ordered.
23rd Hematite - I have now ordered out unskilled craftsman to attempt carpentry, as we desperately need cages to catch that wolverine woman. I just wish I could give in and leave this place forever.
8th Machalite - I have built a butchers workshop and ordered all the animals to be slaughtered for food. They were going to starve anyway.
9th Machalite - The newby carpenter has finally decided to make the cages I ordered months ago, and a good thing too because I was considering leaving him out for the wolverines to find.
9th Machalite - Farms are finally created, and set to grow plump helmets year round.
24th Machalite - I am beginning to lose my mind and give up on this whole "survival" business as a whole, but some new migrants have arrived. Among them 2 farmers, a useless wax worker, a small animal dissector, and a soap maker. Thank you, assholes back
on the Council. *makes rude gesture* I immediately appoint the wax worker as our new carpenter, and the Animal dissector as our new mechanic.
15th Galena - Well, things are beginning to look up. The migrants have adapted well, fortress morale is a little better and we have some cage traps built for protection.
20th Limestone - Well, looks like Autum came without me noticing. The fortress is doing fine, nothing has really happened.
28th Limestone - Some migrants have come. 5 peasants with almost no useful skills, although one of them knows a bit of weaponsmithing.
6th Sandstone - A wolverine man appears on the map. This does not bode well
7th Sandstone - I was correct, the wolverine skates around my cage traps and enters the fortress, sending everyone running in terror. I lock all the doors, in hopes or protecting a few citizens.
YES! The wolverine, showing a surprising level of stupidity for someone with the word man in its name, turns to back out of the fortress... RIGHT INTO THE CAGE TRAPS! I wonder if I can tame it?
17th Sandstone - Most of the cage traps are now being finished, and more cages are commissioned to fill them
25th Sandstone - Food supply's are running rather low. Plenty of drinks though. Better commission some more farmers.
26th Sandstone - I appoint a broker, manager, and bookkeeper, and bestow upon them the proper facility's.
7th Timber - I order the entire lower floor smoothed by out newly appointed engraver, and also begin to dig to the
left, in search of a place I can breach the aquifer.
11th Timber - The outpost liasion and caravan arrive, right on time. I should hope the diplomacy talks go well.
16th Timber - I finish the jewelers workshop and order many gems to be cut, hopefully in time to trade with the
merchants.
1st Moonstone - I prepare to trade with the merchants. The main goal is food and drinks.
I trade the Dwarf Merchants all their food for some menacing high-wood spikes and gems. They seem happy about this, for
some reason.
22nd Moonstone - I have begun Project Lockdown, a project that will allow me to quickly and easily seal fortress
if there is ever a problem on the outside. This begins with a simple bridge.
3rd Opal - I activate a cooks cooking labors and begin him preparing Easy meals. Eventually we can sell high value food to merchants.
7th Opal - The liaison finally finishes his month-long talks with the expedition leader, and we agree to trade for
this stuff.
1st Granite, 252 - Many cage traps, one caged wolverine, and one year later, we're still alive. Surprisingly the fortress
is still here and prospering, however, I think its time for me to blow this dump while I still can. BY the time anyone
reads this, I will have disapeared into the night, and shall soon be back in the mountain-homes, getting fat on dwarven ale. Hasta La Vista, Suckers!
2nd Granite - Ok, so maybe that didn't work out so well. The other dwarves caught me, and instead of killing me, they deprived me
of my leadership status and mandated that I work for my living. I hope the next fool they appoint leader is smarter than me, and
figures a way out of this place.
Have fun, Emoe!
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