Late Summer, 1074
Apparently I've become used to the constant screaming of Urist McDuck. I didn't think it was possible when I first arrived here several years ago.
Most of the people here are immune to his screams for possessions by now, so when the garbled words changed slightly we paid it no attention. It took a new and nearly-deafened migrant that to realize that he wasn't just yelling for socks, but actually exercising his rights as mayor:
Well, there's nothing unreasonable about that. A steel bar was smelted - this took some doing, as we were apparently all out of flux stone, and a rather delicate digging operation was required, since Teling and Dethe are romping about not too far from the only source of marble we'd spotted. The whole thing went off without a hitch, however, and McDuck was eventually able to hear us when we clinked the new bar against one of his walls. That seemed to satisfy him for a short time. Then he started yelling about socks again.
None of them seem particularly useful, but I'm sure that they'll all fit in with time.
Some workers in the lower levels reported terrifying noises, and the scouts brought back word of another terrible thing creeping around in our basement.
How many of these things can there
possibly be? Fortress records indicate there may be as many as 8 terrible misbegotten beasts lurking in the depths near here! Why here? Are they breeding?
Well, if there is another attack, we are well prepared. The new Memorial Hall has been finished. The masons made too many coffins, possibly in an effort to hoard the best samples for themselves. I thwarted this plot by designating one of our main rampways to be lined with coffins. It is finished now and we are calling it The Sweeping Ramp of Martyrs.
I would prefer to be buried in the rampway when the time comes. It will be soothing, I suspect, lying there with vast hoards rushing by, and not being required to care about any of them.
Dear me, that was bleak. This job can be rather wearing, at times. But it is made much, much better by a few right-thinking, tunnel-minded dwarves, like young Sakzul Tulonavuz! This shining example of dwarfdom has taken her military duties to heart.
She is a fine young woman, and I wish her the greatest success in her chosen career. Partially because my own safety and comfort depend on it.
The mood in the fort is not helped by all these strange personality shifts our workers are undergoing.
It took a great deal of trouble and guesswork to determine what Dobar needed. Eventually we managed it, but for some time I was afraid we would have to have yet another funeral when his manic energy wore off.
Some more trouble arrived in the form of kobolds. Fortunately the human traders had arrived, and the human guards chased them off before our military even arrived at the scene, but ever since we've had a plague of the creatures. I've ordered a massive cleanup campaign to begin, starting with the piles of garbage left by the goblin siege and then moving inward. I understand that this will take a massive investment in terms of dwarfpower, but I feel that it must be a priority if we are ever to stop tripping over kobolds.
One of the dwarfs - Tsarwash Locunushrir - was severely injured by a kobold dagger. Our doctors were able to act quickly and sew up his leg. The only reminder of the incident is a large scar, which I hear pains him in cold weather. Fortunately, our magma moat prevents that from being a problem in most of Ardentdikes.
A big siege
I love how Ardentdikes reels drunkenly from disaster to disaster.
How many dwarves do we have left?
126, which includes at least 2 decently sized migrant waves.
I eventually figured out where the lever for the crusher's gears is - or at least, I think I've figured it out. The siege was broken already, so I didn't test it.
Re: The movie file I posted last time. Sorry for the confusion, it's not supposed to be the same game. It's just a movie file of the FBs playing hide-and-seek with each other. It's too
for words, so I thought I'd post a movie of it.