Iron Fist. The name is chosen to inspire fear in our enemies. Because our actions probably won't. The group chosen to found our fortress is conservatively
equipped. They will be busy preparing prime equipment for our future champion so they shouldn't have to worry about food. We do make sure at least one of them knows how to trade, though.
163, 1st Limestone Early Autumn. The initial members of our group arrive at our destination, designated Guildpaddled (Domasiden). We've chosen a well wooded area with a river - fairly flat land. There's some concern that aquifers may interfere with any mining activities, but we should be able to handle that. The river blocks access from the south, a simple earthen ditch with the natural slope should soon seal off the north. Proper defenses will have to wait a little.
16th Limestone. Aquifer found.
1st Sandstone. The most dangerous part of piercing an aquifer begins: Stopping the miners from drowning.
10th Sandstone. SPLASH. Tragically, Amost Uthircerol was standing too close when the clay and soil slammed into the aquifer. He was knocked off balance and fell to her death into the water.
20th Sandstone. When digging down past the first level of aquifer there is an incursion of loam into the chalk layer - an incursion full of water. Amost's inadvertent sacrifice was in vain. Aquifer piercing is put on hold.
Winter arrives. The first bed has been placed inside, much to everyone's relief.
24th Opal Mid-winter. For some reason for the last three months all my carpenters refuse to place the log needed to release the second aquifer plug. In the end Bomrek Tosidzoluth is 'volunteered' to remove the stairway that is supporting the great lump of clay. Amazingly .. er, luckily, she survives. At last we will be able to get stone for mechanisms. Vital supplies have all been moved inside and we just need to be able to raise the bridge in case of invaders.
17th Obsidian Late Winter. We have mined far enough down to be clear of the threat of aquifers. We begin mining out a general work area from a layer of gabbro. All the workshops will be moved down here out of the risk of casual destruction. Soon we will need metal for forging. We have been assured metal ores
are to be found in this area, but have not yet come across any.
Spring arrives. I have nothing to trade if any elves turn up. Are there even any elves near here? I don't know.
14th Granite. Elven caravan arrives. Yep, I've got nothing. In fact the trade depot is surrounded by hundreds of wooden wheelbarrows - my first set of trade
goods. Hopefully the elves will not start a war over that.
11th Slate. We realize that we have accidentally walled off half the underground areas from the outside. Fortunately our oversight is soon remedied.
20th Slate. Our hospital is now fully equipped, well, save for gypsum powder. That will have to wait for the next trade caravan.
21st Slate. Amost came back to remind us to put up a memorial slab for her.
6th Felsite. Late Spring. The lever and mechanisms are linked up to the gate so we can 'turtle up' if we have to.
15th Felsite, Amost Uthircerol is laid to rest.
21st Felsite. Have stored up around 100 logs underground, in case of siege.
Summer arrives. We have broken into an underground cavern. The route there is not yet secure. We have found garnierite, a borderline useless ore producing metal unsuitable for weapons or armor.
6th Hematite. Another cavern located. The search for iron, or even copper, ore continues.
8th Hematite. Silver! Not the best metal, but it will do for now.
26th Mematite. A cave crocodile makes its appearance. We are completely unprepared. Soon there are only three dwarves left. I hurriedly block off the ramp down ... but the crocodile makes it past just before it is finished!
28th Malachite. Re-inforcements arrive! Just four, but we may actually be able to get something made now. For want of anything better to do our weaponsmith is making silver maces.
Autumn arrives. It has been one year since we started our work, our only substantial result so far is a handful of decently made silver war hammers.
12th Limestone. Dwarven trading caravan arrives! The wheelbarrows, saved from way back, are worth 10,400 urists in total (in theory). We get food, drink, cloth and a bunch of steel stuff to melt down.
Troll attack! Locked doors do nothing! The trained weaponsmith is the first to die. :/
14th Timber, late autumn. Only one active dwarf remains, and three injured.
17th Timber, another dwarf dies of their injuries.
Winter arrives.
2nd Obsidian Late Winter.
Only one of us remains. Endlessly forging silver hammers. The steel items are still outside in the trade depot - it's too risky to go there. The draw bridges are raised and the caverns are walled off.
Spring arrives. Time up.