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You know the drill, Dwarf outcaste to remote landscape to build wealthy fortress because mother was told he stole her favorite cat statue and used it to buy sewer brew and pickles. Same old, same old.
And now I'm here at 'Alehouse'. I only wish the fort itself held up to the name. We have some booze here, and a very small amount of food. The former leader has gotten some fairly nice bedrooms going, but it seems I will be set the task of taking us from hunting and gathering to full sustainable food production.
At the same time, the last leader was trying to connect a road to the trade depot, and I'm to finish it. The numerous limestone rocks in the way, as well as trees in the lower valley make it quite a task. I've ordered our road builders to design a road to the nearest route out of the mountain, leading to the west and south.
To make sure we have something to trade if we get any traders this month, I've designated a barrel-less stockpile for prepared foods. Putting meals in barrels makes them very easy to store, but hard to sell without getting rid of the barrel.
With the road started and several smoothing and clearing jobs designated, I turn my thoughts to farmland. Checking the food stores, I see we have mostly prepared meals, and many unused seeds. My plan is to dig down from the rock formation our dining hall is set in, and break into the soil level under the valley for underground farms and greenhouses.
So, after a quick look at our labor, and reassigning some more road builders, we get started.
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It's slow going, at first everyone is hauling stones from point A to point B, with no real need to do so. I put a stop to that by removing the huge stone stockpile outside. We don't need to waste all that time lugging stone at this point. I also put a refuse stockpile and tanners shop outside, the former leader had set some cats to be butchered, but was letting the skin just rot in the butchers shop. Seems wasteful to me.
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At least there is some good news, the miners here are quite skilled and it takes very little time to hollow out the red sand for farm rooms. One of them is the former manager I hear. I must remember to compliment him on his startup of the fort.
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The elves have arrived. I've ordered what stone crafts we have to be moved to the depot for trading. I don't really expect much, these being elves after all.
And they actually have something useful! At least to my farmer experience. A full bag of the rare sun berry seeds. With this we will be rolling in the expensive sunshine drink in no time once I get some greenhouses made to grow them. I also traded for some cages for better animal management, some ropes, some bags, and some plants.
I immediately noticed a lack of general stockpile, so after setting up one of the cages to hold puppies and kittens in the dining hall, I moved to add one near the furniture stockpile.
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A goblin! Our herbalist ran into him bringing back some wild plants. I promptly told the herbalist to stop it.
He listened, starting by breaking the invader's left arm and right leg, and pummeling the goblin into unconsciousness.
The outcome of course is obvious.
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Migrants. The extra hands will be useful, but it brings up the need for a general barracks. Sava's rooms are very nice, but it's simpler for new arrivals.
The skills of those we received seem very broad. A miner, some engravers, a hunter to back up our Ranger, another metal worker, a few fishers and craftsdwarfs, a handful of farmers and four peasants.
I have set some orders for bone bolts and totems to be used from the hunter kills and thief bones. We don't have any military yet, but it will come soon, and ammo to be used for training never seems like a bad thing to me.
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With the extra hands, I set up a kennels outside for dog training, I've ordered two as hunting aids, and the rest as war dogs. I also put in some restraints near the bridges to catch thieves once we have war dogs to chain there.
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The new migrants Metalsmith has been possessed today. It didn't dawn on me that this was a bad thing, until I realized we have no forge, and no anvil to make one with. Luckily I hate her guts, so I'll happily see her go insane. She is however liked by Tirist, and I only hope the farmer can manage without her friend.
The poor crafter was locked in her room, and I've given the order to carve a coffin for her. I've set in a plan for a tomb inside the mountain for our fallen comrades. Let us hope it takes ages to fill. Fittingly enough for dwarven tombs, our mausoleum has a vein of malachite running through it. I plan to leave the walls there for smoothing and engraving.
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Summer arrives with plenty of work still to be done. But at least the trade depot is fully accessible, even if the road isn't completely done, and we have an operating plump helmet farm, even if the greenhouses for outdoor crops are not finished yet.