Record of the Eternal Halls, Acting Director Aqizzar AtöldastotIn the fullness of time, I have again found these halls in need of proper motivation. Just as seven years ago, I have assumed leadership of the Eternal Halls in Dadam's stead, and found a mess of half-finished projects and slovenly dwarves. No matter - all ongoing efforts are hereby annulled, to be subsumed by my own orders.
Granite 4th - Our ridiculously long front gate isn't defended by much more than loosely armed pedestrians. I've ordered more weapon traps built. Notice we have a weaponsmith with one lung. Keeps passing out everywhere.
Granite 7th - Too damn many cats - putting some to the block. Need to tell my squadmates that they don't have to follow me to my bedroom when we're on patrol.
Granite 11th - Elven diplomat arrived, right through the area Dadam ordered clearcut. Got a kick out of that, I'm sure.
Granite 14th - I fear the Hammerer fancies himself true royalty. He's demanding new furnishings in his quarters, but won't say what he wants. Grabs up crowns by the armload for his dining room.
Granite 15th - Diplomat finally met with the Countess. He bluntly suggested we cut down fewer trees. She bluntly suggested he kiss off. Fine act of politicking that.
Granite 19th - Goblin thieves hit the Elven caravan - we splattered them well enough. Another group with whips caught the diplomat, but he managed to give them the slip and escaped unharmed. Good footwork I'll admit. Gave a load of goblin clothing and stone junk for the Elves' booze. Fair trade.
Granite 25th - Dadam put the miners to work on a gigantic tomb for himself, and I feel as the only other living founder, I deserve likewise. I've drawn up some plans and mapped out the area - will require a lot of gruntwork.
Granite 28th - Noticed in the rolls an Olon Betancilob who's supposedly a master craftsman. Made one of the artifacts taking up space around here, but he's counted as an unskilled peasant...
Slate 12th - Some migrants showed up, despite the rumors of danger. A mason, a jeweler, a smith, and seven useless buggers of varying sort.
Slate 22nd - I swear to Armok, the fortress would be better off if we had no designated storage at all, just leave everything where it lies and work as needed. Half the population is constantly employed just carting crap around to where it supposedly belongs.
Slate 26th - Kol the glassblower finally got started on another flash of useless inspiration. Nabbed up so much junk he can barely move around the workshop.
Felsite 2nd - "The Killer Square", a glass box. Huzzah.
Felsite 12th -
The horror.
Felsite 28th - Foundation of my tomb is nearly complete, just have to knock out all the scaffolding stone left behind.
Hematite 9th -
Hematite 15th - Human caravan arrived with the merchant in tow and a pack of goblins hot on their heels. "It's such a pleasant place you've carved out for yourselves," he says. Damn Elves can't wait to slit our throats, got the better of their planning - the goblin's fop guide didn't even bother taking off his guardsman uniform.
Hematite 18th - Damn but does it take a long time to carve out a tomb. Could have put more thought into the access supports, but no matter now.
Hematite 22nd - The inevitable finally happened. Weaponsmith lost his breath and passed out while crossing through a trapline. At least we know ten masterfully crafted obsidian swords are more than adequate for stopping something as tough as a dwarf.
Hematite 28th - I grow to despise the Hammerer more by the day. On top of snatching every crown in the fortress in retribution for us not guessing what bizarre decoration he wants, he's also named himself the personal guardian of a dozen or so cats. The floors are slick with their mess, and he won't give up one.
Malachite 3rd - Need to tell the carpenters that every piece of garbage stone doesn't need to be tossed into the magma pipe. Lost a carpenter to the last fire imp before we shot it down.
Malachite 23rd - Some bonecarver wants shells for a thing he's making. We have dozens of turtles laying around waiting to be eaten, but he won't crack one open himself.
Galena 6th - Turtles were eaten and we have another fantastic amulet. I really need to explain that one trash heap is as good as any other to the builders clearing the tomb.
Galena 22nd - We have more dwarves than booze, but the brewers can't find one empty barrel to put more in. I've ordered the construction of another twenty to be sure.
Limestone 12th - I've been informed that The Eternal Halls are now considered a duchy. Informed by the newly christened Duchess that is. I suspect she just wants more fancy crap in her suite, but she swears King Kubuk Morullikot himself is planning to make these halls his true seat soon, and a place should be prepared for him. Whatever the case, it's something else to keep all these peasants employed.
Limestone 17th - Caravan showed up, bringing the liaison to confirm the big news. Fine. I've ordered the retaining wall partially brought down - there's defensibly long and there's annoyingly long.
Limestone 22nd - Dadam ordered more gems and booze, being the only two things we're low on. I swear, just talking made him even more muscular.
Sandstone 6th - That amulet maker fell to his death while clearing out the scaffolding in my tomb. Pity that is. Also, killed a kobold.
Sandstone 9th - Obviously those fools need better instructions when carving out earth. Reg, our great Mayor, was knocked off to her doom. Her husband died years ago, and her six children are now left orphaned by some incompetent miners. Who, I'm not sure, but Sizik and some stonecrafter were also badly injured. I'm blaming the stonecrafter.
Sandstone 11th - Killed another kobold, and the Duchess added another member to the noble family. What joy.
Timber 6th - A few migrants arrived. They said there were willing to brave the danger, thinking the Eternal Halls could be their tomb. Considering no one has ever so much as talked of leaving, they're likely right. Among them were two experienced soldiers - nice to see.
Timber 17th - Finally finished all the digging needed in the tomb, after losing another miner. I've elected to rip up the old felsite roads, to be replaced with a highway of solid iron. That should impress ol' King Kubuk when he finally makes this the true capital.
Timber 23rd - Boy was born somewhere. Lost a carpenter when the remaining stone in the tomb was dropped in a semi-controlled demolition.
Moonstone 5th - Sizik is back up and working, with a punctured lung. I've given him permission to stay inside from now on, so he doesn't risk falling on a trap like that smith.
Moonstone 13th - Guard had a daughter.
Moonstone 17th - Killed a couple more kobolds. Olon Betancilob, the most popular nobody in the fortress, was elected mayor. I've given him use of the old mayoral office. Also gussied up the noble suites for the Duchess and her boytoy.
Opal 26th - Putting some finishing touches on the tomb. Somewhere in the fort, there is a vicious stealthy monster lurking, that consumes any barrel it can find. I've ordered forty made since I took over, and there's barely a drop of liquor anywhere, with no containers for more.
Obsidian 5th - Just noticed the new mayor lugging a statue off to my tomb. Good chap he is.
Obsidian 20th - I've been informed that King Kubuk is suitably impressed with the Iron Highway. He just needs a load of valuables shipped off at the next opportunity for his train, and he can seat his new throne here.
Granite 1st, Year 112 - That's it, I've had enough of these doldrums. I couldn't stand managing these buggers before, and seven years and sixty more dwarves hasn't improved my opinion of management. I leave the administrative emblems to whoever wants them. They can't possibly do too bad a job...
Goddamn did that take a while, but at last I'm done with the Eternal Halls again. Pretty uneventful year except for the problems I caused myself. No sieges or anything, except for a couple small ambushes. Some notes to my successor - we need more barrels and lots of them, booze is down to like 40. Total. I don't know what the hell is going wrong, but all the barrels keep disappearing to somewhere, with 5000 plump helmets waiting to be brewed. And remember to dump a bunch of valuable offerings on the next caravan to get the king to show up, if you want to. Do make sure he has a place to live.
Saev bee heyah. Good luck.