Blockadegrasped, Summer of Year 126
1st Hematite, 126
Summer dawns on Blockadegrasped, the second time the warmth touches the growing fortress.
Blockadegrasped is now a village, and has been considered thus since the migrant wave last spring.
However, I only just now noticed, so let's pretend it only just happened.
Hooray!
Now, first things first: We've had people fishing on and off for a while now. Do you know what we don't have?
A Fishery.
I put one down in the room I had originally intended for beekeeping. I say "originally", because I don't want to have to build a hospital and the associated support industries for it just yet.
2nd Hematite, 126
Yeah, so I haven't used any method of locking up pets or anything to keep the pet population down and the FPS up.
Instead, I use the Absolute Puppy Murder policy.
3rd Hematite, 126
There's a lot of hauling to do in this fortress.
The number of idlers rarely climbs above 1 or 2, and it's more usually at 0.
4th Hematite, 126
The communal crypt is now complete. By which I mean, the haulers finally got around to getting all of the rock coffins put in.
I didn't need to build this so soon, and I will hopefully never need to build another one.
9th Hematite, 126
Another artifact is on its way! I just hope he doesn't claim the metalsmith's forge and then spit out a figurine or something 2 months later.
10th Hematite, 126
Okay, so he went for the Craftsdwarf's Workshop. That's fine.
Speaking of that, I should really build a second one of those...
I'll have the miners carve out an area for a new workshop or two on Level 5.
12th Hematite, 126
I feel like I should be expanding Level 6.
It's currently the smallest industrial level and it's a bottleneck in the metal industry.
But without anvils, I can't make more forges.
And without iron, I can't make more anvils.
So really, I should have asked the liaison to bring anvils last year. I honestly didn't think of it.
17th Hematite, 126
Wow. A mayor. Well, okay then. Catering to a noble is within my capabilities at the moment, so why not?
Well, Mr. Mayor, I hope you like statues.
1st Malachite, 126
The first of many to be born in this place! Blockadegrasped will surely be a great mountainhome one day!
Now get back to work, dammit.
4th Malachite, 126
Today, the mayor imposed a ban on certain exports - specifically, figurines. That's annoying, because now I'm going to have to sort through trade goods instead of blindly throwing them at the merchants and demanding anvils or something.
9th Malachite, 126
So, I was looking through the statues today, and I saw something I wasn't expecting to see.
Myself.
This is officially my favorite statue.
12th Malachite, 126
Another migrant wave arrives, and as the ungrateful noble bastard continues to whine about his office and dining room not being good enough even though I just put 4 statues in each, I watch them stream in from the north.
I asked one of them why they were coming from the north, instead of from the south where the sea is. They replied that they definitely weren't lost.
Methinks he doth protest too much.
14th Malachite, 126
The final count of the new migrants is 10 adults and 9 children.
Welcome to the colony, my friends! Please stop bringing so many small children, I'll have to wait years for them to actually be productive members of society.
Anyway... time for more bedrooms.
17th Malachite, 126
This is the completed mayor's quarters, on Level 4. I think I'll put future noble's rooms on Level 7 or below, since stone has a higher value, which means less statues wasted on ungrateful people demanding things because they think they have power over the rest of us.
I AM THE ONLY ONE WITH POWER HERE, DO YOU UNDERSTAND ME?
... Looking elsewhere, I notice that the Guard's armor is complete.
Time to do some work on the military.
In response to a dorfing request on the Bay12 thread, the captain of the guard has been renamed "Conain the Barbarian".
She doesn't seem like a very nice person, overall, and I'm not sure if being very slow to heal is very good at all for a military dwarf.
Meh, it's probably fine.
Of course, now she's a noble.
Welcome to the fort, Level 7. You have the important duty of housing the most disgusting people in the fort - nobles.
(As you can tell, I've remembered the noble dynamic since 17th Hematite.)
19th Malachite, 126
What could possibly go wrong?
I shall commission 4 of these. I will most likely put them in the Dining Hall, near the center.
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22nd Malachite, 126
While ordering some more work done on the bedrooms, I notice this:
...
Now, I don't have a problem with jumping spiders. It's brown recluses that I don't like.
They're just so... brown. And reclusive. Yeah, I've never actually seen one.
23rd Malachite, 126
With every statue we create, I learn more about this place's history.
The first statue of elf murder I saw was dated to the year 15. This one is dated to 22. It is clear that the elven massacre didn't take place in one year and event, as I first thought. In fact, looking through the statues, a picture is painted of a grim war between the elves and two marauding monsters, destroying elf civilization on this continent slowly and steadily, in events including at least four rampages, which presumably means the monsters actually attacking settlements, and a string of duels that depopulated the pool of elven heroes.
I have no idea if the hydra and the roc, the banes of the elves, are still around. If they are, I kind of want to shake their hands / tentacles / talons, before ordering the hammerdwarves to cave in their skulls for trespassing on sovereign dwarven territory.
24th Malachite, 126
I think the wood stockpile has recovered. Don't you agree?
25th Malachite, 126
Damn. I should have been paying more attention to that strange mood. Now I'm going to have to order the Guard to put him down in the middle of the Level 1 workshops.
The penalty for getting between me and my sandwich is death.
It is unfortunate, but I think there's enough nice stuff in the fortress, such as the legendary Dining Hall, to avoid a tantrum spiral.
But the Guard does not arrive in time.
The first dwarven death in Blockadegrasped has occurred.
On Level 1, the Loom is slick with dwarven blood.
But, in this trying time, we must band together and continue the march of progress into a new age of dwarven prosperity.
Or so I would have said if the Mayor had decided to let the fucking Overseer get a word in edgewise about it.
26th Malachite, 126
Though this tragedy has darkened this season, there is still a light.
A golden light, even.
This statue will stand proudly in the Dining Hall sooner rather than later.
1st Galena, 126
It is appropriate that a deity of minerals and metals is depicted in a solid gold statue. Though I do not worship him myself, I am sure he will look excellent in the Dining Hall.
3rd Galena, 126
I was right. They look excellent.
6th Galena, 126
In his life, he may or may not have participated in the Great Turkey Murder of 125. His profession was bone carving, and that was the only time we actually carved any bones. In his death, may he find relief from the madness of an unfulfilled artifact.
15th Galena, 126
I've ordered the miners to expand the stockpiles on Level 5. I didn't expect them to get it done this season - they still have a lot of mining to do in the tetrahedrite and native gold veins. However, defying my expectations, two miners got right to work on it.
20th Galena, 126
This is the Captain of the Guard's quarters. I checked - she's more than satisfied with them.
22nd Galena, 126
The new work on Level 5 is complete, and the stone/gem stockpiles have doubled in size.
25th Galena, 126
Every dwarf in the fortress is assigned to farming as well as their other duties, and still there are not enough farmers to fill all of the farm plots.
The clothing industry is finally starting to function, now that the brewing of pig tails has been stopped.
27th Galena, 126
Noticing the leather in the stockpiles, I order the construction of a Leather Works.
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1st Limestone, 126
With the end of summer and the arrival of autumn, it is time to take stock once again.
Blockadegrasped now has a population of 81, and is considered a town, dwarven civilization's sole colony on this continent - at least as far as I know.
The amount of wood we have at the moment is patently ridiculous - some 1,486 units all told.
The amount of stones, including raw ore, we own is even more ridiculous. The bookkeeper looked me in the eye and told me that yes, he had counted all 2,020 of them personally.
The amount of metal bars and fuel we have - a combined total of 190, is tiny in comparison.
And neither the native gold vein, nor the second tetrahedrite vein, are depleted.
And now, for the official records, a full map of the 7 fortress levels:
Level 1, containing the surface access and trade depot, the wood, food, and general stockpiles, the wood, food & drink, and clothing industries, and the original two farm plots.
Level 2, containing the legendary Dining Hall, most of the farm plots, the Guard barracks, and 20 bedrooms.
Level 3, the primary bedroom level, currently containing 75 complete bedrooms.
Fun Fact: My computer bluescreened for no reason at this point. Luckily all I lost was a couple lines of text.
Level 4, consisting of the communal crypt (+1 occupant) and the mayor's quarters.
Level 5, consisting of the stone stockpiles and associated industries, the base buildings for the metal industry, and the furniture stockpile.
Level 6, containing the fortress's single forge.
Level 7, the noble level, which currently only contains the Guard Captain's quarters.
This season has been one full of new things - our first nobles, our first noble problems, our first birth, our first death, and so on. And still, Blockadegrasped marches on.