900 PM, March 1st
Seems the Moist Oceans cover most of this world. Lots of little islands and fjords and bays. Couldn't find a place where the ocean itself was terrifying, but I did find a
terrifying haunted embark intescting the ocean. Bah, not nearly as hard as I was looking for, but OK. Going with an old fashioned 6x6 size embark space, with 26/36 tiles being ocean. The Forest of Slime, a haunted Taiga, is the other biome, taking up the remaining 10 tiles.
Blah, blah, blah, warnings about large areas, salt water, and aquifiers. Embark. Bring lots of food, lots of wood, lots of drink, and 7 picks.
Great, the whole of the ocean here is frozen. Unexpected, but useful. Everone mines, let's get under the ocean, ASAP.
915
And... it would seem once you dig some stairs through ice, when they meet the ground they don't continue. Groan... fortunately, a quick check reveals only albatrosses and crabs currently inhabit the map.
Enough space dug to build mason's shop. mason no longer mining. Need doors, ASAP, incase this ocean ever thaws.
Carpenter off mining, starting to make stockpiles for everything. Wood and food, mostly. Furniture, too.
930
3 quantum stockpiles set up. Setting the carpenter back to hauling and mining.
YES! The dwarves brought in the anvil. I could care less about the bags of sand. Umm... why did I embark with 80+ bags sand again?
Raven corpses on map. sigh.
Yay for water buffalos! 9 dead ravens dead again.
940
Of course, there's the reanimation thing. "The partial raven skeleton slams into an obstacle!" And "This is a raven corpse skeleton". Today I also discover that pudding stone looks like a bed in a wall.
950
Wagon forbidden to prevent more hauling. Turtling now. I think my mason is a lost cause, he's trapped outside.
1000
A very thirsty and unhappy dwarf streaks through recently unlocked doors, weilding a recently unforbidden axe obtained from the wagon. Cerol wipes sweat off his brow, and locks the series of 16 doors behind himself.
1008
Summer arives. My food and drink industry starts. I strike bloodstone (the green/speckled rock, not anything bleeding). The only two undead remaining are one of my water buffalos (the bull, not the cow), and a crab. The wb cow and sea otters killed all the others.
1015
3 dwarves take breaks. Two are asleep. The ocean melts, finally, taking the dead bull under. Seems an 8x2 hall full of doors CAN keep out an ocean.
1020
Another wave of raven corpses arives. Too bad there's no sign of any entrance to the dwarven halls, haha!
1025
I knew I forgot about something. Migrants arive. Darn. Where will I put them, how will I get them into the fortress? Or will I let them all die? Two fisherdwarves, a dyer, and a carpenter. NONE of which are useful except as maybe more planters/harvesters/haulers. IF I can get them inside.
I reclaim the wagon, and set up a carpenter's shop outside. unsuspend it once or twice, and deconstruct the wagon. A corkscrew and a pipe section later, and I enable mechanics.
1030
Save for the night. Time spent so far: 1 hour 30 minutes.