I mean that I don't want to fight orcs right now. Once I'm a legendary miner, those orcs are going to hit the ground like the proverbial pile of bricks.
Ah, you hit legendary miner back in winter of the first year. I'm currently being cautious with your military assignments (You're also a master mason, and I don't want you going champion on me before I've trained up a replacement), but training-wise you're good to go. I'm getting you a nice steel pick (and hopefully a better-quality one, once I've got a decent weaponsmith) and you should be ready to join in the first time we face the orcs head-on.
And, since Shoruke's confusion prompted it, here are pictures of the fortress and the dwarves! It's now mid-winter of 110.
Here's the stocks screen:
The topmost level of the fort, showing the bridge (and guard foal), the upper fortifications, above-ground farms, and what will become the statue garden. The two statues placed at the entrance were put there after winter started, so they will be in the next update.
The entrance level, with the entrance, food stockpiles, farms, main fortifications, and the tops of the waterfalls.
The dining level, with workshops towards the river and food preparation to the right. To the left are the fortifications (and steel pillars) overlooking the part of Tosid's project that I've finished. The room with the levers is the control room, with two drawbridges and two sets of floodgates
The first level of stockpiles, and the first level of bedrooms. Barracks are in the upper left, with weapon and armor stockpiles.
Second level of bedrooms, and the reservoir for the waterfalls. It should be self-regulating, too. The recently-dug area is for the common coffins. The central area is the forge stockpiles, mostly dominated by steel bars. We've got flux and fuel in abundance, why not?
The forge level. I had to place all of the forges at the same time, so I built in some extras. Magma smelters, glass furnaces, forges, and even some kilns in case I ever decide to make clear glass.
The magma pipes, warrior's graveyard, and the first "full" bedroom complex (the first one where it would fit without running into soil). At the left is the magma pipe. This level will also have the minor noble housing, once we start needing that.
The Duke: Kills: two goblin thieves, skills: Legendary miner, talented brewer. Mighty, perfectly agile, and extremely tough.
Shoruke: No kills (Kib stole both of the orcs). Skills: Legendary Miner, Master mason, dabbling armor/shield user, Novice wrestler. Extremely strong, very agile, and superdwarvenly tough
Flint: 13 kills (four goblins, nine orcs) + four beak dogs. Skills: Adept Carpenter, Wrestler, Competent axedwarf, expert marksdwarf, dabbling armor/shield user. strong, extremely agile, extremely tough
Hat: Competent engraver, high master mason, proficient stone crafter. Mighty and extremely tough
Skjald: Proficient Armorsmith, Proficient Leatherworker, dabbling Metalsmith, weaponsmith. Strong, agile, and extremely tough. She hasn't been doing much since the armorsmithing was taken over by Olin before we got magma forges, but with the sudden need for spikes she's coming along nicely.
The Tooninator: 6 kills (a goblin, an orc, two kobolds, two batmen) + 1 beak dog. Legendary wrestler, proficient armor user, professional shield user, Great swordsdwarf. Very strong, unbelievably agile, superdwarvenly tough.
Tosid's plan at this point involves no less than 410 menacing steel spikes, ~150 mechanisms, three screw pumps, 16 steel blocks, 48 stone grates, and other miscellaneous building materials. That's phase one. Phase two is going to need a lot more digging, and probably 3dwarf to really see what's going on.