From the journal of Cerol "Mook" Onuliklist:
1st Granite, Year 64: Since our previous administrator decided to temporarily retire following his year of service, a lottery was started to decide who would be the new administrator. I didn't think anything would come of it, and I did have some ideas in mind which would improve this place. Who knew I would
actually win?! So as of today I'm going to enforce a new kind of order on this fortress, and make it the kind of place where a dwarf would want to live, not just work!
My first action as the new administrator was to halt mining on the lower levels and begin reorganizing job duties to try and increase efficiency in this place. The changes were fairly simple: miners mine and do nothing else, woodsdwarves fell trees, build wood stuff, haul wood, etc. I also turned one of the peasants into an assistant medic, as we seem to have a lot of wounded here.
My next action was to take some time to actually survey our entrance, and what a shabby deal that was! I guess I just spend too much time engraving, so I immediately set to work digging a new ditch and an extended defensive network in front of the fortress. Although it's a very human thing to do, I have always prefered defensive walls from which our military can rain down death on our enemies. Also, it gives the place a nice symmetry which it is sorely lacking.
My third action was to designate excavation areas for new workshop, storage, tomb, and living quarters. The hodgepodge we have right now is too cluttered, and not fit for dwarf or human. I decided to opt for a vertical spiral pattern, so that each workshop and bedroom would have its own personal space, and would therefore be easier to locate and alter as needed.
My fourth action was to deal with the strange mood that occurred. Seems I inherited a loony who thinks he has a great idea for a weapon. He found his way to a workshop just fine, though, not that I think anything will come of it.
6th Granite: The loony produced something, believe it or not. It turned out to just be some obscure item, though, nothing really useful. He learned how to be a good craftsman, regardless. I've begun removal of the stone dumping area to the north, as it presents a huge security risk for our dwarves. I also needed room to build a road leading to the north. We're not exactly in a tree or stone strewn landscape, but roads are nice to have.
20th Granite: Elves! And they're here to trade! I hope they brought trees, because we need bins, this place is absolutely cluttered with crafts, bolts, and goblin gear! Goden Infiniteb, our backup trader, killed a kobold today while constructing the perimeter wall. Not a scratch on him, either. Skid was too busy updating stockpile records to go to the depot, so I replaced him with Goden. For some reason the depot was set so that any dwarf could trade. What a disaster that could have been!
26th Granite: Goden finished trading today. He says he traded a few rock trinkets for everything the elves brought, which was just a whole bunch of cloth and a few trees. I hope they figure out that cloth ain't what we need here! Also, migrants! I would kick off about how useless the lot is, but we actually ended up with a carpenter, and more laborers for the new defensive network. Plus, I recall that not too long ago I was a migrant meself, so it's good to have some fresh blood around.
Another kobold showed up along with the migrants, and Akhier took a moment out of his work digging the new trench to put a pick through its skull. Honestly, I have no idea what these things think they can accomplish by walking through a crowded area.
12th Slate: Invasion! By monkeys! A swarm of rhesus macaques stormed through the as-of-yet unremoved portions of the trench and sent a whole lot of workers running. I mobilized the military, only to find out that the whole lot was lumped into a big group, the boss of whom was busy napping. I sorted out the structure and sent them out to deal with the monkeys, who were promptly crushed by dwarven might. Looks like there'll be monkey for dinner tonight!
18th Slate: I noticed today that there are far too many animals wandering around the fortress, and although most are pets there are a few unowned animals which just get in the way. I locked up all essential animals such as the dogs, and put the rest of the strays to the knife. The cougar and deer can live, though, because I think they're interesting and because I'm posting them as watch animals at the new front gate.
22nd Felsite: The lower wall of the defensive perimeter is mostly finished, so I commissioned some siege weaponry for the larger areas. We seem to have far too many catapults at the moment, so I placed a bunch of those at each major area. These can easily be replaced with ballistae once we actually have some. I also began work on my tomb in the new necropolis, because you never know when a goblin will get a lucky shot.
1st Hematite: Summer has arrived, and work on the outer wall has slowed because some of the lads can't handle the sunlight. The defensive trench is finished, however, as is the new retracting bridge at the front gate. I'll have to see about building a ceiling over the courtyard before the year is out to prevent the place from being flooded by vomit.
The new mayor also mandated 3 flasks, which I'm trying to sort out due to our serious lack of smelted metals. The mandate by the previous mayor, Tekkud, also ended today. I never even noticed it, so I'm not sure what was wanted. The Dungeon Master seems happy to work on the smelting, since I suppose there aren't many interesting animals around to train.
15th Hematite: Humans have arrived! Goden is still the designated trader, and I think I'll keep it that way. More of our goods are in bins now, but a lot is still strewn about. I removed the last of the old workshops and had them rebuilt in the new areas. I also made sure to tell Goden not to trade away any bins, just the goods inside. The humans have wagons, so why shouldn't they organize this stuff themselves?
17th Hematite: I just realized that the mayor is still sleeping in peasant quarters, so I decided to start building him a new room. I assume my predecessor didn't notice the election of the new mayor, or just ran out of time/was too busy to do anything about it. The workshop area is completed, as is the storage area. I've allowed the miners to start work on the new living quarters and the new meeting hall, as they have almost finished the tomb complex.
Surprising tidbit, journal, apparently we either had a LOT of unburied corpses lying around, or several soldiers have died over recent months for whatever reason. We haven't been invaded by anything dangerous, so I assume they must have succumbed to injuries. Good thing I had a lot of coffins built.
5th Malachite: The mayor mandated adamantine items today. I have no idea what he's thinking, but I think our previous mayor needs to run for re-election if this is how it's going to be. Still working on the mayor's new quarters.
21st Malachite: I noticed our siege operators have been launching rocks this whole time, and doing little else, so I suspended catapult training in order to get them working on something constructive, like the second level of the wall. Once I have the catapults on the wall's second level online I'll let them get back to training. Goden bought out most of the human caravan, save that oversized junk they always bring for some reason. They were obviously ecstatic, so I ordered some valuable metals and some materials we'll need for various things.
1st Limestone: Summer has ended, and the wall has been completed. I'm still waiting on the completion of the catapults, and I've started to deconstruct the random bridges in the old entrance and begin filling in the holes. We finally have more than enough bins to contain all of our crafts, we just have some lazy haulers. I figured out why the other engravers were so slow, and I redesignated their tasks to make sure they engrave rather than haul.
12th Limestone: Dwarven caravan arrived today, and it's a good chance to unload the last of our trade goods and goblin junk we have lying around this fortress. Work began on the new trap network at the front gate, as I decommissioned the wall of cage traps at the old entrance. I have to remember to tell Goden to ignore his other labors whenever the caravan arrives, as he has a tendency to drag his feet sometimes.
25th Sandstone: Digging of the new living areas has been completed, as has the secondary underground entrance at the front gate. Smoothing work has begun on the new quarters, as has the production of enough cabinets and coffers for all. In the event my successor wants to actually fill the moat with water, he'll probably want to reorganize the secondary entrance, as it cuts right through the trench.
28th Sandstone: Lorbam Nomalsosad, a glassmaker, has entered a screaming rage about something he wants to build. One of his first demands was green glass, so I locked him in his workshop. The fool doesn't seem to realize we have no sand available here, and I'll not let him beat any other dwarves into submission just because he's too daft to realize that.
1st Timber: Finished my tomb, a modest affair, as well as my new room. Currently engraving the rest of the noble's quarters and the new meeting room. I have reassigned all dwarves save those too injured to move to the new living area. The mayor was angry that no one made his items, so he had Nil, an animal caretaker, put in jail for it. I have no idea why, but I think we need a new mayor.
12th Timber: Aside from the more expensive bits of armor, Goden used the last of our trade goods to buy out the dwarven caravan. I noticed a lot of our military seems to be injured due to sparring, so I ordered them all to focus on unarmed training until we have better armor available. I ordered armor for next year, as well as some valuable metals.
1st Moonstone: Winter is here, and my term is almost up! The defensive wall is essentially complete, although I'm trying to build some catwalks over the courtyard as well as a new barracks. Smoothing and engraving will likely take the rest of the winter and then some, but at least everything is dug out.
13th Moonstone: The Glassmaker went berserk today. I could hear him slamming against the shop door from my office. I'm very glad I decided to lock him in. I should probably send the military around to deal with him, but I have more important things to do right now, so he can wait. The trap screen at the entrance and the secondary entrance is mostly complete. I appointed myself manager today, as I like this organizing knack, and if I'm going to have a fancy room I would also like a fancy title. Skid is still the hoardmaster, though, so I'm sure he won't mind having less work to do.
5th Opal: Nil died of thirst today, just seven days before his sentence ended. I thought about tossing the mayor in a cage for killing an innocent dwarf, but I still have to live here without administrative powers, so I'll leave dealing with the mayor to my successor.
On the bright side, I am now considered a legendary engraver! Good times!
4th Obsidian: Another monkey invasion. This time most were stopped by the trap wall. I sent Momuz out to kill the rest, and he seemed to have a fun time. This proves that the trap network works, and my successor now has a horde of monkeys waiting to be trained.
12th Obsidian: The berserker died of thirst today. I gave him a proper burial in the necropolis. It seems that one room is almost full since I started here, so my successor may need to expand the tomb area at a later date. The barracks are almost complete, save for one wall. I've started work on the second level, although I'm not sure that it will finish in time. Hopefully by having the barracks in the courtyard our soldiers won't get too used to living in caves.
1st Granite, year 65: I didn't finish the walkways or one part of the barracks wall, but once the last cage trap is built the wall should be finishable, and the walkway will be finished in about a week. I produced enough cabinets and coffers for all, but not enough doors. My successor should also try to finish that. Only about 20 rooms in the new living quarters still need doors. I commissioned a second meeting hall which has been dug out. I placed some statues inside but haven't gotten around to smoothing/engraving or putting in tables and chairs. My successor should be able to handle it. I noticed we need some dedicated haulers, as the clutter has started building up again. Once the walkways and barracks are finished this may fix itself.
And so my term has ended! I hope I get the chance to do it again, as I still have plans for another keep on the upper level. Our population didn't change much due to mood-related or neglect deaths, but the lack of nobles doesn't bother me at all.
The Save:
http://dffd.wimbli.com/file.php?id=690