(tl;dr: Nothing to see here, move along. Bloody peasant.)
Outpost Emallikot, Hematite 251, Reg Voiceguild
Our first immigrant, Besmar Uzollolok, is a skilled diagnostician,
a novice at farming, and has a few fighting skills. I told her she
could be of use here in triage, farming when there’s no casualties,
and regularly training other hospital support staff in combat.
I appointed her Chief medical dwarf Oiledgranite, and told her she
would lead a reserve military squad. Her Culmination of Glazes would
not be sent into battle, and would wear no uniform: only the starting
seven, the Gilded Messiahs, wear armor while inactive. They would
train and spar two at a time in the barracks of the first platoon,
with wooden shield, spear, sword, and axe, like every other 7-dwarf
squad in the whole-Sensedinks militia.
Another mason and stonecrafter arrived, Limul Craftsdrink, whom I
immediately set to work. At first glance the only other migrant
seemed to be just a bloody peasant, Aban Roadmirrored. She told me
she could teach and lead, so I set her to captain the second combat
squad Mechanical Furnaces. (She can come up with a good squad name,
at least.) She had nothing better to do, and wouldn’t be much of an
industry loss if she fell in combat.
Malachite 251
Huzzah! We have a still, and some of the farm plots have orders and
seeds being planted. Some donkey-tripe biscuits rotted in the
kitchen, so we’re underdwarfed for our current production.
All around are things undone, and what bloody peasant said we needed
charcoal yet, when we haven’t even dug out space in plat 134 for the
smelters?
Galena 251
Finished the keep cellar, where we will store prepared food, drink,
and a cache of usable metal armor and melee weapons. If things get
bad enough that the trapped keep must mount its own defense, they’ll
need to wear something that will take a beating, and wield something
that will hurt the invaders. At that point I’ll also allow the hospital
staff to don armor, but I’m not likely to be alive then anyway.
Finished the dining room, and asked the engraver, Avuz Adildolil, to
smooth the floors and walls. When he’s done with that we’ll open up
fortifications in outer wall, to let in the waterfall’s mist—and dragonfire,
if we live long enough. Unfortunately the outer hospital
wall is clay, so we can only clean off the patients with the well.
I’ll have to send a note back to the Mountainhome for other
expeditions to better place their whole keeps in stone.
Also finally set up the mechanic’s workshop. I’ll leave it to Avuz to
decide which to work on, until we get another engraver. We’re not
really in a hurry for either quite yet. We burrowed out a gated
passage behind the bottom of the waterfall for our dining-room and
hospital wells. And a water-trap false entrance can wait until we
attract some attention. I'll wait to ask Walllock to engrave, though,
that takes time, or better skill than he has now.
Planted wild strawberries outside, since we have seeds. We’re out of
alcohol, and even though we plant cave wheat half the year and plump
helmets the other half, we’ll be limping along until the first caravan.
We have somewhat like 100 goblets, so if we can last to the caravan we
should be able to buy all their alcohol. I mostly blame myself,
for occupying them with things other than growing and distillery.
Maybe starting the sparring immediately wasn’t a good idea. In any
event, if people start complaining, we’ll change the current work
distribution.
Farmer’s workshop ready. Told them to go off and do everything they
do. Also finally got the gemcutter out of the sunlight, working on
prase opal and citrine, near the mason’s stone furniture stockpile,
and another for just about any furniture the dwarf cares to encrust.
No sand bags for these furniture piles, or the mechanism pile: they
belong nearer to the glass furnace—if we don’t run dry first.
Limestone 251
Not limestone, but chalk, will comprise the 53-urist wall around the
pasture and outer farm and refuse. I'd rather it be some stone not so
valuable to steel production, but we haven’t delved deep yet, it’s
close, and it gets it out of the way. I shouldn’t complain too much:
the confluence of rivers, falls, and cutouts left a 22x60+5x60-urist
area (you do all the math, I’m bad with numbers) isolated with only
that wall, and about as many ramps removed.
Hid an empty refuse pile behind a forbidden door of the keep. If it
comes under attack, we’ll be glad of an empty place to hide our dead.
Excellent, Besmar has taken it upon herself to brew. The keep cellar
has one barrel, so that will make two.
We have tetrahedrite just lying around, and charcoal, and trees to
make more charcoal, so if we weren’t so chronically short of
dwarfpower, we could start up the metal industry. Instead we’re
making bedroom and dining room furniture, and at a bloody slow rate.
Only the carpentry is coming out at a good clip. Well, the mugs too,
which we will need to trade for some essentials this year.
Are there any additional stockpiles needed to take the clutter from
workshops? From the surface down... The fishery has three turtle
shells, which can go to the bone/horn/hoof/shell pile by the bone
carver below it... One of the (three—need to remove one to make room
for a kennel) stone crafters (using chalk—twitch) by the trade depot
is very slightly cluttered, so maybe we’re low on unused bins.
We have seven: I see four next to the trade depot, one holding cut
gems, and two holding charcoal. So yeah, the first thing Rakust will
make when he wakes up and finishes his month of military training is a
bloody bin... None of the other workshops is close.
Apparently Nomal the fish cleaner has been adopted by two cats.
No surprise there. Besmar must have a decent bedside manner,
because a cat adopted her too. Maybe it’s the time she spends
around food and vermin on on the farm.
We need a broker, since the caravan from the Mountainhome will come
soon to take these brief notes, and supply us for the winter. Who’s
dispensible enough to drop what they are doing at a moment's notice?
Let’s see whether we get any dwaves that can judge intent or appraise,
before the caravan.
Up to 7 drinks before we ran out of distillable plants. This should
tide us through to the caravan, at least.