Wounddrinks is currently in the winter of it's second year. Not much has happened since I the beginning of the year. Another artifact was created.
Whitetramples the Silky Ears here is worth 16,800 urists. When I first saw it I worried that the carpenter who made it was an elven sympathizer, but the iron studs eased my fears.
Wounddrinks has been peaceful so far, and with this peace I was able to get this fort up and running, but it looks like our peace won't last for much longer. Already thieves have come, brought forth by tales of wealth. A few kobold thieves have shown, but all fled before they got their hands on anything. One managed to stab a woodcutter in the foot, and that motivated me to get around to creating a hospital. But the kobolds aren't anything to get worried about.
Goblins, on the other hand, are. Snatchers have come for the children. None have succeeded, but it's worrying. It's only a matter of time until they get bolder. Three have been captured in cage traps and are currently waiting in the stockpiles until I think of a suitable fate for these filth.
In response to all of this, I've started assembling a militia. Nothing too fancy yet, just two squads with two dwarves each, outfitted in high quality iron armor. I think I'm starting to get a hang of the military interface and I've set them up so that one squad guards the entrance for two months while the other trains, and then they switch. They haven't really been tested yet. A giant came to the fort and the military did engage it, but the human caravan was here, so they had the caravan guards for help. So I'm not really sure what they can do on their own. Either way, I'm going to want more than four dwarves for goblin attacks and when I breach the caverns.