The berserker has been put down at the cost of one other dwarf, Sakzul Ustlikot. I didn't use the most elegant of solutions I can admit, but the level of chaos combined with the madness of trying to order the military meant that 'everyone attack that guy now' was basically all I could do. It turns out that having about a dozen unorganized people trying to kill you is very effective, believe it or not.
We had a kobold thief show up later in the month. At least it is not another goblin, but this is quite frankly getting a tad ridiculous. How many thieves are running around in these parts? May start keeping my crossbow with me all the time now so they can't get away.
The dwarven Caravan's come by. Finally getting to the end of my tenure. Let's see if we can get some more alcohol out of them. Getting another still setup to try and get more alcohol coming in, but we're going to want to boost up the current stocks as well.
Hearing some commotion outside. Going to check it out.
At least it isn't goblins.
The caravan's military wound up slaughtering the whole lot of the kobolds on the bridge before the skulking filth could do anything aside from killing the one cat of the fortress. Thankfully, it was a stray rather than having been adopted by them.
I personally slew another thief on the bridge that decided to crop up in the aftermath. Leg's a bit wounded, but I can walk it off. Kobolds are exceptionally weak to getting bashed in the head with a crossbow.
Wasn't the only one. Another kobold thief was that Meng chased off less than a day later. Hell's with all the kobolds?
Sandstone 5, 108Another fucking kobold thief and another herd of skeletal mountain goats constantly freaking the dwarves out. I've had enough. All dwarves, mobilize and kill them.
Success. Meng punched the kobold to death on the bridge. I kinda wish he threw the kobold over the bridge. Still, it got the task done. As for the skeletal mountain goats, we wound up losing Kogan Coggigin when two of the bastards swarmed him before backup came in, the dwarf Oddom Rilemcatten.
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Moonstone 19, 108Fucking damnit. Been a bit late on the entries, but I recognize the Outpost Liason. He's the bastard that wound up breaking open the plan to tear down the existing nobility. Been avoiding him, but he started asking some very...probing questions about my tenure. Guy may be on to me, but I'm pretty sure I can dodge him til my tenure's up. Managed to sucker someone else into the meeting with him, and I've done something that was decidedly more...noble.
How's that for replicating their mindset?
Anyway, basically everyone has a bed at this point in time, the dining hall is nearing its final stages, and the food and drink stocks are over a hundred apiece. We've mostly been free of thieves, with only a couple kobolds only being spotted recently. Speaking of, Nogoodgames spotted one then threw the bastard off the bridge. If that wasn't enough, the fading in and out of consciousness kobold wound up running into one of the skeletal mountain goat herds and was torn apart.
Finally, we managed to get ahold of a successful artifact creation, from Kubuk Dodokfikod. I have detailed it below.
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Granite 1, 109
It is finally the end of my tenure as overseer of this fort. The Liason had been a bit suspicious as he left, but he hasn't done anything yet. Still, it is good that I am now getting out of the public eye. I've done some careful phrasing in the message I've left to catch the next overseer up that should throw suspicion off of me, but I think I may reshape my beard and modify my hairstyle as well to make it slightly harder for them to attempt to identify me on future occasions. May as well detail the relevant parts of the message here for my own use.
First is the export agreement that had been set up for next year. If I get given the job of being a craftsdwarf, it might wind up proving to be useful.
Afterwards, I started in on detailing the general plans for the primary floor. Bedroom complex could be expanded west and northwest, with a slight cut-in for the offices where the tunnel for that would extend along to meet with the north-south corridor of the bedrooms. Should be able to fit the needs of every type of nobility in those offices, if a few of the potential 3x3 were combined into a 3x7 for those with particularly high demands. Made a note that they should likely get the workshops still in the south moved up to the workshop complex in the northeast, then turn the southern stuff into stockpiles. Maybe turn the side with the mason's workshop and mechanics workshop into a closer food stockpile area. Could potentially turn the current early dorms into a barracks and the area below the tower into a training ground.
Tomb was mentioned as being nearly completed. I noted that they may want a build coffin job on repeat in order to fully fill the thing out. Mentioned that they might want to have the central stuff be tombs for overseers and other important figures. We admittedly have one already buried in a random segment and the first is set to be memorialized in the main dining hall, but it could be something for the long term.
For the farms, I only left a message that it is likely a good idea to see if we can use the precipitation we got roughly halfway through the month, or a discovered underground river, to move them closer, as well as a minor note to keep an eye on the food stocks before winter. We're currently at around eighty unprocessed and twenty processed meals with around one-eighty drinks, but you can't grow stuff in the winter. Also, they probably want the still and kitchen shifted up to the dedicated workshop area, so dwarves don't have to walk all the way from the food stockpile to there to get those jobs done. I've already got one still up there, but a second is a good idea for later numbers.
On the ground level, there's a good amount of work to be done. Marked in red is the areas of the old ground that needs to be cut out, which has to be done one at a time as you really don't want that dropping down into an area with several dwarves running around. I mean, the next overseer can try, but I would advise against it. The constructions at the base are currently suspended, except for the left statue. Once that walk has been cut out, the unsuspend order would be statue, upper wall, then lower wall.
As for the chimneys, those walls are also suspended, pending when the ground is cut away.
Up one layer above ground level is the access point built to construct the upper layers of the dining hall's roof. This is going to need to be sealed up, likely requiring a ramp being built as the builders have a tendency to build on the north side, which can't be accessed. This can't be immediately sealed, as there are still sections that need to be completed. Granted, I think it may be possible to use the roof of the Dining Hall to get above the towers that NCommander had built so you could add a roof.
This is the last section of the roof that needs to be finished off that requires the gap on the former layer. This needs a fair amount of attention when stuff is being built, as when the columns are made, the dwarves have a tendency to build from the south for some reason, trapping them. Only reliable solution I have seen is to have them build it up, deconstruct, move north of the area, then rebuild with the stone left behind. This is, at least until you get to the northern wall, which has only one place the dwarves can stand. As with before, all but the furthest along are suspended.
Last of all is the idea I had at the beginning of the year that never managed to be implemented. The arrow represents a southward facing ballista, and the red lines mark modifications to be made for it to be viable. Basically, flatten the current tower of the highway to be at that level, add ramps to either side which lead to their own towers that have bridges to the trade depot. Ballista or even crossbow dwarves can fire dead south and impale many foes using the bridge as a chokepoint. There is one idea that I had which could be viably used as a shortcut for our own forces, specifically having each of those two new towers, rather than hollow, have a staircase going from ground level, with a door before the up stair at that level and a hatch over a down stair at the top. Though if that is considered an unneccessary risk, just put a floor instead of a down stair and wall up the bottom, and you won't have any scaffolding to tear down.
That's all I left. As a finish to this entry, may as well show the interior of the Dining Hall.
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