SmallHands 159 - Spring(album)Right… what to do first? I suppose trimming the numbers of the animals looks like a good plan; we have both way too many useless tame animals, and a bunch of caged beasts which haven’t been dealt with:
Two workshops for butchery and tanning are already built, in the main area; this is quite the terrible place for them and I fully intend to move them; but until then, we can manage.
Finding a spot for the surviving animals was a bit harder than I imagined; my first idea was to just put them in the dirt layer; but the eastern parts of the dirt layer are prime territory for channeling into a tree farm, and currently they’re occupied by several stockpiles for ammo, leather, and cloth (glad I found those, too); after some deliberation, I designate a section of the inner labyrinth to be dug out.
The wild animals have all been marked for taming. We already have four dwarves with some skills in animal training, and I only want to get the beasts docile enough for butchery.
In the cavern, three farmer’s workshops have been ordered. They will only last as long as the animals take to be milked and sheared; those which can be. Then they’ll be torn down, as part of the pasture move.
Well, one of the animals has escaped me already: old age has claimed a leopard before the butcher’s knife could.
A notification arrives; it states an order for 25 charcoal has just been completed. Not bad on its own, but it does make me realize that my paranoia has failed to prompt caution - I have not taken proper stock of the fort, at all.
The pre-existing work orders can be allowed to unfold; it’s a pleasant surprise that we even have steel at all, I know for a fact the fort has no iron-bearing ores; only copper and cassiterite, for tin.
I had resigned myself to bronze weapons and armor, which was perhaps a bit too pessimistic; we have plenty of limestone, and our enemies do bring a reasonable amount of iron at times, after all. Though this makes the smashing bridges economically unfeasible; given the mess in the 119th level, I dislike the notion of adding yet another set of defense modifications. Frankly, I’ll postpone deciding until after I see a good count of iron and steel items.
The general orders for the fort are only very slightly tweaked: previously, all could harvest crops; now, only farmers are allowed. I also canceled the order to automatically forbid fired ammunition and other death items; access can be controlled much better with burrows. Everything else is left as-is.
Nobles have it bad in SmallHands. The mayor and the captain of the guard have no rooms whatsoever; baron Salmeuk is missing armor stands and weapon racks.
My low-born heart rejoices, but my stone-cold brain points out all this crap is now my responsibility. Nobody ever taught me law, and now it’s too late; for all I know, there is some bizarre clause that if a noble won’t have their needs met for 3 years consecutively, the overseer loses their head. Or some equally inane regulation. I’ll meet their demands, if only to be in compliance.
Justice has two recorded incidents, vandalism and disorderly conduct respectively.
Two separate dwarves have accused legendary mason Lokum Erithadil, and in both cases only the accusers are witnesses. Obviously, I am suspicious. I draw the paperwork for interrogations instead of convicting the mason willy-nilly.
Both accuser and accused are going to have a chat with captain BlockadeIdols. He’s an expert swordsman, though I hope that will not come to be relevant in this matter. He is also the fourth member of the Rainbow Raptors, which surprised me; I was unaware that captains of the guard can also serve in the military.
Speaking of the Rainbow Raptors, they are short three members; the Grave Wardens are short four; I will need to find them replacements. There is a third squad, The Roads of Riddling, which was created without any armor or weapons. Riddle me why, if you please. There is no marksdwarf squad, although we have four dwarves with notable skills, and there’s a training room for them, with archery targets still built.
But the military will have to wait a while. I had started with sorting out the animals, and I should probably finish before I get side-tracked by another detail. We have an impressive number of metal cages:
Speaking from my experience as a hauler:
I. LOATHE. Metal cages. They’re back-breakingly heavy, and bring no benefits whatsoever to good old wooden cages. Some of them are better off in fires, but if you have a fire, I daresay you have bigger problems than the continued structural integrity of your nearby cages. Either you’re dealing with a forgotten beast which set your cavern moss alight, or a dragon has wandered across the surface of your fort; either way, having prisoners released from cages is not the biggest worry, and may indeed become an advantage. So off to the melting pile it is!
… the melting pile doesn’t exist yet, I should mention. But it certainly will.
5th of Granite. Oh kindly fuck off. We’ll be cutting even more trees, and there’s nothing you can do to stop us. Got it?
Luckily, it wasn’t me in charge of meeting the man-eating bastard; that “honor” went to baron Salmeuk; he’s been flawlessly polite, and eventually got the tree-hugging ponce to leave without any ill-effects on the fort. Perhaps I have misjudged nobility, or maybe Salmeuk is a cut above the rest? Either way, he’s getting his rooms completed (as soon as I figure out where they are).
Around the same time, interrogation reports have started coming in; our expert swordsdwarf is terrible at interrogations:
16th Granite. An elven caravan has arrived. I immediately mark all worn clothing for sale, although it isn’t much; I’ll see what else I can haul to the depot.
And yes, I chose those words on purpose; I’m using their arrival as a chance to prepare for trade with humans. Elves never bring much, and what they bring is notoriously crappy.
Speaking of paranoia: there were two holes next to the smithy, punching into the caverns. The caverns with a flame-breathing forgotten beast. That cavern. They were floored over without incident. You can also glimpse a new space on the right of the smelters; this is where the substandard metal items will be stockpiled for melting.
24th Granite. Excuse me, what?
This particular bonecarver was the injured party in the claim of disorderly conduct. I am now to believe that the commander of the Rainbow Raptors, a legendary sword-dwarf on his own, has suddenly thrown a tantrum, and has just, “accidentally”, killed off one of the accusers of the legendary mason.
Here I thought the mason was unjustly accused; I’m now starting to wonder if the tally of his crimes is balanced the other way around.
Regardless. Captain ReignedAxes is going in the clink. There were far too many witnesses to his outburst; there will rightly be a riot if he’s not condemned. This puts his subordinate in a very awkward position - now he needs to go interrogate, and then imprison, his superior officer. Perhaps I mis-remembered, and it wasn’t that law officers couldn’t serve in the military, but merely that it wasn’t recommended?
Either way, I resolve to have a chat with mister BlockadeIdols, and ask him what he would prefer: military, or law? Current legal issues will be postponed until I figure out if I change the captain of the guard or not.
Moving on to the elves: they have brought 29 logs, which have been bought immediately. Their animals are uninteresting, and they’ve brought no alcohol; but they did bring five cheap barrels, and two buckets. I’m not sure we need buckets, but I’ll get them anyway. I’m also marking the clothes which aren’t made of wood, some splints, and lastly a single crutch. They have not brought a single piece of thread or bolt of cloth, but oh well. In the end, I manage to trade away every bit of worn-out clothing and a few crafts, in exchange for new clothes, logs, and wooden tools.
After some deliberation, I gift them a few bone trinkets; nothing of any importance, but traders and politicians have this way of not being on the same page; maybe next year’s trade will be better, despite the diplomats coming to yell at us.
13th Slate. BlockadeIdols has come with his answer: he’d prefer to remain in the army. In accordance, I remove him from his position as captain of the guard. His replacement is the rather flimsy
KingZultan BoulderHeight, who’s an adequate clothier, and not much else.
With this done, I can now interrogate captain ReignedAxes, before imprisoning him.
Not to forget my original goal, all milking and shearing has completed; of the 48 adult animals in the fort, 21 were marked for slaughter on the simple grounds of being feeble. (ooc: everything with a stat below 30 got the axe). Of the remaining, three more were also marked for slaughter, on the grounds of being a donkey, which I'm not inclined to keep, and two water buffalos, which eat a staggering amount and I definitely won’t keep.
There is little left to do now, besides waiting for the rest of my fellows to finish slaughtering the animals and hauling the resulting food. I must say, it’s a bit strange to see it happening from this end.
I now also wonder if there’s enough room for the meat to be stored; I’ve a sinking suspicion there isn’t.
Captain KingZultan, for all her frail appearance, has managed to shake the legendary mason:
The sword dwarf in contrast isn’t saying a peep. Too bad everybody has witnessed him being guilty as a goblin, then.
There’s little reason to dally; it’s time for convictions. Captain “I murder legendary bonecarvers because I bloody feel like it” can go cool his heels chained in a bare room; the mason can go serve his sentence in the neighboring room too.
27th. For reasons that are still unclear, KingZultan has decided to go punch the two guilty parties instead of using our two jail cells. Thankfully, no lasting damage has been done. Sort of:
The architecture is baffling around here too: the jail cells are only one level below the common room, but in order to access them a dwarf would need to go all the way up to the sub-surface level, pass through the farm plots, and descend back down.
It occurs to me that summer is one month away; I would like for the rope reed plots to be ready by then. So I order the last two farm plots deconstructed, and the room expanded to a 11x11 format; dirt roads are placed on top of saplings, and two 5x7 plots are planned:
The top two plots can be extended later to 5x3; this neatly leaves a one-tile path between the plots, where we can store seeds.
A curious detail has been noticed: the metal cages that I planned for melting have… passengers. I briefly panic, wondering if these are undead; but with a few dump designations, a much simpler, and much more depressing, explanation is made apparent. We have had animals that starved in cages. Already, two rabbits and a donkey were pulled out of the cages; a sheep, a bull and a cow soon followed.
(ooc: interestingly, the message “an X has been found, starved to death” was shown when the corpse was placed in the dump zone; I’d have expected it to crop up when the cage was opened. I now have the bizarre vision of a dwarf who’s hauling a corpse all the way to the dump zone convinced the animal is still alive, maybe just sleeping a bit; and only on destination they become convinced it’s dead. Even if they’re hauling a skeleton.
Especially if they’re hauling a skeleton).
15th Felsite. Two beak dogs have been spotted outside, and have scared the crap out of me before I realized they are part of the local fauna, not a prelude of some mysteriously unannounced invasion. One already got caught in a cage trap; the other two weren’t far behind:
28th Felsite. On the brink of season change, I order the emergency burrow activated. We might get the human caravan, or we might get an undead horde. Best lock the gate for a few days; if nothing happens until the 10th, I’ll open it again.
The staggering amount of cancelled jobs reveals to me the emergency burrow hasn’t been updated with the changes to the fort. Most notably, the smithy is not included and neither is the walled-off cavern floor. I’ll save myself some trouble, and include all levels that don’t also have caverns, or magma sea; or, obviously, outside. More detailed expansion can be done later.