I decided to finish my turn early this week, because I'm crazy and want to do a community fortress at the same time.
Journal of Liolel:
1st of Granite: I just a humble woodcutter have been chosen to lead Jackaljaws, after the deaths of so many metalcrafters under our previous leaders reign. I’m not sure what to think, it’s an honor, but leading a fortress in the middle of a zombie infested wasteland is no easy task.
17th of Granite: Elves have arrived at Jackaljaws. They only brought cloth, but cloth could have been useful, if some idiot had not added a bone ring to our offer, sending the elves storming off.
I’ve also started expanding our absolutely pitiful military. One soldier is not enough when you live in a ZOMBIE infested wasteland.
25th of Slate. Migrants. 20 of them. Why bandits flock to such a dismal place I do not know. Among them there was a dungeon master. Just great. The last thing I need is to need to arrange fancy rooms to be built.
17th of Felsite: News both good and bad. On the good side I’ve added a new touch to the defenses. If anything gets past the dozens of weapon traps, the lower portion of the fortress can be sealed off through a lever in the dining room.
On the bad side, the mayor has seen fit to assign punishment to an engraver of all things for failing the impossible task of creating an anvil out of thin air, to make spears. Seriously an engraver has nothing to do with any part of the process. At least we’ve never assigned a sheriff, or built a jail, so far the engravers gotten off Scot free.
23rd of Felsite: Stupid mayor. He wants spears again. The human caravan better have an anvil.
15th of Hematite: Humans, with ANVILS. Who insisted on only making trades that would give them a fortune, and had more swordsmen that our pitiful military could risk taking on. At least we have more worthless pieces of stone craft then I know what to do with.
8th of Malachite: As soon as we make spears we’re told to make more spears.
18th of Malachite: A weaponsmith has been possessed. I wonder what masterful instrument of destruction he’ll make.
22nd of Malachite: It’s a giant aluminum corkscrew. Why can’t possessing spirits have good ideas? Of course it is worth 192000 and seems to have nearly doubled the value of the fort.
9th of Galena. The mayors banned the exporting of zinc. That will be easy as the only zinc in the ENTIRE FORT is a single bar we got from trading.
10th of Limestone: The bandit caravan is here. No real noteworthy trades occurred. We got a little metal, and a little of this and that but nothing special.
In other news, I’d like to announce big successes in two of my projects. Our military is now up to seven dwarves all of which now have their own suits of platemail, as well as weapons.
I’m also putting the finishing touches on a catacomb for our dead. No more leaving the bodies in the remains of our older temporary home. Of course as per tradition, I’ve carved myself out a nice fancy tomb. I am the leader after all.
20th of Sandstone: More migrants. Welcome to zombie land population 73.
27th of Timber: Another possession. And this time it's the former leader Skanky himself. And he’s seized a mechanics workshop?. So much for getting an interesting artifact.
4th of moonstone: The artifact is done. It's a mechanism. A fancy mechanism but a mechanism none the less. What more is there to say.
11th of opal. After almost a full year of searching I’ve found it. Iron. Good precious iron.
18th of opal: I’ve put the finishing touches on the next part of the defenses. By pulling the lever next to the stairs on the bedroom level, the entire fort will be sealed.
1st of Granite: Spring. I’ve been in charge for a whole year, and I quit. All I get is zombie deer this, zombie fox that. No you’re doing a good job, no please except this solid gold statue. No rewards just complaints. Someone else can take this thankless job.
Summary:
It was a somewhat eventful year. I've managed to get the military up to 7 dwarves, improve the defenses slighty (for more details, see the two lever points of intrest on the map) get some anvils, do a lot of exploratory mining, and build some catacombs on the bottom level of the map.
The zombies proved frustrating. I was constantly shuffling squads from killing weak zombies, to training to killing zombies to training and so forth. They weren't common enough to justify a squad on full time duty, but were common enough to be annoying.
The biggest worry for the next ruler is we have 73 dwarves. The next group of migrants will push the fort over the 80 dwarf threshold for sieges. I've made it so the fort can be sealed, and the previously rulers have added tons of traps, but more defense can never hurt.
And of course the map is
Here