Back to work, huh? It was a nice nap... So good to awaken in such a nice room! Yes, it is respectable to be the mayor in Flamehorses... Wait. What? I am the mayor? Wow, what crazy chain of events must have occured here for that to happen? Khm, anyway, nothing to complain about. Let's see, what we can do for that damned fortress.
And "damned" is a very suitable word now for Flamehorses.
After the short period of doubts and hesitations, necromancy is no longer banned nor despised. The book was released back into the public library, all existent necromancers were allowed to go back to their daily lives. Soon, however, I created the first squad of war necromancers, and made barracks for them, near the place where they were locked:
I decided that they should be armed with crossbows, shooting from behind of the wall of undeads during the battle, so they have a room for archery practice. Puppyguard got the position on top of them. Although I would prefer to place Sodel there, but he is not necromancer yet. Big McHugeLarge was also attached to the squad temporarily to teach them the mastery of war.
I removed category-tag "Necromancer", since the game very nicely shows it itself, and more importantly, we all are going to be necromancers soon!
The elven caravan was attacked again without mercy, the first military use of the undeads in the history of Flamehorses! Turns out that an undead turkey is a better warrior than an elf.
Our first experimenter, however, was killed by his own minion later
Lesson for today: be careful with squad orders, necromancers seem to be OK with killing someone, reviving it, and then continuing to punch it.
It seems that converting all fort into necromancers is easier and safer than I thought. I can confirm that all necromancers are undead: they do not demand drinks nor food. Moreover, dwarves do not need Reading skill for actual reading: many dwarves with 0 Reading turned into necro. But everyone is way too busy, number of hauling and other labors is just insane these days. To facilitate converting, I burrowed a few times 2-3 dwarves to the library, so they could have a greater chance of starting reading.
Many of guests and residents are already necromancers as well. One visiting scholar was so excited about the book, that apparently he wanted to show it to his wife and friends.
I waited politely for about a month in hope that he would change his mind, but to no avail. After that, I ordered our military to teach the guy manners
Sorry for the mess in your library, zazq.
I have stopped throwing corpses into lava, we need to increase our stocks of the corpse resources for future undead hordes. I also placed a small building right next to the refuse stockpile, so necromancers can come and raise skeletons through the fortifications (the building has also one lower floor). We need to think how to make them to do that without a direct nearby danger though.
In addition, probably it is a good idea to create a huge underground corpse vault, the corpse treasury of Flamehorses.
You can see also a couple of unicorn skeletons there, as well as about 10 goblins. The latter tried to siege us, but they were wiped out by our brave military faster than I had time to press 'print screen'.
On the side of industry, I set up several additional manager scripts
First of all, it should manage automatically steel production. Charcoal production is incredibly slow: I planned to have steel armor during my turn, but we have barely started steel bars production. Would be good to open more magma-woodburners, or to place additional wood stockpiles nearby the ovens.
Some additional workshops:
I've made some soap for the hospital and general hygiene improvements: we are not going to be a bunch of filthy undeads, we are going to be the respectable masters of death, with the style and good perfume. For the same reason, I have advanced the textile industry further: two textile specialist have been added, 'Weaver-Dyer' with self-explaining tasks, and 'Talior' with clothmaking and dyeing on. I placed the stockpiles for dyes and lye, the farm also have started to grow dimple cup, blade weed and hide roots, which can be readily milled nearby the stockpiles into the dyes.
By the way, the hospital contains a guy who desperately eager for the traction bench. Not sure if he is worth heretical creation of a mechanism though.
I was thinking about what deity would fit our fortress well as the head of the pantheon. That one defenitely would be the best option:
but unfortunately, it seems to be a human deity.
So, among the other, this one seems suitable for me:
I should think of a project for the majestic temple of Udil while waiting my next turn. Maybe it should be a great tower in shape of cross?
But for now, it is a good time to fall asleep again...
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