A necromancer siege has come, trapping the dwarves in the fortress. The guards have trained tirelessly, the trainers have trained war dogs, the smiths and mechanics have designed war hammer weapons traps to deal with the zombies. A great pit is being dug beneath to splatter their skulls against... the densest metal floor I can muster, hoping to get some gold smelted some day.
Soon... Like in a year or two. There's only sixty dwarves and they're all way overworked.
The mayor keeps demanding large gems. We continuously fail to make them. One dwarf was beaten to death, two were battered and routinely suffer flashbacks. Two were jailed. One of those jailed has begun staring off into space, lost in the void of self-pity (I feel you bro. I'm there, too.) I'm going to atom-smash the mayor at some point, but for now he is our greatest consoler and pacifier for dwarves who need it. Grand master and accomplished, respectively. If there were a way to groom someone as a replacement, permanently replace him, so I can put him in charge of a temple to console disheartened worshipers... But he would then only serve a small fraction of the population. The needs are many, everyone is itching to be free again, tired of the endless labor.
I put in an order for endless cut stone gems, turns out those dont produce large gems. But now I have competent enough jewelers large gems should appear more often from what little gems I have, right? I should probably manufacture green glass gems, I have sand and magma-based facilities in the deep now. But the glass makers are set to make menacing glass spikes to impale invaders on (i'm actually torn between covering the death pit in gold bars or menacing spikes. Which is deadlier in general? Maybe I'll make a checkerboard of it.)
The farms are productive at least. There's no shortage of alcohol, wool, pig tail cloth, or legendary meals. There are way too many turkey poults now, though. Once they get fat, turkey roasts for everyone. The farmers were growing restless from the lack of more creative crafts unfortunately, so they're all now branching out into glassmaking and clothesmaking/shearing. Should probably do the reverse and make sure a few crafters can cover for the farmers if they get carried away.