260, 2nd ObsidianUdil Eshtanzim, a hauler has created a diorite mug. It is impressive, particularly the name: "The Coalition of Thundering". Still, what sort of dwarf doesn't drink directly from the barrel?
In less pleasant news, it appears that one of the Dukes export mandates was violated, he ordered Vabok, one of our most skilled engravers and stoneworkers beaten. Luckily the only injury was the loss of a tooth and some minor bruising, but it is a reminder of the strength and severity of Dwarfen laws and tradition that the Duke, an otherwise reasonable dwarf would do this. Vabok seems remarkably calm about the whole thing though.
Vabok Cuborudib has been ecstatic lately. He was glad to have punishment reduced recently. He dined in a legendary dining room recently. He slept in a very good bedroom recently. He had a fine drink lately. He was nauseated by the sun lately. He has been satisfied at work lately. He was beaten recently.
He is married to Kol Blazedcudgels the Innocent Dourness of Muting and has two children: Deduk Minetruthful and Solon Brandedbells.
He is a citizen of The Earth of Temples. He is a member of The Round Sling. He is a former member of The Leafy Plank. He arrived at Nanirmuthkat on the 22nd of Limestone in the year 254.
He is one hundred fourteen years old, born on the 1st of Granite in the year 146.
His right upper arm is bruised. His right hand is bruised. His stomach is bruised. His lower body is bruised. His liver is bruised. His upper body is bruised. His right lower arm is bruised. His spleen is bruised. His left hand is bruised.
He is corpulent. His very short sideburns are neatly combed. His medium-length moustache is arranged in double braids. His very long beard is braided. His hair is clean-shaven. He has low cheekbones, and he has a square chin. His nose bridge is incredibly concave. His bronze eyes are wide-set. His ears are somewhat tall. His upper left back teeth is gone. His skin is dark peach.
He is incredibly tough and very rarely sick.
Vabok Cuborudib likes serpentine, electrum, clear diamond, cloaks, crowns, animal traps, blue peafowls for their enormous fan tails, tick demons for their horrifying features and larches for their needles. When possible, he prefers to consume giant anaconda, cuttlefish, bloated tubers, swamp whiskey and rope reed seeds. He absolutely detests rats.
He has good creativity and the ability to focus, but he has little willpower, poor spatial senses and a really bad memory.
He is self-conscious. He doesn't handle stress well. He is relaxed. He is occasionally given to procrastination. He needs alcohol to get through the working day. He likes working outdoors and grumbles only mildly at inclement weather.
A short, sturdy creature fond of drink and industry.
When I asked the Duke about this he just glared at me, pointed out the mandate was clearly posted for all to see and suggested that if we had a prison then he would have had a less brutal option. I suppose that is a fair point actually, I'll order a prison constructed.
261, 1st Granite261 has arrived. The first room of the prison is now ready:
Rhymedmansion dining room, year 261, new year partyDoc is standing on the dining hall balcony, along side Meng.
"This has been a good year for the military, Meng, you have something to say?"
Meng nods. "This year, for the first time, the Goblins struck at us with a siege!" There is a snort of derisive laughter from some dwarfs. "It was pathetic!!! But they will be back and next time they will come in more strength, unless perhaps they are attacking as a form of mass suicide!"
"Forgotten beasts continue to test us, but it is they who are found wanting! Now they will be forgotten in deed as well as in name!"
"Minotaurs also have come to test their strength. They fall against our champions without even the chance to strike a blow!"
"Our new hammer dwarfs are fully trained. However, only those who have faced an armed foe in fair combat will join the elite squads! To this end, I have asked doc to construct an arena, where recruits will have the chance to face a fully armed and armoured goblins! To encourage the Goblins to fight they will face the recruit at 2 to 1 odds. Should they win, they will be allowed to leave without further harm! This arena will also allow our marksdwarfs to practice against captured creatures." There is a mutter of approval from the dwarfs.
"I will be accepting volunteers to form an axe and a spear training squad, starting this year. Any who wish to apply come speak to me."
"Doc?"
Doc smiles, "I have one more piece of good news for the military. The first batch of steel plate armour is ready! All pieces are masterworks and there is enough to fully outfit 2 squads of 6."
"I am informed by Dobar that he wishes to face and defeat one of every type of hostile creature we encounter by himself. As our finest axedwarf, I am sure he is up to this challenge!"
"This has been a good year for construction. The obsidian farm is finaly connected to water and magma supplies. The water dump mechanism is nearly complete. Once this is done we will be ready to begin obsidian production. At long last the entrance can be completed!"
"The entrance itself now connects the entrance hall to the surface via the artificial lake dig site!"
"The new marksdwarf barracks are under construction, we hope to have all barracks completed this year, ready for the completion of the entrances!"
"Work on the new farms and food hall is now proceeding. Some of you may have noticed a construction site in the middle of the cavern, this is a new project of mine! Something simple, but lacking from the fort!"
"I expect this to be a busy year for us all! Fortress blueprints are available
as usual!"
OOCIt has been a good year, the Goblin siege came, saw and was chopped into itty bitty pieces (finally). The obsidian farm is nearly ready (finally) and construction on the food hall and new farms goes well. Only one death (to a voracious cave crawler).
Cavern Access:
- Cavern Level 1: Complete, cavern fort walled of.
- Cavern Level 2: Trapped entrance built, cavern explored, need to create safe area in this level.
- Cavern Level 3: Trapped entrance built, cavern explored.
Major projects:
- Entrance:
* Artificial lake: Dug out, to be flooded.
* Lake entrances: Obsidian blocks required.
* Entrance hall skylight: Complete.
* Entrance hall: dug out to main walkway. Need to finish magma reservoir 80%, installing floor patterns 10%.
* Spiral ramp skylight: Complete.
* Spiral ramp: Complete.
* Main Barracks: Lower level complete, Marksdwarfs barracks in progress - 75%.
* Depot: Construction complete, awaiting connection to surface.
- Cavern dig: Join up the 3 caverns down to the magma see, via controlled cave ins to the North, not yet started.
- Dining Hall: New, much larger, dining hall overlooking the exposed magma sea.
- Noble/Royal quarters: To overlook the magma sea.
- Sauna: (safe-ish) Mix of statue garden, waterfalls and magma for happiness and cleanliness. Not yet started.
Projects:
- Power plant: Failed, individual power plants for each pump stack/mill will be created instead.
- Obsidian farm: Mining of farm and factory floor Complete. [/color]
* magma pump stack: Completed and powered
* water channel: Completed.
* Control room: Linking of final levers in progress.
- New glass furnaces: Nearer to a source of sand as much glass production will be required now and in future. A mixture of a magma pump stack and a controlled cave in of some sand should deal with this nicely.
- 1st layer cavern lake refill: The lvl 1 cavern lake needs a way to be refilled. I'll run a duct from the artificial lake to the cavern lake (via a pressure limiter).
- Silk farm: Make use of our captive GCS, place near weavers workshops.
- Animal training area:
* Zays quarters/animal training areas dug out and smoothed.
* Camels tame.
* Ostriches tamed, waiting for eggs to hatch.
* Cave crocodile tame, waiting for eggs.
* Buzzards tamed, waiting for offspring.
- Hospitall: Replacement hospital (with offices/bedroom for Doc) required.
Move to cavern fort:
- Magma forges: complete
- Masons workshop: complete
- Mechanics: Moved to spare room in Masons hall. Mechanics hall to be designed.
- Wood workshops: complete
- Leather workshops: complete
- Gem cutting shop: complete
- Clothes industry: complete.
- Farms/food drink processing: Food hall 50% complete, farm and storage 90% complete, stockpiles and workshops still to be dug.
- Decommissioning of old fort: Awaiting move of final workshops/military, completion of access tunnels.
Military:
- Masterwork steel weapons for all melee dwarfs: 100% done.
- Masterwork steel armour for all melea dwarfs: Enough for 13 dwarfs. More in production.