A group of warriors came to the tavern asking about the location of The Bearded Glums, one of our prized artifacts. Of course, they found out it was here. That happens to have been created by the weaver I was talking about earlier, Atir, who was killed in a fight with a forgotten beast. After digging through the game log, I found out this artifact is claimed as a family heirloom. Atir, being one of the starting seven, has no family whatsoever, not even a lover or spouse. So any claim to the artifact is, in my opinion, moot. It belongs to us.
That didn't stop another warrior from coming here to meet with the mayor, asking if he could "return it home". Which it already is. So I said, go fuck yourself. This action promptly crashed the game. And it does that every time.
In another timeline, a speardwarf is caught sneaking around near the fortress entrance. It's a lost cause, my man, we're not gonna give it to you, and you can forget about stealing it. The surface entrance is permanently guarded by a guard dog which is pastured at the gate and you are utterly required to walk past it. Furthermore the surface entrance is where our soldiers train, so you'll have a life expectancy of roughly 20 seconds if you even get spotted by the dog rather than any of those guys. The underground entrance is likewise under constant supervision by a guard dog. All our artifacts are in a museum which is guarded by at least two soldiers at all times. You will not get your hands on it.
So when that speardwarf got caught trying to get in, I sent my military after him, which then caused an immediate lethal fight in the tavern between our monster slayers and tavern patrons. I think that's a bug, as well.
Since I'm *not* letting go of this thing, I'll have to look into ways of disposing of the thief another way, without involving the military and causing loyalty glitches. At the same time, I'll need to delay the mayor's meeting with the guy asking to get it, lest I crash the game.