Okay, should be done by tomorrow unless something comes up. Here is a little proof the fort isn't dead...
Ah it has been a few years since I was in charge. I planned to return to the post of overseer after a few years, but it seems that day has come sooner than I expected. Looking over things, I’m not sure where the design of the fortress has gone.
First things first, we appear to have reached molten rock, but have yet to harness the power of magma. I’ve designated some exploratory mining. Everyone also seems to be doing everything, had the previous overseer not heard of specialization? I’m not meant to work in the fields, I’m supposed to be making beds of spiked wooden balls or otherwise forming something out of tree-corpses!
Well, I’m not sure what we were doing at the moment, since almost every job in the fort has been suspended. I re-enable the smelting jobs after making sure our furnace operators are the one to do the job. Perhaps I should order some wood burned…
BY MY MOTHER’S BEARD WHAT IS THAT.
Luckily I have heard the latest in dwarvern storage, using mine carts. This way the entirety of our log stockpile can be safely within the fortress. Of course using the population to move things is helpful, but I need to divert some to even better usage. I reallocate some to be additional miners and smelters. I also wish to make some properly dwarvern barracks, but that will have to wait for a while after the magma seas have been properly harnessed.
Vucar Sazirlaltur has been possessed! He grabbed some platinum and a goblin leg before heading into the metalsmith’s forge. I am intrigued by what he will return with. Well a scepter. But a really nice scepter. ‘Trottedgate the Battle of Circling’ it is studded with platinum goblin bone and it depicts an elf being struck down by a jaguar. That’s what happens when you get too close to nature.
Excellent, as the scepter was finished, the magma seas were properly breached. I ordered an area for the furnaces and the magma reservoir to be dug out. Blast, we don’t have a magma safe anvil. We’ll have to smelt down some junk. I choose our steel picks, as even a copper pick will dig. As we wait for the anvil, I designate some rooms close to the furnace, so our smiths can live down there. To facilitate this, I start planning a drop shaft for food delivery. Why make more farms when we can hurl food into a chasm?
The magma forge finished in the meanwhile, and I am looking for more steel to melt down into anvils. I quickly became distracted upon noticing our 40 large serrated disks made out of iron. What a good idea, the fort can be filled with those! Of course, since none of them are masterwork, I order them melted so the smiths can try again, only perfection is allowed here. Speaking of which, I may begin replacing low quality beds with some of the masterworks I am creating.
Migrants! I decide to create a pure squad of marksman to use up the wooden bolts I ordered produced en masse. I call the the Skies of Death. With 18 total, I relegate most to doing grunt work, but a high master armorer did come in with the bunch. I’ll send him to the forges soon.
A militia captain has been possessed! He claimed a bowyer’s workshop, which will really be quite helpful for the marks dwarves that are to be trained. It’s a jagged hazel wood bow and has a picture of the platinum scepter.
I…uh…may have spent an inordinate amount of time designating areas for our miners to dig out. On the bright side, the fort is going to look fantastic once I acquire enough kimberlite/petrified wood, olivine and cobaltite.
A diplomat has arrived and tells us of refugees fleeing from The Cruel Doom. I doubt it’s particularly important. I hope not, I only skimmed it. Immediately thereafter, the human emissary bids us farewell. Luckily the caravan came soon after. Time to send things to the depot!