1st Granite.
I've just had a look around this fortress, and it's not what I would call well run.
- Dead bodies everywhere
- No proper tombs or burial chambers, just a big space called a graveyard outside.
- A lot of unhappy people, and even someone currently throwing a tantrum.
- We have almost no food. 30 meat, one plant, 76 seeds and 197 other, which, judging by the contents of the food stockpile, consists mainly of fat.
There no doubt plenty more I could comment on, but that will suffice for now. There's a lever next to a flooded room, which I assume works the farm floodgate. I guess I'll have it pulled and hope for the best.
5th Granite.
The lever closed the floodgates and drained the farm, letting me designate a farm plot and order the planting of plump helmets. Thankfully we have plenty of plump helmet seeds, so we should be able to at least grow something. I've also noticed that we have a lot of raw fish, and nobody bothering to clean and prepare them, instead letting them rot. A random recruit seems to still be throwing a tantrum, and we have a craftsdwarf sitting in a workshop in a strange mood. We also seem to have two hunters with no animals to hunt. I'll tell one of them to cut a gem, as I think that's what the craftsdwarf is looking for.
7th Granite.
Just noticed that we have miners who don't seem to be assigned to do mining. I'll tell these two to do some farming.
12th Granite.
A flood went past without any problems. Work on a bigger storage/workshop area is also under way, along with some bigger tombs. An elven caravan has also turned up, although I expect the chances of them having anything useful are slim.
25th Granite.
...Is that it? Is that everything they have? I can't see any more mules inbound, but this is almost nothing...
I'll give them as much as they can carry in exchange for one of their bizarre foodstuffs, and hope it persuades them to come with a little more next year.
In other news, a tower-cap has sprouted in the hallway. It's not blocking anything, so I'll leave it for now, as a symbol of the first internally grown wood.
4th Slate.
The first plump helmet has grown in our farm. Hopefully many more will follow.
I've had some areas designated for noble quarters, as they all seem to be complaining about not having good enough rooms and offices.
21st Slate.
Immigrant wave!
3 craftdwarfs,
a mechanic,
3 peasants,
2 miners,
2 jewelers,
a carpenter,
a fisherdwarf,
a marksdwarf,
2 children
and 2 nobles
I haven't even had a chance to finish the bedrooms for the current nobles...
I've converted most of them into farmers to help produce more food. Hopefully the extra miners will be able to dig out the noble quarters a little faster.
3rd Felsite.
It seems that the craftsdwarf who had a strange mood has finally gone mad. Took him a while.
Now that we have a fair number of miners, another problem has become apparent: we don't have nearly enough masons. Perhaps I should convert some of the ocean of carpenters we have to stone detailing duty.
15th Felsite.
It seems the mad craftsdwarf has gone and drowned themselves in the river.
We're up to about 60 plants, so I may start brewing some of them soon. We've been drinking water for far, far too long. I've also moved the rough gems that have been sitting around outside into an internal stockpile.
10th Hematite.
Cave river flood. I can't see this ending well for those fisherdwarfs who didn't make it back in time, especially the one who's just decided to fall asleep there.
12th Hematite.
The cave river flood has passed. The dwarf who got swept out into the middle of the river drowned, but the other two managed to stay on land, including the napping dwarf who simply slept through the whole thing.
16th Hematite.
Human caravan showed up. Hopefully they'll have a little better stuff than the elven caravan.
19th Hematite.
I really hate goblin snatchers, especially when they make it into the front door.
24th Hematite.
...
I really need to hurry up with the road. It's not helped by the army of goblin snatchers that has been trying to sneak into my fortress as of late. The corridors are smeared with their blood.
13th Malachite.
One of our recruits has suddenly been stricken by melancholy, no idea why. No doubt she'll jump into the river soon enough.
...Or perhaps not. Seems she's bed ridden with two broken limbs.
2nd Galena.
Had a carpenter get a fey mood. Chances are they they'll want stuff I don't have, but I can always hope...
5th Galena.
Seems he wants a certain kind of stone and rough gems, and is now sitting there in the workshop. Probably going to end up going insane.
As for the Melancholy recruit, she's making a spirited crawl from the barracks. Where to, I have no idea.
22nd Galena.
One of our recruits broke their foot sparing today. The carpenter's still sitting waiting for something, and the melancholy dwarf seems to have fallen unconscious next to the workshops.
I'm going to have to get some more coffins done. I think we've run out of space in our current ones. I've designated a stone stockpile next to the masons workshops, but I think the main delay is a lack of furniture stockpiles.
12th Limestone.
Another flood went past without incident, despite dwarfs deciding to just stand on the bridge when they found the doors on one side locked.
Work on smoothing noble quarters is progressing very slowly, in part due to the lack of stonemasons we have. Hopefully we'll have an immigrant wave soon, so I can convert all of them to masonry.
15th Limestone.
A dwarven caravan has turned up. This one looks promising, as it consists of more than 1 or 2 mules.
18th Limestone.
Carpenter went insane. Not like we need all that much wooden stuff anyway.
22nd Limestone.
Traded a pile of goblin stuff and a few mechanisms for most of the food, leather and cloth they had. The Melancholy recruit has finally died from thirst, and has been placed outside until I managed to get some more coffins in place.
16th Sandstone.
One down, 5 to go!
One of the dwarfs I sent to build a statue for the nobles rooms managed to build themselves into the statue. I'll have to have someone take down the statue to get them out.
28th Sandstone.
Finally finished the road. Now we'll get a little more stuff to trade for when the humans turn up.
16th Timber.
The mad carpenter finally died of thirst. We also seem to be producing more food than we can store, so I'm expanding the food stockpile.
...Ok, that was too much. Emergency support building time.
3rd Moonstone.
Winter approaches, and the farm has stopped producing food. We currently have 327 plants in stock, which should (I hope) last us through the winter when coupled with fish from the rivers.
13th Moonstone.
A jeweler has taken a workshop. Probably going to end up as another nutcase, but I can hope.
8The Obsidian.
The jeweler eventually went berserk, chased a stonemason out into the main corridor and was shot down by a passing marksdwarf and then mauled by the standing army of dogs. Seems I won't be getting any artifacts over my reign.
1st Granite.
Spring has arrived. I shall pass my rule on to the next person. Something that should be noted is that all of the nobles offices are not quite finished yet, so someone will have to assign them to the relevant nobles once all the furniture is in place.
Map.Save.